Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria 3: Planar Suikoden => Topic started by: Anastasia on August 10, 2011, 09:31:43 PM

Title: Beastiary
Post by: Anastasia on August 10, 2011, 09:31:43 PM
A listing of monsters, homebrewed creatures and things you've beaten up. It's a catchall.

Table of Contents

Sorted by native plane. Slain, captured or otherwise dispatched creatures are noted in parentheses, as are any other notes. Creatures with divine rank are in bold.

Abyss
Spoiler: ShowHide


Deathdrinker (http://www.soulriders.net/forum/index.php/topic,101746.msg1036638.html#msg1036638)
Malcanthet, Queen of Succubi (http://www.soulriders.net/forum/index.php/topic,101746.msg1025515.html#msg1025515)
The Wandering Giver (http://www.soulriders.net/forum/index.php/topic,101746.msg1044249.html#msg1044249)



Arborea
Spoiler: ShowHide


Angel of Last Resort (http://www.soulriders.net/forum/index.php/topic,101746.msg1044954.html#msg1044954)
Children of Liberty (Eladrin of Might) (http://www.soulriders.net/forum/index.php/topic,101746.msg1041315.html#msg1041315)
Courre Swarm (http://www.soulriders.net/forum/index.php/topic,101746.msg1045249.html#msg1045249)
Dasmany, Eladrin Hero (http://www.soulriders.net/forum/index.php/topic,101746.msg1047783.html#msg1047783)
Eladrin Hero Template (http://www.soulriders.net/forum/index.php/topic,101746.msg1047761.html#msg1047761)
Faerinaal, Queen's Consort (http://www.soulriders.net/forum/index.php/topic,101746.msg1048650.html#msg1048650)
Ghaele Eladrin (http://www.soulriders.net/forum/index.php/topic,101746.msg1027470.html#msg1027470)
Gwynharwyf, the Whirling Fury (http://www.soulriders.net/forum/index.php/topic,101746.msg1047412.html#msg1047412)



Astral Plane
Spoiler: ShowHide


Arkaalun (http://www.soulriders.net/forum/index.php/topic,101746.msg1041321.html#msg1041321)



Baator
Spoiler: ShowHide


Awakened Shocker Lizard (http://www.soulriders.net/forum/index.php/topic,101746.msg1041320.html#msg1041320)
Cornugon War Leaders (http://www.soulriders.net/forum/index.php/topic,101746.msg1031139.html#msg1031139)
Bearded Devil Fighters (http://www.soulriders.net/forum/index.php/topic,101746.msg1024033.html#msg1024033) (Deceased)
Bel, Lord of the First (http://www.soulriders.net/forum/index.php/topic,101746.msg1043695.html#msg1043695)
Belial, Lord of the Fourth (http://www.soulriders.net/forum/index.php/topic,101746.msg1046714.html#msg1046714)
Dispater, Lord of the Second (http://www.soulriders.net/forum/index.php/topic,101746.msg1043806.html#msg1043806)
Gathgorian, Duke of Hell (http://www.soulriders.net/forum/index.php/topic,101746.msg1041332.html#msg1041332) (Note: Duke of Hell benefits not applied to this statblock)
Gathgorian's Servants (Cornugon Fighters) (http://www.soulriders.net/forum/index.php/topic,101746.msg1031138.html#msg1031138)
Guardians of the Iron Tower (http://www.soulriders.net/forum/index.php/topic,101746.msg1047129.html#msg1047129)
Harkin, Ruler of the Weeping Sea (http://www.soulriders.net/forum/index.php/topic,101746.msg1041328.html#msg1041328)
Harkin Support, 9 HD Barbazu (http://www.soulriders.net/forum/index.php/topic,101746.msg1041329.html#msg1041329)
Harkin Support, Narzugon Knights (http://www.soulriders.net/forum/index.php/topic,101746.msg1041330.html#msg1041330)
Harkin Support, Awakened 33 HD Hellfire Engine (http://www.soulriders.net/forum/index.php/topic,101746.msg1041331.html#msg1041331)
Hellfire Engine (http://www.soulriders.net/forum/index.php/topic,101746.msg1033011.html#msg1033011)
Kaessa, Mistress of the Brachina (http://www.soulriders.net/forum/index.php/topic,101746.msg1044062.html#msg1044062)
Kelreck, Guardian Hellhound (http://www.soulriders.net/forum/index.php/topic,101746.msg1041319.html#msg1041319)
Mammon, Lord of the Third (http://www.soulriders.net/forum/index.php/topic,101746.msg1044049.html#msg1044049)
Nemiel, Herald of Beezlebub (http://www.soulriders.net/forum/index.php/topic,101746.msg1044102.html#msg1044102)
Orthon (http://www.soulriders.net/forum/index.php/topic,101746.msg1031681.html#msg1031681)
Orthon, 12 HD (http://www.soulriders.net/forum/index.php/topic,101746.msg1031682.html#msg1031682)
Paeliryon (http://www.soulriders.net/forum/index.php/topic,101746.msg1028442.html#msg1028442)
Remmanon (http://www.soulriders.net/forum/index.php/topic,101746.msg1039151.html#msg1039151)
Stygian Chilblain (http://www.soulriders.net/forum/index.php/topic,101746.msg1047017.html#msg1047017)
The Broken Saint (http://www.soulriders.net/forum/index.php/topic,101746.msg1041317.html#msg1041317)
Yemimah, the Lost Chalice (http://www.soulriders.net/forum/index.php/topic,101746.msg1047123.html#msg1047123)



Brightwater
Spoiler: ShowHide


Sharess, Mother of Cats (http://www.soulriders.net/forum/index.php/topic,101746.msg1036820.html#msg1036820)
Lliira, the Joybringer (http://www.soulriders.net/forum/index.php/topic,101746.msg1044756.html#msg1044756)



Dweomerheart
Spoiler: ShowHide


Stars of Mystra (http://www.soulriders.net/forum/index.php/topic,101746.msg1024228.html#msg1024228)



Elemental Plane of Air
Spoiler: ShowHide


Grinning Zephyr (http://www.soulriders.net/forum/index.php/topic,101746.msg1049453.html#msg1049453)
Primal Air Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043064.html#msg1043064) (Includes flavor block for all primal elementals)
Ty-h'kadi, Lord of the Storms (http://www.soulriders.net/forum/index.php/topic,101746.msg1043046.html#msg1043046)



Elemental Plane of Earth
Spoiler: ShowHide


Primal Earth Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043065.html#msg1043065)



Elemental Plane of Fire
Spoiler: ShowHide


Abdul Nasr al-Hariq, Emir of the Burning Nightmares and Knight Commander of the Order of the Burning Heart (http://www.soulriders.net/forum/index.php/topic,101746.msg1044143.html#msg1044143)
Akil bin Faheem, Emir of the Flametongued and Special Diplomat of the Crimson Firebrand (http://www.soulriders.net/forum/index.php/topic,101746.msg1046220.html#msg1046220)
Eblis, Archduke of Hell (http://www.soulriders.net/forum/index.php/topic,101746.msg1044184.html#msg1044184)
Efreeti Emir Template (http://www.soulriders.net/forum/index.php/topic,101746.msg1045522.html#msg1045522)
Primal Fire Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043066.html#msg1043066)
Telmar, Sundered Sun (http://www.soulriders.net/forum/index.php/topic,101746.msg1041367.html#msg1041367)
The Branded (http://www.soulriders.net/forum/index.php/topic,101746.msg1045607.html#msg1045607)
The Branded, Captains (http://www.soulriders.net/forum/index.php/topic,101746.msg1045631.html#msg1045631)



Elemental Plane of Water
Spoiler: ShowHide


Amea, High Summoner of Levistus (http://www.soulriders.net/forum/index.php/topic,101746.msg1047030.html#msg1047030)
Coral Eaters (http://www.soulriders.net/forum/index.php/topic,101746.msg1049554.html#msg1049554)
Crystal Reef Hunter (http://www.soulriders.net/forum/index.php/topic,101746.msg1049552.html#msg1049552)
Frost Lilies (http://www.soulriders.net/forum/index.php/topic,101746.msg1049559.html#msg1049559)
Gelugon, Patroller (http://www.soulriders.net/forum/index.php/topic,101746.msg1049598.html#msg1049598)
Maggezal, Kraken Spirit Glutton (http://www.soulriders.net/forum/index.php/topic,101746.msg1049779.html#msg1049779)
Primal Water Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043067.html#msg1043067)
Rogue Aspect of Levistus (http://www.soulriders.net/forum/index.php/topic,101746.msg1046964.html#msg1046964)
Wavera, Unhidden Spy (http://www.soulriders.net/forum/index.php/topic,101746.msg1049532.html#msg1049532)



Elysium
Spoiler: ShowHide


Avenging Angel, 21 HD Movanic Deva (http://www.soulriders.net/forum/index.php/topic,101746.msg1025101.html#msg1025101)
Cherub (http://www.soulriders.net/forum/index.php/topic,101746.msg1024886.html#msg1024886)
Monadic Deva (http://www.soulriders.net/forum/index.php/topic,101746.msg1024890.html#msg1024890)
Movanic Deva (http://www.soulriders.net/forum/index.php/topic,101746.msg1024888.html#msg1024888)
Solar (http://www.soulriders.net/forum/index.php/topic,101746.msg1031683.html#msg1031683)



Fury's Heart
Spoiler: ShowHide


Auril, the Frostmaiden (http://www.soulriders.net/forum/index.php/topic,101746.msg1041021.html#msg1041021)



Gates of the Moon
Spoiler: ShowHide


Shards, Planetars of Selune (http://www.soulriders.net/forum/index.php/topic,101746.msg1023491.html#msg1023491)



Hades
Spoiler: ShowHide


Lucial, Blade of the General (http://www.soulriders.net/forum/index.php/topic,101746.msg1049482.html#msg1049482)
Valeoloth (Bladeblooded) (http://www.soulriders.net/forum/index.php/topic,101746.msg1038786.html#msg1038786)



House of the Triad
Spoiler: ShowHide


Ilmater, the Crying God (http://www.soulriders.net/forum/index.php/topic,101746.msg1043447.html#msg1043447)



Limbo
Spoiler: ShowHide


Nassrapk, Slaad Wild Mage (http://www.soulriders.net/forum/index.php/topic,101746.msg1045389.html#msg1045389)
White Slaad (http://www.soulriders.net/forum/index.php/topic,101746.msg1039019.html#msg1039019)



Mount Celestia
Spoiler: ShowHide


Barachiel, the Messenger (http://www.soulriders.net/forum/index.php/topic,101746.msg1043039.html#msg1043039)
Cerulean Joy, Authority of Absolution (http://www.soulriders.net/forum/index.php/topic,101746.msg1043895.html#msg1043895)
Domiel, the Mercy-Bringer (http://www.soulriders.net/forum/index.php/topic,101746.msg1043040.html#msg1043040)
Erathaol, the Seer (http://www.soulriders.net/forum/index.php/topic,101746.msg1043041.html#msg1043041)
Pistis Sophia, the Ascetic (http://www.soulriders.net/forum/index.php/topic,101746.msg1043042.html#msg1043042)
Raziel, the Firestar (http://www.soulriders.net/forum/index.php/topic,101746.msg1043043.html#msg1043043)
Sealtiel, the Defender (http://www.soulriders.net/forum/index.php/topic,101746.msg1043240.html#msg1043240)
Throne Archon (http://www.soulriders.net/forum/index.php/topic,101746.msg1024878.html#msg1024878)
Vel Custos, Authority of Wardens (http://www.soulriders.net/forum/index.php/topic,101746.msg1043701.html#msg1043701)



Negative Energy Plane
Spoiler: ShowHide


Lixer's Legion Shadows (http://www.soulriders.net/forum/index.php/topic,101746.msg1039637.html#msg1039637)
Lixer's Legion Shadows, Sargent (http://www.soulriders.net/forum/index.php/topic,101746.msg1039638.html#msg1039638)
Monk of the Dark Depths (http://www.soulriders.net/forum/index.php/topic,101746.msg1039639.html#msg1039639) (Deceased)
Solar's Skull (http://www.soulriders.net/forum/index.php/topic,101746.msg1039554.html#msg1039554)



Other
Spoiler: ShowHide


Abomination Template (http://www.soulriders.net/forum/index.php/topic,101746.msg1024751.html#msg1024751)
Air Elementite Ruin Swarm (http://www.soulriders.net/forum/index.php/topic,101746.msg1045230.html#msg1045230)
Bat Ruin Swarm (http://www.soulriders.net/forum/index.php/topic,101746.msg1045210.html#msg1045210)
Elyssa, Gond's Homunculus (http://www.soulriders.net/forum/index.php/topic,101746.msg1043129.html#msg1043129) (Not official)
Fallen Solar (http://www.soulriders.net/forum/index.php/topic,101746.msg1031684.html#msg1031684)
Gond, the Wonderbringer (http://www.soulriders.net/forum/index.php/topic,101746.msg1043128.html#msg1043128) (Not official, was not happy with the result. Subject to revision)
Hunefer, Accursed of Ao (http://www.soulriders.net/forum/index.php/topic,101746.msg1044151.html#msg1044151)
Living Spell, Syala's Awaken Defender of the Home (http://www.soulriders.net/forum/index.php/topic,101746.msg1041371.html#msg1041371) (Not official, Design exercise only)
Medicant Beholder (http://www.soulriders.net/forum/index.php/topic,101746.msg1024832.html#msg1024832) (Deceased)
Medicant Razor Boar (http://www.soulriders.net/forum/index.php/topic,101746.msg1024750.html#msg1024750) (Deceased)
Mercane (http://www.soulriders.net/forum/index.php/topic,101746.msg1024213.html#msg1024213)
Mr Smiles, Dread Wight Swashbuckler (http://www.soulriders.net/forum/index.php/topic,101746.msg1036640.html#msg1036640) (Deceased)
Ruin Swarm Template (http://www.soulriders.net/forum/index.php/topic,101746.msg1045209.html#msg1045209)
Styx-Corrupted Template (http://www.soulriders.net/forum/index.php/topic,101746.msg1047031.html#msg1047031)
Vivacain, Mercane Merchant (http://www.soulriders.net/forum/index.php/topic,101746.msg1041373.html#msg1041373)



Para-Elemental Plane of Ice
Spoiler: ShowHide


Elder Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043928.html#msg1043928)
Greater Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043927.html#msg1043927)
Heat Death, Slayer of Fire (http://www.soulriders.net/forum/index.php/topic,101746.msg1043933.html#msg1043933)
Huge Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043926.html#msg1043926)
Ice Para-Elemental Monolith (http://www.soulriders.net/forum/index.php/topic,101746.msg1043929.html#msg1043929)
Large Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043925.html#msg1043925)
Medium Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043924.html#msg1043924)
Primal Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043930.html#msg1043930)
Small Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,101746.msg1043923.html#msg1043923)



Para-Elemental Plane of Ooze
Spoiler: ShowHide


Frost Piranha Swarm (http://www.soulriders.net/forum/index.php/topic,101746.msg1041327.html#msg1041327)
Living Filth (http://www.soulriders.net/forum/index.php/topic,101746.msg1041326.html#msg1041326)
Telastryiryn, Great Wyrm Green Dragon (http://www.soulriders.net/forum/index.php/topic,101746.msg1041323.html#msg1041323)
Telastryiryn's Avengers (http://www.soulriders.net/forum/index.php/topic,101746.msg1041325.html#msg1041325)
Telastryiryn's Predators (http://www.soulriders.net/forum/index.php/topic,101746.msg1041324.html#msg1041324)



Plane of Shadow
Spoiler: ShowHide


Voidchild (http://www.soulriders.net/forum/index.php/topic,101746.msg1024836.html#msg1024836)



Prime Material Plane
Spoiler: ShowHide


Commander Hellman Oberuth (http://www.soulriders.net/forum/index.php/topic,101746.msg1047837.html#msg1047837)
Dread Wight (http://www.soulriders.net/forum/index.php/topic,101746.msg1036639.html#msg1036639)
Estevan Salazar, Pure Flame of Zaaman Rul (http://www.soulriders.net/forum/index.php/topic,101746.msg1045008.html#msg1045008)
Fairy Dragon (http://www.soulriders.net/forum/index.php/topic,101746.msg1027669.html#msg1027669)
Hoary Hunter (http://www.soulriders.net/forum/index.php/topic,101746.msg1035588.html#msg1035588)
Hoary Hunter, Ranger (http://www.soulriders.net/forum/index.php/topic,101746.msg1035590.html#msg1035590)
Hounds of Winter (http://www.soulriders.net/forum/index.php/topic,101746.msg1026439.html#msg1026439)
Infinity Ooze (http://www.soulriders.net/forum/index.php/topic,101746.msg1041314.html#msg1041314)
Lyris (http://www.soulriders.net/forum/index.php/topic,101746.msg1047579.html#msg1047579)
Marianne (http://www.soulriders.net/forum/index.php/topic,101746.msg1047567.html#msg1047567)
Neveril (http://www.soulriders.net/forum/index.php/topic,101746.msg1047637.html#msg1047637)
The Calamity (http://www.soulriders.net/forum/index.php/topic,101746.msg1041316.html#msg1041316)
The Father (http://www.soulriders.net/forum/index.php/topic,101746.msg1041344.html#msg1041344)



Quasi-Elemental Plane of Salt
Spoiler: ShowHide


Tor Salinus, the Brine Dragon (http://www.soulriders.net/forum/index.php/topic,101746.msg1043045.html#msg1043045)



Sylica
Spoiler: ShowHide


Alicia Reynes, Queen of the Battlefield (http://www.soulriders.net/forum/index.php/topic,101746.msg1044900.html#msg1044900)
Antenora Reynes, Opal Angel of Redemption (http://www.soulriders.net/forum/index.php/topic,101746.msg1044260.html#msg1044260)
Jessica Reynes (http://www.soulriders.net/forum/index.php/topic,101746.msg1044266.html#msg1044266)
Latha (http://www.soulriders.net/forum/index.php/topic,101746.msg1044268.html#msg1044268)
Syala, Angel of Love (http://www.soulriders.net/forum/index.php/topic,101746.msg1044264.html#msg1044264)



The Cauldron
Spoiler: ShowHide


Amaryl Gaial (http://www.soulriders.net/forum/index.php/topic,101746.msg1044262.html#msg1044262)
Donald Smurth (http://www.soulriders.net/forum/index.php/topic,101746.msg1044265.html#msg1044265)
Seira Aryn, Dragon Princess (http://www.soulriders.net/forum/index.php/topic,101746.msg1044850.html#msg1044850)
Yoshi, Amaryl's Animal Companion (http://www.soulriders.net/forum/index.php/topic,101746.msg1044263.html#msg1044263)



Warrior's Rest
Spoiler: ShowHide


The Red Knight (http://www.soulriders.net/forum/index.php/topic,101746.msg1043044.html#msg1043044)



Ysgard [spoiler]

Children of Jormugandr (http://www.soulriders.net/forum/index.php/topic,101746.msg1048051.html#msg1048051)
Jormugandr (http://www.soulriders.net/forum/index.php/topic,101746.msg1048503.html#msg1048503)
Third Generation Spawn of Jormugandr (http://www.soulriders.net/forum/index.php/topic,101746.msg1047912.html#msg1047912)
Title: Re: Beastiary
Post by: Anastasia on August 10, 2011, 09:35:44 PM
Selune has a cadre of female planetars that serve her, created out of fire and moonlight. These elite servants are gifted with a tiny fragment of her power, so that they may better serve her will. They are more advanced than your typical planetar, but fall a little short of a solar's might. Shards typically gestalt as paladins of freedom, silverstars, clerics of Selune, fighters, bards or aerial avengers.

Source: Players Guide to Faerun, page 154.


Shards, Planetars of Selune

Size/Type: Large Outsider (Angel, Good, Chaotic)
Hit Dice: 21d8+126+21 (245 hp)
Initiative: +13
Speed: 50ft, fly 120ft (good)
Armor Class: 41 (+5 dex, +26 natural)
Base Attack/CMB/CMD: +21/+33/48
Attack: Greatsword+32 (3d6+16 plus moonlight 19-20 x2)
Full Attack: Greatsword+32 (3d6+16 plus moonlight 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, moonlight.
Special Qualities: Damage reduction 15/evil, epic and cold iron, darkvision 120ft, low-light vision, immunity to fire and cold, protective aura, regeneration 12, resistance to electricity and acid 20, spell resistance 37, tongues, moon magic.
Saves: Fort +18, Ref +17, Will +19
Abilities: Str 27, Dex 21, Con 22, Int 24, Wis 25, Cha 24
Skills: Bluff+31, Concentration+30, Diplomacy+31, Escape Artist+29, Gather Information+31, Heal+31, Hide+25, Intimidate+31, Knowledge(Arcana)+31, Knowledge(Local: Gate of the Moon)+31, Knowledge(Nature)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Listen+31, Move Silently+29, Search+31, Sense Motive+31, Spellcraft+31, Spot+31.
Feats: Words of Creation(B), Improved Initiative(1), Power Attack(3), Flyby Attack(6), Moon Devotion(9), Toughness(12), Spell Focus(Good)(15), Ability Focus(Moonlight)(18)
Epic Feats: Superior Initiative(21)
Alignment: Always Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities: Always active-detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-greater restoration, mass charm monster, moonfire, resurrection, waves of exhaustion. Caster level 21st. The save DCs are 17 + spell level.

Spells

Shards can cast divine spells as 21st level clerics. A shard has access to the Good and Chaos domains. They may also cast spells related to the moon, see moon magic below.

Change Shape (Su)

A shard can assume the form of any Small or Medium humanoid.

Moon Magic (Ex)

Shards may cast any spell with the world moon in its name or any spell relating to the moon as a divine spell. These spells are considered to be a part of their class spell list as normal.

Moonlight (Su)

Any weapon or natural attack the Shard makes is filled with Selune's power. Each strike they make deals an extra 1d6 points of holy damage and 1d6 points of fire damage. Against non-good lycanthropes and any undead, the damage rises to 3d6 points of holy damage and 3d6 points of fire damage.  Any non-good lycanthropes or any undead that is damaged by moonlight must make a will save (DC 29) or be panicked for one round.


Gear:
Spoiler: ShowHide


+4 greatsword


Custom material
Spoiler: ShowHide


Moon Devotion [Domain]
Benefit: Once per day as a swift action, you can glow with moonlight. The light shed is equivalent to a torch. This light counts as true moonlight and is shed in a 10ft radius. In addition, you deal an extra point of damage per character level to non-good lycanthropes and undead.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
Title: Re: Beastiary
Post by: Anastasia on August 24, 2011, 01:25:44 AM
The four fodder barbazu you beat up in the first session. I'm trying to avoid baddie sameness this game, but I felt it was reasonable for Hell. Quite frankly, the lower ranks are rather similar due to Hell's basic methodology. Besides, I figured it was fair game since you'd want to stomp some devils.

Bearded Devil 6//Fighter 6

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 6d10+18+6 (60 hp)
Initiative: +6
Speed: 40ft
Armor Class: 20 (+2 dex, +7 natural, +1 dodge)
Base Attack/CMB/CMD: +6/+8/21
Attack: Glaive+9 (1d10+5 plus infernal wound)
Full Attack: Glaive+9/+4 (1d10+5 plus infernal wound)
Space/Reach: 5ft/5ft
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10   
Skills: 9+ability modifier.
Feats: Improved Initiative(1), Weapon Focus(Glaive)(F1), Power Attack(F2), Dodge(3), Weapon Specialization(F4), Toughness(6), Mobility(F6)
Epic Feats: -
Alignment: Lawful Evil
Title: Re: Beastiary
Post by: Anastasia on August 27, 2011, 06:59:53 PM
Mercane are the merchants of the planes, now updated from the ELH. The changes are minimal; I could attempt a more expansive rewrite or read up on their 2nd edition statblock, but I don't feel this is essential. The statblock is serviceable enough.

Mercane

Size/Type: Large Outsider
Hit Dice: 7d8+21 (56 hp)
Initiative: +2
Speed: 30ft
Armor Class: 15 (-1 size, +2 dex, +4 natural)
Base Attack/CMB/CMD: +7/+13/25
Attack: Masterwork Falchion+9 (2d6+3 18-20 x2)
Full Attack: Masterwork Falchion+9 (2d6+3 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: -
Special Qualities: Spell resistance 19, spell-like abilities, telepathy 100ft, darkvision 60ft.
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15
Skills: 10+ability modifier; +4 racial to appraise; +3 skill focus to appraise; +2 diligent to appraise and decipher script.
Feats: Combat Expertise(1), Skill Focus(Appraise)(3), Diligent(6)
Epic Feats: -
Alignment: Lawful Neutral

Spell-Like Abilities

3/day—dimension door, invisibility; 1/day—secret chest, plane shift. Caster level 7th; save DC 12 + spell level.

Telepathy (Su)

Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills

Mercanes receive a +4 racial bonus on Appraise checks.
Title: Re: Beastiary
Post by: Anastasia on August 29, 2011, 01:59:44 AM
Stars of Mystra are Mystra's seven favored servants. Celestials of incredible magical power, they serve the Mother of All Magic's purposes to the word. They are loyal beyond thought, being so closely connected to her that they are almost a part of Mystra. They serve as heralds, teachers and warriors; however, it is said that should one be captured and it's secrets discovered, one could wrest some control of the Weave away from Mystra. Indeed, Mystra uses them with great care and rarity.

The Stars of Mystra are somewhat akin to the Chosen of Mystra from canon Forgotten Realms. The basic concept of creatures invested with a little bit of Mystra's power follows the same line as the Chosen; however, this Mystra's style is not to give mortals that type of power. The last mortal in some time to receive this sort of power was Alicia, who Mystra intended to realize her potential and obtain divinity. This Mystra is somewhat more withdrawn from mortals at the very least; she blends traits of the various Mystras.

A Star of Mystra stands about eight feet tall. Surrounded by a halo of near-blinding light, the features of each Star is indistinct due to this light. Wings of blue arcane fire and Silver Fire hold it aloft. If one is able to look close, they can see seven stars of light hovering around the Star's head, like ioun stones.

The seven Stars of Mystra are inspired by the seven stars in Mystra's holy symbol. This Mystra -does- have the tendency to let her subordinates and worshipers get plenty of attention. Guess some traits just breed true.

Stars of Mystra do not advance in hit dice nor do they gestalt. They are created as-is, possessing no ability to advance.


Star of Mystra

Size/Type: Large Outsider (Good)
Hit Dice: 40d8+600+40 (960 hp)
Initiative: +16
Speed: 70ft, fly 210ft (perfect)
Armor Class: 65 (-1 size, +12 dex, +14 sacred, +30 natural)
Base Attack/CMB/CMD: +40/+53/89
Attack: Weave's Blood+58 (Variable damage; +19 one handed and +23 two handed)
Full Attack: Weave's Blood+58 (Variable damage; +19 one handed and +23 two handed)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities, silver fire.
Special Qualities: Damage reduction 30/epic and evil, spell resistance 60, immunity to fire and cold, resistance to electricity and acid 30, regeneration 25, silver blood, aura of magic's glory.
Saves: Fort +37, Ref +34, Will +38
Abilities: Str 29, Dex 35, Con 40, Int 42, Wis 42, Cha 42 
Skills: 43+ability modifier.
Feats: Initiate of Mystra(B), Words of Creation(B), Improved Initiative(1), Toughness(3), Empower Spell(6), Arcane Strike(9), Extend Spell(12), Maximize Spell(15), Twin Spell(18), Chain Spell(21), Quicken Spell(30)
Epic Feats: Epic Spell Capacity(B), Enhance Spell(24), Intensify Spell(27), Automatic Quicken Spell(30), Blinding Speed(33), Multiaction(36), Automatic Quicken Spell(39)
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-Greater arcane sight, true seeing. At will-superb dispelling. 3/day-miracle. Caster level 47th. The save DCs are charisma based.

Spells

A Star of Mystra casts as a 40th arcane and divine caster(Caster level 47th). They get one set of each, with the exact types chosen by each Star. One may choose to cast as a wizard and a favored soul, another may elect to cast as a bard and a cleric. They may choose any class to copy spell progression, but at least one must be a full-casting class. For these purposes, a full casting class is considered any class that possesses nine levels of spellcasting from levels 1 to 20, not counting level 0 magic.

Aura of Magic's Glory (Su)

The Star of Mystra is surrounded by an overwhelming radiance that protects it and augments magic. This light makes the Star of Mystra impossible to look squarely at and provides material defense in the form of Mystra's favor, granting a +14 sacred bonus to armor class. Any good aligned creature or worshiper of any of the deities of Dweomerheart within 100ft of the Star of Mystra(including the Star of Mystra) gains a +7 sacred bonus to caster level for all spells and spell-like abilities. Likewise, any evil creatures or worshipers of Shar gain a -7 sacred penalty to the same. There is no saving throw, but divinities are allowed a divine rank check against Mystra to negate the penalty. If a creature qualifies for both categories, the Star of Mystra may choose which effect applies to it.

Silver Blood (Su)

The Stars of Mystra are shielded by the raw Silver Fire that flows through their veins in place of blood. As beings largely composed of the Weave and Mystra, they gain the following benefits:

- Immunity to antimagic. Like a deity, they may ignore the spell anti-magic field and similar effects.
- Immunity to effects that cause damage by continued bleeding, such as an infernal wound. This does not inhibit the spraying ability below.
- Superior resistance to magic. The Star of Mystra's spell resistance applies to any spell it wishes, including spells that do not normally allow spell resistance. This includes spells that do not directly target the Star of Mystra but that may cause damage to them, such as earthquake. If resisted, reality bends around them to ensure no effect is caused to the Star of Mystra. How this happens is adjudicated by the DM. A resisted earthquake spell does not shake the Star of Mystra and any geological effects miraculously avoid him or throws him out of the way without harm. 
- Whenever the Star of Mystra takes damage from an slashing or piercing attack, a spray of Silver Fire erupts out, instantly cauterizing the wound, and launches itself at the source of the attack. This treated as the beam attack of Silver Fire, but it only deals 7d10 points of damage.

Silver Fire (Su)

A Star of Mystra have access to the Silver Fire, which has the following abilities.

- At will, the Star of Mystra may emit a beautiful beam of Silver Fire. This beam has a range of 70 feet and has laser precision, able to turn corners and as strike as much or as little of the target as desired. This attack deals 40d10 points of damage, with a DC 50 reflex save. No mortal means of defense can stop this ability, as it destroys barriers as a divine blast does. 
- Once per minute with a touch can bestow the effects of a Heal, Greater Restoration, or Regenerate spell.
- The Silver Fire also can be activated within the body of a Star of Mystra (triggering automatically as a free action, once per round) to completely purge all external magical, supernatural, or psionic compulsions from that person as a greater dispel magic (with a caster level equal to the Star of Mystra's HD, and no cap). This makes the Star of Mystra effectively immune to all attempts to charm or control them.

Regeneration

Weapons that bypass the Star of Mystra's damage reduction or spells of 10th level or higher with the evil descriptor deal lethal damage to the Star of Mystra.


Gear:
Spoiler: ShowHide


Weave's Blood

Each Star of Mystra possesses a copy of this weapon. It is a simple ball of Silver Fire, about the size of a pebble. As a free action it can assume the form of any weapon of a size suitable for the wielder; in any event, the weapon is made of pure Silver Fire and deals damage as such instead of normal damage. This weapon is further treated as a +10 superior dispelling weapon. It may also store a spell as the spell storing ability, but with no cap to the level of the spell stored.

Each Weave's Blood is counted as a major artifact.

Seven Stars

Seven stars of light hover around the Star of Mystra's head, like ioun stones. As a free action when casting a spell, the Star of Mystra may call on one of these stones to add any one metamagic to the spell. This does not increase the casting time of the spell or raise the spell's effective level. Each stone may be used once per hour. The metamagic does not need to be one the Star of Mystra personally possesses.

Each set of Seven Stars is counted as a major artifact.


Custom Material
Spoiler: ShowHide


Superior Dispelling [Synergy]
Price: +4 bonus
Caster Level: 30th
Aura: Overwhelming abjuration
Synergy Prerequisite: Greater Dispelling

This weapon functions as a greater dispelling weapon, except that when you activate it, the creature struck is affected as if by a targeted superb dispelling effect. A superb dispelling weapon functions three times per day.

Superb Dispelling
Abjuration
Level: Sorc/Wiz 11, Clr 11

This spell functions as greater dispel magic, with a maximum dispel check cap of +40. It can automatically destroy an antimagic field, as well as affect anything a magic disjunction can. This spell is often preferred over Magic Disjunction due to its tighter radius of effect.
Title: Re: Beastiary
Post by: Anastasia on September 14, 2011, 11:57:31 PM
This is the pair of razor boars you fought outside of Medicant. They're largely unchanged, save for an altered feat layout and changing up its vorpal tusks with razor tusks. It's a shame they never got to charge.

Medicant razor boar

Size/Type: Large Magical Beast
Hit Dice: 15d10+90 (177 hp)
Initiative: +1
Speed: 50ft
Armor Class: 27 (-1 size, +1 dex, +17 natural)
Base Attack/CMB/CMD: +15/+27/38
Attack: Razor Tusk+22 (1d8+8 19-20 x3 and sharpness plus +4 hit on charge +3d6 on charge)
Full Attack: Razor Tusk+22/+17 (1d8+8 19-20 x3 and sharpness) and 1 bite+22 (1d8+8) or 2 hooves+17 (1d4+4)
Space/Reach: 10ft/10ft
Special Attacks: Trample 2d6+12, razor tusks.
Special Qualities: Damage reduction 5/-, darkvision 60ft, fast healing 10, low-light vision, scent, spell resistance 21.
Saves: Fort +15, Ref +10, Will +7
Abilities: Str 27, Dex 13, Con 22, Int 2, Wis 14, Cha 9
Skills: 18+ability modifier.
Feats: Power Attack(1), Reckless Charge(3), Powerful Charge(6), Rapid Strike(Razor Tusks)(9), Greater Powerful Charge(12), Improved Critical(Razor Tusks)(15)
Epic Feats: -
Alignment: Neutral.

Racial and innate powers:
Spoiler: ShowHide


Razor Tusks (Ex)

A razor boar's tusks are exceedingly sharp, able to cut stone and hard gemstones with ease. As a result, a razor boar's tusks have a x3 critical hit multiplier. On a successful critical hit, the victim loses a limb, chosen randomly by the DM.

Trample (Ex)

Reflex DC 25 half. The save DC is Strength-based.
Title: Re: Beastiary
Post by: Anastasia on September 15, 2011, 12:02:44 AM
The abomination template presented in the Epic Level Handbook isn't a bad idea, but I prefer a slightly different version of it. Most of the power of the template comes from DvR0 being inbuilt; as creatures intrinsically connected to the divine they warrant that power. The cursed trait also codified the fact that abominations are a mistake, something reviled and ultimately doomed by the same power that spawned them.

Abomination

An abomination is a cursed being, one with some sort of divine roots that lacks true divine or cosmic power. While the divine spark stays within them, so does a curse that holds them back. All abominations, with the exception of undead and dragon based abominations, are outsiders and usually of evil alignment.

Abomination

Abominations possess the following traits, unless specified otherwise in the creature's entry.

* Divine Rank

An abomination has divine rank 0. They gain all the powers and privileges that divine rank zero grants. A summary of the abilities divine rank zero grants is below.

- Outsider type with any appropriate alignment subtypes.
- Maximum hit points per hit die.
- Boosted speed as according to a table based on size.
- A natural armor bonus of +15 that overlaps with preexisting natural armor.
- Charisma modifier to armor class as a deflection bonus.
- Damage reduction 10/epic.
- Immunity to aging and it's related effects, cannot die from age. Do not need to eat, sleep or breathe.
- Can only be permanently slain by an opposed rank check in your home plane.
- Immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting. A rank check can overcome these immunities.
- Spell Resistance equal to 15 + HD.
- Charisma modifier as a resistance bonus to saving throws.
- +10 enhancement bonus to all ability scores.

* An abomination has energy resistance 50 to any element it is not immune or vulnerable to. This applies only to fire, cold, electricity, acid and sonic energy types.

* True Seeing (Su): An abomination sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level equal to its hit dice.

* Telepathy (Su): Abominations can communicate telepathically with any creature within 500 feet that has a language.

* Regeneration: All abominations have regeneration equal to their hit dice + 5. The means to bypass this regeneration varies from abomination to abomination.

* Cursed (Ex): Every abomination has a specific curse. The nature of each curse varies, but is almost always a source of great misery for the abomination.
Title: Re: Beastiary
Post by: Anastasia on September 16, 2011, 08:34:11 PM
They came, they saw, they sucked. This was okay! I didn't plan on them being a terribly difficult fight, just some fodder to cut through.

Medicant beholder. (Gauth)

Beholder 8//Scout 8

Size/Type: Medium Abberation
Hit Dice: 8d8+24 (64 hp)
Initiative: +8
Speed: 5ft, fly 30ft (good)
Armor Class: 20 (+3 dex, +7 natural)
Base Attack/CMB/CMD: +6/+5/18
Attack: Eye rays+9 ranged touch (various effects) and bite+0 (1d6-1)
Full Attack: Eye rays+9 ranged touch (various effects) and bite+0 (1d6-1)
Space/Reach: 5ft/5ft
Special Attacks: Eye rays, stunning gaze, skirmish 2d6/+2 AC,
Special Qualities: All-around vision, darkvision 60ft, trapfinding, battle fortitude+1, uncanny dodge, fast movement+10ft, trackless step, evasion, flawless stride, camouflage.
Saves: Fort +6, Ref +10, Will +9 (+1 fort)
Abilities: Str 8, Dex 16, Con 16, Int 15, Wis 15, Cha 14
Skills: 11+ability modifier.
Feats: Alertness(B), Improved Initiative(1), Ability Focus(Eye Rays)(3), Point Blank Shot(S4), Ability Focus(Stunning Gaze)(6), Precise Shot(S8).
Epic Feats: -
Alignment: Lawful Evil

Racial and innate powers:
Spoiler: ShowHide


All-Around Vision (Ex)

Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Eye Rays (Su)

Each of a gauth's six eye rays resembles a spell cast by an 8th-level caster. Each eye ray has a range of 100 feet and a save DC of 17. The save DCs are Charisma-based. Each ray may be used once per round as a free action, but no more than two on any single target. The six eye rays include:

Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Gauths like to use this ray against warriors and other physically powerful creatures.
Inflict Moderate Wounds: This works like the spell, causing 2d8+8 points of damage (Will half ).
Dispel Magic: This works like the targeted dispel function of the spell. The gauth's dispel check is 1d20+8.
Scorching Ray: This works like the spell, dealing 4d6 points of fire damage (no save). A gauth creates only one fiery ray per use of this ability.
Paralysis: The target must succeed on a Fortitude save or be paralyzed for 2d10 minutes.
Exhaustion: This works like the spell ray of exhaustion (no save).

Stunning Gaze (Su)

Stun for 1 round, 30 feet, Will DC 14 negates. The save DC is Charisma-based. Any creature meeting the gaze of the gauth's central eye is subject to its stunning gaze attack. Since the gauth can use its eye-rays as a free action, the creature can use a standard action to focus its stunning gaze on an opponent and attack with all eye rays that bear on its foes at the same time.
Title: Re: Beastiary
Post by: Anastasia on September 16, 2011, 08:47:49 PM
I wanted to make an Abomination from scratch to test out the template, and who better than everyone's least favorite bitter bitch? I'd sell the flavor of the voidchildren if this were being fully polished up for consumption; instead, I left the design notes in at the bottom. Between that and and the fluff in the ability descriptions you should have an idea of what they're about.

Unlike most abominations and high level outsiders, voidchildren lack spell-like abilities. With Oblivion's Stare, they don't need much else.


Voidchild

Size/Type: Small Outsider (Evil, Abomination)
Hit Dice: 39d8+741+39+156 (1,248 hp)
Initiative: +23
Speed: 50ft, fly 180ft (average)
Armor Class: 74 (+1 size, +15 dex, +31 natural, +17 deflection)
Base Attack/CMB/CMD: +39/+47/89
Attack: Slam+55 (1d6+12 plus 3d8)
Full Attack: 2 slams+55/+50/+45/+40 (1d6+12 plus 3d8)
Space/Reach: 5ft/5ft
Special Attacks: Voidstrike, oblivion's stare.
Special Qualities: Damage reduction 35/epic, good and special, immunity to electricity, acid and sonic, polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, spell resistance 54, vulnerability to cold and fire, true seeing, telepathy 500ft, regeneration 44, cursed.
Saves: Fort +57, Ref +53, Will +49
Abilities: Str 34, Dex 40, Con 48, Int 32, Wis 33, Cha 44   
Skills: 42+ability modifier.
Feats: Ability Focus(Oblivion's Stare)(1), Ability Focus(Voidstrike)(3), Toughness(6), Improved Initiative(9), Rapidstrike(12), Weapon Finesse(15), Improved Rapidstrike(18), Power Attack(21)
Epic Feats: Superior Initiative(24), Armor Skin(27), Epic Toughness(30), Epic Ability Focus(Oblivion's Stare)(33), Epic Ability Focus(Voidstrike)(36), Epic Toughness(39)
Alignment: Neutral Evil

Racial and innate powers:
Spoiler: ShowHide


True Seeing (Su)

A voidchild sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level of 39.

Telepathy (Su)

A voidchild can communicate telepathically with any creature within 500 feet that has a language.

Damage Reduction

A voidchild takes full damage from epic, good aligned weapons. In addition, the weapon must deal at least one point of one of the following damage types: Fire, cold, positive energy or negative energy.

Regeneration

A voidchild takes lethal damage from attacks that successfully defeat its damage reduction(but not attacks that bypass it, such as force damage) and from spells with the good descriptor and either the fire or cold descriptor.

Cursed (Ex)

Creatures spawned from oblivion and yet not alive, voidchildren forever yearn. They yearn to return to the comfort of non-existence, yet they are hopelessly fascinated with the concept of life. They can obtain neither, the basic nature of a voidchild renders both impossible. This manifests in several mechanical effects.

A voidchild cannot heal lethal damage by any means but natural rest. Positive energy deals damage to the voidchild as if it was undead, negative energy deals damage to it as if it were alive. Spells that restore hit points through neither positive or negative energy likewise cannot heal the voidchild. A wish or miracle spell can heal a voidchild, each casting restores 10 hit points per caster level.

Voidchildren are fascinated by the duality of ice and fire. Bitter cold and raging fire represent both life and death in many ways. This resonates within them, rendering them vulnerable to both fire and cold energy damage. They crave to feel the life affirming touch of summer or the chilling embrace of winter, but all they feel is a numb pain and primal repulsion.

The curse of the voidchild runs so deeply that they are unable to even harness any of these types of damage to use. If they use a weapon, item, ability or any other source that deals fire, cold, positive energy or negative energy damage, this damage is automatically negated. For example, a voidchild who uses a longsword+1, flaming in battle finds it only to be a longsword+1. The flaming enchantment is suppressed as long as the voidchild uses it. Paradoxically, they crave heat and cold, so much so that they cannot benefit from protections against either element. Items that grant resistance to cold and fire are ineffective when used by a voidchild; spells that grant resistance or immunity to fire or cold likewise fail.

A voidchild cannot enter the Positive Energy Plane, Negative Energy Plane, Elemental Plane of Fire or the Para-Elemental Plane of Ice. Spells that attempt to do so fail. A voidchild attempting to pass through a portal to those realms finds it as solid as steel, impassable by any means. Even a wish or miracle spell cannot change this fundamental limitation.

Voidstrike (Su)

The slam attack of the voidchild destroys all it touches, be it alive or dead. The voidchild deals an extra 3d8 points of damage per successful slam attack. This damage also applies to attacks against objects and sunder attempts; further, voidstrike allows the voidchild to ignore the hardness of objects. This does not allow the voidchild to bypass damage reduction of creatures.

Any armor worn by the victim of a voidchild's slam attack is also affected. The armor must pass a DC 52 fortitude save or be immediately weakened. This reduces its armor bonus by 1 point and stacks with itself. Armor reduced to zero armor bonus is destroyed, crumbling into nothingness and forever lost. Natural armor is likewise subject to this, with the natural armor of the creature reduced by 1 point per strike, with a DC 52 fortitude to negate. Only one save is allowed per round, determining if every strike in that round reduced armor or natural armor. Damage done to armor or natural armor is permanent, but a DC 52 armorsmithing check can repair the damage to armor as long as it was not destroyed.  Natural armor can be restored by a heal, wish or miracle spell.

Deities are allowed an opposed rank check to negate the armor and natural armor damage of voidstrike each round. The voidchild gains a +4 bonus to this check.

Oblivion's Stare (Su)

By focusing the oblivion within itself through its eyes, the voidchild can make a devastating attack. The voidchild may take a standard action to look at a single target within 500ft. This causes the light of life(or the pulse of undeath) to fade from the target, sputtering out and causing 390 points of damage and 6 points of ability drain to all six ability scores. If the target survives, they are afflicted with the Song of Ending disease. A DC 52 fortitude save halves both the damage and ability drain, but does not negate the Song of Ending effect.

This effect penetrates barriers as a divine blast. The victim does not need to see the voidchild or meet its eyes it to work, nor does the target need to even be able to see.



Custom Material
Spoiler: ShowHide


New Disease: Song of Ending

DC 40; immediate onset, 1d8 vile charisma drain and despair.

Heroes who fight against The Lady of Loss may find themselves cursed with the Song of Ending. This disease causes the victim to be infected by the pure nothingness that Shar represents. The victim constantly hears the echo of the Song of Ending that is forever sung within Shar's domain. Those that hear it lose hope and eventually the sense of self, dying soon thereafter. In addition to the normal ability score drain of the disease, a creature infected with the Song of Ending is treated as being under a permanent Crushing Despair spell. This cannot be dispelled without removing the disease.

A creature reduced to zero charisma by Song of Ending dies, its body rising one round later as a greater shadow. The shadow must be slain before the victim can be resurrected. In any event, dying from the Song of Ending imposes a -20% chance to any resurrection chance rolls.

Song of Ending may only be cured by a heal, wish or miracle spell cast on consecrated ground. A divine caster with access to the Hope domain may use remove disease to counter the Song of Ending. To do so requires a successful caster level check against DC 40.

Epic Ability Focus [Epic]
Prerequisite: Ability Focus for the ability you wish to select for Epic Ability Focus.
Benefit: Add +4 to the DC for all saving throws against the special attack on which the creature focuses. This stacks with the benefit from Ability Focus.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.



Design notes and brainstorming: [spoiler]---

Voidchildren are the result of Shar 'mating' with the concept of primal nothingness. Not fucking as much as simply uniting, though Shar might've done it that way too. Part of her portfolio is dark seduction and corruption, though it's a lesser element.

They are about 4 feet tall.

Black as shadows, could be mistaken for one if not for the defined facial features.

The curse it to be stuck 'between'. They crave to return to nothingness or live fully with Mother(Shar), but cannot. 

Needs to define why these work and are appropriate instead of using atropals. Mmm. They are 'born', but not truly alive, nor are they truly dead. They are the Void. A void that utterly loathes being given life, but hopelessly intrigued by the concept. Shar's existence prevents them from living or dying, they exist in a half-life that satisfies neither craving. They are a paradox.

They attack with oblivion - mostly Sus though they possess a decent natural attack routine. Need a way to make both unique.

Being neither alive or dead, voidchildren cannot heal from positive or negative energy. They only heal naturally or through a wish/miracle; both positive and negative energy deal damage to them.

The duality of fire and cold resonates within them, the same duality of life and death. As a result they are vulnerable to both energy types. However, they are immune to acid, electricity and sonic to compensate.

Feats are generic on purpose. A specific void-child would probably specialize more.
Title: Re: Beastiary
Post by: Anastasia on September 17, 2011, 04:06:38 PM
Throne Archons appear in the BoED. Despite being high on the archon hierarchy, they're not really equal to a planetar, cornugon or even a marilith. I've wanted to do this for awhile now and finally got around to doing it. I may have done this back in Balmuria 1 at some point, but I couldn't find it and I figured I'd redo it anyway.

Throne Archons gestalt as paladins and clerics. More variance can be found depending on the exact duty the archon tends to. Those that take prestige classes usually take the ones dedicated to the Hebdomad from the BoED or ones relevant to the deity they serve.


Throne Archons

Size/Type: Large Outsider (Good, Lawful, Archon)
Hit Dice: 20d8+160 (245 hp)
Initiative: +14
Speed: 40ft, fly 80ft (good)
Armor Class: 40 (+15 natural, +3 dexterity, +13 armor, -1 size)
Base Attack/CMB/CMD: +20/+32/52
Attack: Greatsword+34 (3d6+20 plus 2d6 holy plus 2d6 axiomatic 17-20 x2)
Full Attack: Greatsword+34/+29/+24/+19 (3d6+20 plus 2d6 holy plus 2d6 axiomatic 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Penitentiary gaze, spell-like abilities.
Special Qualities: Aura of menace, damage reduction 15/evil and silver, darkvision 60ft, immunity to electricity and petrification, low-light vision, magic circle against evil, spell resistance 32, teleport, tongues.
Saves: Fort +20, Ref +22, Will +19 (+4 vs poison)
Abilities: Str 32, Dex 30, Con 27, Int 24, Wis 25, Cha 30
Skills: 23+ability modifier; +8 racial bonus to Intimidate and Sense Motive.
Feats: Words of Creation(B), Improved Initiative(1), Power Attack(3), Ability Focus(Penitentiary Gaze)(6), Improved Critical(Greatsword)(9), Law Devotion(12), Quicken Spell-Like Ability(Divine Favor)(15), Empower Spell-Like Ability(Righteous Smite)(18)
Epic Feats: -
Alignment: Lawful Exalted

Racial and innate 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 20th. The save DCs are charisma based.

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 Throne Archon's Aura of Menace is 32.

Penitentiary Gaze (Su)

Any nonlawful 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 temporarily fall under its influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack the throne archon) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Throne archons can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral:The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral:Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 15 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 30 points of damage.


Gear: [spoiler]

Large Greatsword+4, holy and axiomatic.
Full plate+5. This armor, made in the forges of Jovar, is treated as being made of mithril.
Title: Re: Beastiary
Post by: Anastasia on September 17, 2011, 07:58:31 PM
Cherub

Cherubs replace Mustevals in the cosmology, as angels replace the Guardinals. Cherubim are small, innocent creatures that appear as tiny humanesque babies, though the exact racial features sometimes vary. Creatures of peace and harmony, they like nothing more when people get along and loathe discord. They instinctively dislike and pity evil, though they lack the means to vanquish evil themselves. Angels of higher station see them as children to be cherished, protected and nurtured. Woe to he who harms a cherub around a greater angel.

Cherubim get along well with Lantern Archons, who tend to get along with the friendly spirits. Courre eladrin also get along with them well, often playing small pranks on cherubim.


Size/Type: Small Outsider (Good, Angel)
Hit Dice: 2d8+4 (16 hp)
Initiative: +6
Speed: 10ft, fly 60ft (good)
Armor Class: 18 (+2 dex, +1 size, +5 natural)
Base Attack/CMB/CMD: +2/+0/12
Attack: Slam+0 (1d3-2)
Full Attack: Slam+0 (1d3-2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft, low light vision, immunity to acid, cold and petrification, resistance to electricity and fire 10, protective aura, tongues.
Saves: Fort +5, Ref +5, Will +5 (+4 vs poison)
Abilities: Str 6, Dex 15, Con 14, Int 7, Wis 14, Cha 15   
Skills: Concentration+7, Diplomacy+7, Escape Artist+7, Hide+11, Knowledge(Planes)+3, Knowledge(Religion)+3, Listen+11, Move Silently+7, Spot+11, Use Rope+7 
Feats: Improved Initiative(1)
Epic Feats: -
Alignment: Always any good.

Spell-like abilities

At will-Detect evil, detect poison. 1/day-calm emotions, elation*. The save DCs are charisma based.

*From the BoED

Skills

Cherubim have a +4 racial bonus to spot and listen checks.
Title: Re: Beastiary
Post by: Anastasia on September 17, 2011, 08:38:25 PM
Movanic Devas are from the Fiend Folio. I updated it to 3.5 and tweaked a few of the abilities, as well as added another HD. They function about the same as before, only with a few changes to taste. One thing of note is that the SLA list of the movanic deva is quite developed. 3.5 outsiders have trimmed down SLA lists; things like consecrate/descrate, hallow/unhallow and atonement are often snipped away.  If the SLA list looks enlarged, that's why. I may update the astral deva's SLA list to reflect this, as I think possessing consecrate and like spells is entirely befitting of a celestial.

Movanic devas gestalt in almost anything they desire due to all around high ability scores. Most prefer things that aid in melee combat, though oftentimes they take on quite unusual choices due to serving the Prime Material. Others learn to channel positive energy and become clerics due to visiting the Positive Energy Plane. Likewise, the rare celestial necromancer can often trace his roots back to service as a movanic deva assigned to the Negative Energy Plane.


Movanic Deva

Size/Type: Medium Outsider (Good)
Hit Dice: 7d8+21 (60 hp)
Initiative: +8
Speed: 40ft, fly 80ft (good)
Armor Class: 22 (+4 dexterity, +8 natural)
Base Attack/CMB/CMD: +7/+10/24
Attack: Greatsword+13 (2d6+5 plus 1d6 fire)
Full Attack: Greatsword+13/+8 (2d6+5 plus 1d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 5/evil, spell resistance 21, immunity to acid, cold and petrification, resistance to fire and electricity 10, darkvision 60ft, protective aura, divine equilibrium, heavenly deflection, soothing presence of nature.
Saves: Fort +8, Ref +9, Will +7 (+4 vs poison)
Abilities: Str 16, Dex 18, Con 16, Int 14, Wis 15, Cha 17
Skills: 10+ability modifier.
Feats: Improved Initiative(1), Power Attack(3), Weapon Focus(Greatsword)(6)
Epic Feats: -
Alignment: Always Any Good

Racial and innate abilities:
Spoiler: ShowHide


Spell-like abilities

At will-aid, consecrate, continual flame, create food and water, detect evil, discern lies, prayer, protection from arrow. 3/day-atonement, bless weapon, cure serious wounds, daylight, death ward, divination, ethereal jaunt, hallow, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear. 1/day-commune. Caster level 7th. The save DCs are charisma based.

Divine Equilibrium (Ex)

Movanic devas are immune to the effects of negative-dominant or positive-dominant planar energy traits.

Heavenly Deflection (Su)

Once per round as a free action, a movanic deva can deflect ranged attacks and certain spells by batting them away with its weapon. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the deva succeeds, it deflects the attack. Deflected spells are negated as if counterspelled.

The deva must be aware of an attack in order to have a chance to deflect it.

Change Shape (Su)

A movanic deva can assume the form of any Small or Medium humanoid or animal.

Soothing Presence of Nature (Ex)

Movanic devas have a calm spirit that is pleasing to inhabitants of the natural world. Unless magically compelled to do so, no plant or animal will attack a movanic deva. Intelligent plants or animals with an intelligence score of 6 or higher are allowed a DC 26 will save to overcome this effect, should they desire to attack the deva. The save DC is charisma based and includes a +10 racial bonus.


Gear: [spoiler]

Greatsword+1, flaming.
Title: Re: Beastiary
Post by: Anastasia on September 17, 2011, 09:08:43 PM
Part 2 of the Fiend Folio celestial cleanup act, go! There's not much to say about Monadic Devas so I won't drag this out. One thing of note is that her feats are fairly generic. This is normal when I design a monster rather than a character; a monster usually chooses mostly SRD feats and chooses broad, generally useful ones. Individuals would obviously be more specialized.

Monadic Devas lean more towards classes for the holy and faithful, though a large minority investigate PrCs based around the elemental powers they are tasked with watching.


Monadic Deva

Size/Type: Medium Outsider (Good)
Hit Dice: 10d8+40+10 (99 hp)
Initiative: +7
Speed: 40ft, fly 90ft (good)
Armor Class: 25 (+3 dex, +12 natural)
Base Attack/CMB/CMD: +10/+15/28
Attack: Mace of Smiting+18 (1d8+10 19-20 x2)
Full Attack: Mace of Smiting+18/+13 (1d8+10 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 10/evil, spell resistance 24, immunity to acid, cold and petrification, resistance to fire and electricity 10, darkvision 60ft, protective aura, deliverance, elemental ease, uncanny dodge.
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 20, Dex 16, Con 18, Int 17, Wis 17, Cha 17
Skills: 13+ability modifier.
Feats: Improved Initiative(1), Power Attack(3), Toughness(6), Improved Critical(Heavy Mace)(9)
Epic Feats: -
Alignment: Always Any Good.

Racial and innate powers:
Spoiler: ShowHide


At will-aid, charm monster, consecrate, continual flame, create food and water, detect evil, discern lies, hold monster, mirror image, prayer, protection from arrows. 3/day-atonement, cure serious wounds, daylight, death ward, dispel magic, divination, ethereal jaunt, hallow, holy aura, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear. 1/day-commune, dispel evil. Caster level 10th. The save DCs are charisma based.

Deliverance (Ex)

Monadic devas are immune to ability damage, ability drain, and energy drain.

Elemental Ease (Ex)

Monadic devas are immune to the deleterious effects of elemental traits of air-dominant, earth-dominant, fire-dominant, and water-dominant planes. They can breathe in any environment as if wearing a necklace of adaptation.

Change Shape (Su)

A monadic deva can assume the form of any Small or Medium humanoid.

Uncanny Dodge (Ex)

Devas retain their Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and they cannot be flanked except by a rogue of at least 14th level.


Gear:
Spoiler: ShowHide


Mace of Smiting.


Custom Material
Spoiler: ShowHide


Mace of Smiting

This +3 adamantine heavy mace has a +5 enhancement bonus against constructs. A critical hit dealt to an outsider or construct deals x4 damage rather than x2.
Title: Re: Beastiary
Post by: Anastasia on September 19, 2011, 02:03:51 AM
In rare cases, a movanic deva loves its duty so much that it passes up chance after chance to promote to a higher caste. The chances to reach the rank of astral deva, planetar or perhaps even solar are passed over in favor of her current duty. These movanic devas are powerful champions for good, going from crusade to crusade in her chosen planes.

Avenging Angels are usually paladins, fighters or a specialist class dealing in positive or negative energy. Pure clerics almost invariably promote to planetars when the time is right, as do many who take up the serious study of arcane magic. Barbarians are also known of; while rare amid the devas, a movanic barbarian's chaotic nature suits staying to its favored tasks over taking up new, higher ones. No matter what the exact calling of an Avenging Angel, they have developed new powers to better cope with the realms they oversee, and in particular mortal kind.

As an aside, in retrospect I think Latha from Balmuria 1 would do better as an advanced movanic deva. Ah well, it's an exceedingly minor difference overall. Yes, I'm on a celestial kick. I've been meaning to do this for awhile.


Avenging Angel, 21 max HD Movanic Deva

Size/Type: Medium Outsider (Good)
Hit Dice: 21d8+168+21 (291 hp)
Initiative: +17
Speed: 50ft, fly 120ft (perfect)
Armor Class: 37 (+9 dexterity, +18 natural)
Base Attack/CMB/CMD: +21/+29/48
Attack: Greatsword+36 (2d6+17 plus 1d6 fire plus 2d6 holy plus 1d10 fire on critical 17-20 x2)
Full Attack: Greatsword+36/+31/+26/+31 (2d6+17 plus 1d6 fire plus 2d6 holy plus 1d10 fire on critical 17-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 15/epic and evil, spell resistance 35, immunity to acid, cold and petrification, resistance to fire and electricity 20, darkvision 120ft, protective aura, divine equilibrium, heavenly deflection, soothing presence, champion of the planes, mortal diplomacy.
Saves: Fort +20, Ref +21, Will +19 (+4 vs poison)
Abilities: Str 26, Dex 28, Con 26, Int 24, Wis 25, Cha 27
Skills: 24+ability modifier.
Feats: Improved Initiative(1), Power Attack(3), Weapon Focus(Greatsword)(6), Toughness(9), Improved Critical(Greatsword(12), Subduing Strike(15), Quicken Spell-Like Ability(Holy Smite(18)
Epic Feats: Superior Initiative(21)
Alignment: Always Any Good.

Racial and innate abilities:
Spoiler: ShowHide


Spell-like abilities

Always active-detect evil, discern lies, death ward. At will-aid, consecrate, continual flame, create food and water, hallow, holy smite, prayer, protection from arrows, summon nature's ally 7. 3/day-atonement, bless weapon, cure serious wounds, daylight, divination, ethereal jaunt, neutralize poison, plane shift, remove curse, remove disease, remove fear, restoration. 1/day-commune, heal. Caster level 21st. The save DCs are charisma based.

Divine Equilibrium (Ex)

Movanic devas are immune to the effects of negative-dominant or positive-dominant planar energy traits.

Heavenly Deflection (Su)

Three times per round as a free action, a movanic deva can deflect ranged attacks and certain spells by batting them away with its weapon. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the deva succeeds, it deflects the attack. A deflected attack may be deflected or counterspelled, or the deva may choose to return the attack onto the attacker. A reflected attack uses the same rolls as the initial attack.

The deva must be aware of an attack in order to have a chance to deflect it.

Change Shape (Su)

A movanic deva can assume the form of any Small or Medium humanoid or animal.

Soothing Presence of Nature (Ex)

Movanic devas have a calm spirit that is pleasing to inhabitants of the natural world. Unless magically compelled to do so, no plant or animal will attack a movanic deva. Intelligent plants or animals with an intelligence score of 6 or higher are allowed a DC 38 will save to overcome this effect, should they desire to attack the deva. The save DC is charisma based and includes a +10 racial bonus.

Champion of the Planes (Ex)

Movanic devas of high level become attuned to the planes they defend. A movanic deva is considered a native when on the Mortal Coil, Negative Energy Plane and Positive Energy Plane. She is not subject to banishment or other effects that target extraplanar creatures while on those planes.

Mortal Diplomacy (Ex)

Through long practice of dealing with mortals of all kinds, the movanic deva has gained a deep understanding of how these creatures work. As a result she gains a +8 bonus to diplomacy, bluff and sense motive checks against natives of the Prime Material Plane.


Gear: [spoiler]

Greatsword+5, flaming burst and holy. The flames of this blade glow with heavenly heat, ignoring fire resistance(but not immunity).
[/quote]
Title: Re: Beastiary
Post by: Anastasia on September 27, 2011, 06:04:45 PM
Malcanthet's build is not wholly original. Dragon 353 has an excellent version of her that served as a springboard to this build. Notes as follows.

- I took her to 3x the starting succubus HD and switched that side of the gestalt to a PrC from there. Technically succubi can only advance to 12 HD RAW, but most creatures go to x3 base hit dice. Why they don't is tied to the generally poor advancement=size increase rules, I reckon.

- The trouble with making deities is finding the proper combination of classes. Malcanthet's original build has sneak attack and other rogue elements, so that was an easy choice for one side of the gestalt. The other was more troublesome. While Beguiler could fit, Malcanthet has never been presented as a full caster and many of its spells are redundant for her anyway. Checking a few books lead me to Fatemaker. I hadn't really read the PrC before, but it fits Malcanthet perfectly.

- Malcanthet is a little too calculating and together for Anarchic Vile.

- Her domains are the four suggested in the FC1 with the addition of the Lust domain. If she gets another domain later, it'll probably be the Healing Domain. Remember, healing isn't intrinsically good, even if its often associated with good. Same idea as some types of negative energy, such as enervation, not being automatically evil. Anyway, they suggest the Healing Domain if the Temptation Domain isn't available. Healing and support fits into the feminine role Malcanthet embodies and allows one of her clerics to better aid and worm her way into the good graces of others.

- Malcanthet's bluff and diplomacy are absolutely bonkers. Bluff gives her a few fun tricks with the epic bluff rules, and diplomacy lets her make followers fanatic. She'd love a few more epic uses for those skills; that said, they're largely flavor. Malcanthet survives on guile and manipulation as much as force, she should be absolutely ferocious in these fields.

- Most of her unique powers are from the Dragon 353 writeup, only tweaked or enhanced for this.


Succubus 18/Fatemaker 26//Rogue 44

Malcanthet
Queen of the Succubi, Mistress of the Razor Throne
Demon Queen
Symbol: A pair of bright red feminine lips, pierced with an iron thorn that drips a single drop of blood.
Home Plane: Shendilavri, the 570th layer of the Abyss.
Alignment: Chaotic Vile.
Portfolio: Lust, desire, rape, beauty.
Worshipers: Whores, dominatrices, manipulators, hedonists.
Cleric Alignments: Chaotic Evil, Neutral Evil, Chaotic Neutral.
Domains: Chaos, Evil, Lust, Temptation, Trickery.
Favored Weapon: Lover's Lash (Scourge).

Size/Type: Medium Outsider (Evil, Chaotic, Demon)
Divine Rank: 6
Hit Dice: 18d8+26d6+396 (696 hp)
Initiative: +23, always goes first.
Speed: 60ft, fly 200ft (good)
Armor Class: 74 (+21 natural, +9 dex, +6 divine, +28 deflection)
Base Attack/CMB/CMD: +44/+53/106
Attack: Lover's Lash+59 (1d8+15 plus 31d6 sneak attack plus 2d6 unholy plus 3d6 electricity x2 plus 6d6 electricity on a critical hit)
Full Attack: Lover's Lash+59/+54/+49/+44 (1d8+15 plus 31d6 sneak attack plus 2d6 unholy plus 3d6 electricity x2 plus 6d6 electricity on a critical hit) and 2 wings+53 (1d8+4 plus 31d6 sneak attack) and tail+53 (1d6+4 plus 31d6 sneak attack and poison) or 2 claws+53 (1d4+4 plus 31d6 sneak attack)
Space/Reach: 5ft/5ft
Special Attacks: Energy drain, spell-like abilities, summon demon, sneak attack+31d6, crippling strike, opportunist, spells, ego manifestation 2/day.
Special Qualities: Damage reduction 20/cold iron, epic and good, darkvision 120 ft, immunity to electricity, acid and poison, resistance to acid, cold and fire 30, spell resistance 79, telepathy 200ft, tongues, trapfinding, improved evasion, penetrating strike, improved uncanny dodge, defensive roll, confidence of the fated 5/day, aura of confidence+6, divine traits.
Saves: Fort +69, Ref +69, Will +72
Abilities: Str 29, Dex 29, Con 29, Int 32, Wis 30, Cha 66
Skills: Appraise+64, Balance+62, Bluff+110, Concentration+62, Diplomacy+110, Disguise+81, Escape Artist+62, Forgery+64, Hide+62, Intimidate+81, Knowledge(Local: Shendilvri)+64, Knowledge(Nobility and Royalty)+64, Knowledge(Planes)+64, Listen+63, Move Silently+62, Perform(Dance)+81, Perform(Oratory)+81, Perform(Song)+81, Sense Motive+63, Spot+63, Tumble+62, Use Magic Device+81, Use Rope+62
Feats: Dark Speech(B), Skill Focus(Diplomacy)(1), Combat Expertise(3), Improved Disarm(6), Improved Trip(9), Exotic Weapon Proficiency(Scourge)(12), Multiattack(15), Improved Multiattack(18), Flyby Attack(21), Quicken Spell-Like Ability(Mass Charm Monster)(24), Improved Initiative(27), Skill Focus(Bluff)(33),
Epic Feats: Trap Sense(B), Epic Reputation(R24), Lingering Damage(R28), Epic Skill Focus(Diplomacy)(30), Superior Initiative(R32), Great Charisma(F15), Great Charisma(36), Epic Skill Focus(Bluff)(R36), Supreme Confidence(F20), Great Ego(39), Improved Sneak Attack(R40), Epic Disarm(42), Great Charisma(F25), Blinding Speed(R44)
Salient Divine Abilities: Divine Blast, Divine Shield, Divine Skill Focus(Bluff), Divine Skill Focus(Diplomacy), Divine Rogue, Extra Domain(Lust), Increased Spell Resistance, Profane Beauty, Queen's Kiss, Spell Reflection, Supreme Initiative.
Alignment: Chaotic Vile

Racial powers:
Spoiler: ShowHide


Energy Drain (Su)

Malcanthet can give 3d4 negative levels with a kiss or other act of passion. She must succeed on a grapple check to kiss an unwilling target. Those kissed must make a DC 60 will save or become dazed for 1 round. The save DC is charisma based.

Seductive Gaze (Su)

60ft, DC 60 will negates. Any creature that meets Malcanthet's gaze suffers a -6 to attack rolls, weapon damage rolls, saving throws, skill checks, ability checks and level checks for one minute. Once per round as a free action, Malcanthet can attempt to dominate a creature she has affected with her gaze, as by a dominate monster spell. A second will save is allowed to negate the domination. Malcanthet can dominate up to six creatures with this ability; the seventh creature dominated causes the first to be freed. This effect does not wear off and cannot be dispelled, it must be removed with a break enchantment, wish or miracle spell. The save DC is charisma based.

Poison (Ex)

DC 41, 3d8 wisdom damage and secondary domination. This domination functions as dominate monster and can affect creatures immune to poison. The wisdom damage does not, but the secondary effect can. The save DC is constitution based.

Summon Demons (Sp)

Six times per day Malcanthet may summon up to 44 hit dice of demons. This may be any combination that equals 44 hit dice, but no one monster may have more than 22 hit dice. Alternately, once per week Malcanthet may summon all of the Radiant Sisters.

Malcanthet prefers to summon lilitu, max hit dice succubi and incubi.



Divine powers:
Spoiler: ShowHide


Spell-like abilities

At will-Animate objects, beckoning call, blasphemy, chaos hammer, charm monster, charm person, clairaudience/clairvoyance, cloak of chaos, confusion, create undead, desecrate, detect good, detect thoughts, disguise self, dispel good, dispel law, dominate monster, dominate person, ethereal jaunt, false vision, invisibility, irresistible dance, greater plane shift, greater teleport, magic circle against good, magic circle against law, mass charm monster, mass suggestion, mislead, nondetection, protection from good, protection from law, refuge, screen, scrying, shatter, soul link, suggestion, summon monster 9(chaotic evil creatures only), symbol of persuasion, sympathy, teleportation circle, unholy aura, unholy blight, word of chaos. Caster level 44th. The save DCs are charisma based.

Alter Reality (Su)

Malcanthet 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. Malcanthet can use limited wish when doing so can help her promote decadence, sinful overindulgence, prostitution and sex as a means of control. Note that in the situation where Malcanthet 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.

Inflict Wounds (Su)

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

Domain powers:

Chaos: +1 bonus to the caster level of chaotic spells.
Evil: +1 bonus to the caster level of evil spells.
Lust: Once per day as a free action, you gain an enhancement bonus to Charisma equal to your cleric level. The power lasts for 1 round.
Temptation: Choose a gender (Male). As long as you wear no armor, you gain a +2 competence bonus on Charisma checks opposed by creatures of this gender. Furthermore, the save DCs of any enchantment spells you use against this gender rises by 1.
Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Divine Aura (Ex)

The save DC against Malcanthet's divine aura is 44 and the radius is 600ft.

Immunities: Malcanthet is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on rerself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Malcanthet is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Malcanthet does not automatically fail on a natural attack roll or saving throw roll of 1. Malcanthet may take 10 on any check.

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

Remote Communication: As a standard action, Malcanthet can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a sensual, pleasure inducing whisper at the height of passion. In this case, anyone within earshot of the sound can hear it.

Create Items: Malcanthet can create any wondrous item with power related to sex, temptation or lust; the maximum is 30,000 gold.

Portfolio Sense: Malcanthet is aware of any act of lust, manipulation or wanton desire that involves 500 or more people.



Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

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

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

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

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Penetrating Strike (Ex)

When you flank an enemy and successfully attack that enemy, you may apply half of your sneak attack damage.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (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 rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

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

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex)

Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.



Fatemaker powers:
Spoiler: ShowHide


Spells

Malcanthet casts as a 26th level fatemaker. The save DCs are 38 + spell level.

10/10/10/10

1: Expeditious Retreat, Jump, Sanctuary, True Strike.
2: Daze Monster, Eagle's Splendor, Resist Energy, Spider Climb.
3: Haste, Protection From Energy, Suggestion, Tongues.
4: Neutralize Poison, Remove Curse, Restoration, Stoneskin.

Confidence of the Fated (Su)

Once per day, a fatemaker of 2nd level or higher can add her class level as a morale bonus on any single attack roll, weapon damage roll, saving throw, or skill check. At 7th level and higher, she can do this twice per day, but only once in any given round.
   
Sneak Attack (Ex)

This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). If a fatemaker gets a sneak attack bonus from another source, the bonuses on damage stack.

Aura of Confidence (Su)

A fatemaker's confidence tends to rub off on her allies. Beginning at 4th level, a fatemaker grants a +1 morale bonus on attack rolls, saves, and skill checks to all adjacent allies (but not to herself). This ability functions only while the fatemaker is conscious. At 8th level, the bonus increases to +2.

Ego Manifestation (Sp)

At 10th level, a fatemaker's internal confidence and ego can be made physically manifest, increasing her size and power. This effect is the equivalent of the righteous might spell (caster level equals class level), except that the fatemaker doesn't gain damage reduction, but instead gains a +4 bonus on Intimidate checks. She can use this ability once per day.



Gear:
Spoiler: ShowHide


Lover's Lash

Lover's Lash is a +6 lightning blast unholy adamantine scourge. This scourge deals horrid wounds that cannot be healed by means short of a wish or miracle spell. A creature reduced below 1 hit point by this lash is not killed. They are reduced to 1 hit point and subjected to the effects of an Eternity of Torture spell with no saving throw. This horrible fate can only be removed by anointing the victim with seven vials of holy water followed by consecutive castings of dispel evil, dispel chaos and finally a wish or miracle. On the last spell being cast the victim immediately dies. They may be resurrected as normal. Lover's Lash counts as a major artifact.

Malcanthet has various other suitable magical items, including a vast collection of jewelry, lingerie and other similar items. She prefers items that enhance her durability and defenses, or that allow her to dispel pesky magic such as protection from evil or mind blank. She scorns items that bolster her already impressive social skills, using them only when a situation is absolutely critical.



Custom Material: [spoiler]

Epic Disarm [Epic]
Prerequisite: Improved Disarm, dex 23
Benefit: You gain a +6 bonus on the CMB check you make to disarm your opponent, as well as a +6 bonus to CMD to resist being disarmed. This stacks with the bonus from Improved Disarm. When you successfully disarm a foe, you may send the weapon up to 30ft away in a direction of your choice. At your choosing, you may take the weapon if you have a free hand or send it flying at an ally or enemy within 30ft. If sent at an ally and they have a free hand, they may catch the weapon as a free action and use it.  If sent at an enemy, it is treated as an improvised weapon. Resolve this as if you had thrown the weapon at them.

PROFANE BEAUTY
Prerequisite: Any evil alignment, cha 39; plus access to one of the following domains: Charm, Lust, Temptation.
Benefit: Good creatures are nauseated by the sight of Malcanthet's ripe, profane beauty. Good creatures must make a fortitude save (DC 10 + 1/2 hit dice + charisma modifier + divine rank; DC 66) each time they touch or strike Malcanthet with a melee attack. Failure results in two negative levels. Malcanthet heals 20 hit points each time she deals negative levels with this ability.

QUEEN'S KISS
Benefit: Malcanthet can bestow boons on those she desires. Through a profane mating ritual that lasts six hours, she may give a creature a +12 profane bonus to any one ability score and to saving throws. As a standard action instead, a simple kiss can bestow a +4 profane bonus instead. The symbol of Malcanthet appears on the recipient's body in a place of Malcanthet's choosing. This boon lasts as long as the character lives. Malcanthet can monitor the character's condition and location as if she had placed a status spell on the character. She can communicate telepathically with the character at all times, despite any intervening distance and by concentrating, can observe the world around the character as if she were there in its place. While concentrating in this manner, Malcanthet can use any of her spell-like abilities through the recipient so that they manifest as if the recipient had used the abilities itself.

As a free action, Malcanthet can cause the mark to tear bloodily away from the recipient and fade, leaving an ugly red scar in its wake. This deals 2d6 points of Charisma drain to the creature and removes the profane bonuses. However, it does not disrupt Malcanthet's connection to the creature; Malcanthet can still use all of the other properties of the Queen's Kiss. Removing the mark or the scar can be done with a dispel evil or dispel chaos spell. Accepting this mark is a profoundly evil and chaotic act. Unwilling recipients are allowed a will save (DC 10 + 1/2 hd + cha modifier + divine rank; DC 66) to negate.

SPELL REFLECTION
Prerequisite: Caster level 21st, Increased Spell Resistance.
Benefit: Any spell that fails to penetrate your spell resistance is reflected back at the caster, as if you had cast it yourself. The spell uses the original caster's DC and caster level. Reflected spells fail to affect anyone else who was targeted initially, though they may be affected if the reflected spell would still target them. They are still entitled to any saving throws or spell resistance as normal.
Title: Re: Beastiary
Post by: Anastasia on October 17, 2011, 10:24:24 PM
I made the Hounds of Winter late in Balmuria 2, anticipating possible adventures in the Amaryl Ranges at later levels. This never happened, so I recycled them for Balmuria 3. The fire and ice wolf used them as a chassis. They're basically advanced and upgraded frost wolves. The original flavor text is below.

Hounds of Winter are Frost Wolves touched by Auril. As the divine returned to the world, Auril reached out to the winter wolves. With her touch she made many of them loyal to her - and not Malar. Hounds of Winter tend to control packs of normal Winter Wolves, or form packs around an alpha, advanced Hound of Winter.

Hounds of Winter favor anything that adds extra damage dice, such as scout and rogue.


Hounds of Winter

Size/Type: Large Magical Beast (Cold)
Hit Dice: 12d10+48 (118 hp)
Initiative: +6
Speed: 50ft
Armor Class: 22 (+2 dex, +10 natural)
Base Attack/CMB/CMD: +12/+23/35
Attack: Bite+20 (1d10+10 plus 2d6 cold)
Full Attack: Bite+20/+15 (1d10+10 plus 2d6 cold)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, freezing bite, trip.
Special Qualities: Darkvision 60ft, immunity to cold, low-light vision, scent, vulnerability to fire.
Saves: Fort +12, Ref +10, Will +6
Abilities: Str 24, Dex 15, Con 19, Int 10, Wis 14, Cha 11
Skills: 15+ability modifier.
Feats: Track(1), Improved Initiative(3), Rapidstrike(Bite)(6), Weapon Focus(Bite)(9), Quicken Breath(12)
Epic Feats: -
Alignment: Neutral Evil.

Breath Weapon (Su)

15-foot cone, once every 1d4 rounds, damage 8d6 cold, Reflex DC 20 half. The save DC is Constitution-based.

Freezing Bite (Su)

A Hound of Winter deals an extra 2d6 points of cold damage every time it bites an opponent.

Trip (Ex)

A winter wolf that hits with a bite attack can attempt to trip the opponent as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

Skills

Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.
Title: Re: Beastiary
Post by: Anastasia on November 10, 2011, 01:22:56 PM
Back in Balmuria 1, I wasn't happy with how ghaeles were statted out. I remade them to my taste and have imported and tweaked them for Balmuria 3. This should be considered the default setup for a ghaele, this supercedes the ghaele in the SRD.

Ghaele

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 13d8+39+13 (106 HP)
Initiative: +9
Speed: 50 ft, fly 150 ft. (perfect)
Armor Class: 29 (+5 Dex, +14 natural)
Base Attack/CMB/CMD: +13/+16/31
Attack: Greatsword+18 (2d6+7 plus 2d6 holy 19-20) or Light Ray+18 touch (2d12)
Full Attack: Greatsword+18/+13/+8 or 2 Light Rays+18.
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, gaze.
Special Qualities: Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to cold 10 and acid 10, spell resistance 26, tongues.
Saves: Fort +11, Ref +13, Will +13
Abilities: Str 16, Dex 20, Con 16, Int 16, Wis 20, Cha 19
Skills: Concentration+19, Diplomacy+20, Escape Artist+21, Handle Animal+20, Hide+20, Knowledge(planes)+19, Knowledge(religion)+19, Listen+21, Perform(Any two)+20, Move Silently+21, Ride+21, Spellcraft+19, Spot+21, Survival+21
Feats: Improved Initiative(1), Combat Expertise(3), Improved Disarm(6), Improved Trip(9), Toughness(12)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities (Sp)

At will—aid, charm monster, color spray, comprehend languages, continual flame, dancing lights, detect evil, detect thoughts, disguise self, dispel magic, hold monster, greater invisibility(self only), major image, see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning, prismatic spray, wall of force. Caster level 13th. The save DCs are Charisma-based.

Spells

Ghaeles in humanoid form can cast divine spells as 13th level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good or Plant(Plus any others from it's deity). The save DCs are wisdom based.

Gaze (Su)

In humanoid form, fear gaze, DC 20 will negates. Failure effects as a fear spell for 2d10 rounds. The save DC is charisma based.

Alternate Form (Su)

A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

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

Light Ray (Ex)

A ghaele in globe form can project light rays with a range of 300 feet that deal 2d12 damage. This attack overcomes damage reduction of any type.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele's HD). (The defensive benefits from the circle are not included in a ghaele's statistics block.)

Tongues (Su)

Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 13th). This ability is always active.


Gear: [spoiler]

[Weapon]Greatsword+2, holy. Readied.
Title: Re: Beastiary
Post by: Anastasia on November 16, 2011, 03:24:30 PM
The Fairy Dragon is a cousin of the Faerie Dragon from the Draconomicon. Much weaker than their kin, they serve as mounts to the rare, elite smaller sized fey. This is also for a set of substitution levels I'm working on.

Fairy Dragon

Size/Type: Medium Dragon
Hit Dice: 3d12+3 (28 hp)
Initiative: +8
Speed: 30ft, fly 70ft (perfect), swim 30ft
Armor Class: 17 (+4 dex, +2 natural, +1 dodge)
Base Attack/CMB/CMD: +3/+4/19
Attack: Bite+7 (1d6+1)
Full Attack: Bite+7 (1d6+1 and 2 claws+2 (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon.
Special Qualities: Darkvision 60ft, immunity to sleep and paralysis, low-light vision, water breathing.
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 13, Dex 18, Con 12, Int 6, Wis 14, Cha 16
Skills: Bluff+9, Hide+10, Listen+8, Move Silently+10, Sense Motive+8, Spot+8, Survival+8, Swim+15
Feats: Weapon Finesse(B), Improved Initiative(1), Dodge(3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers: [spoiler]

Breath Weapon (Su)

A fairy dragon has one type of breath weapon, a 20-foot cone of euphoria gas. Any creature within the area of the gas must succeed on a DC 12 Will save or become dazed for 1d3 rounds. The save DC is constitution based.

Water Breathing (Ex)

A fairy dragon can breath water as easily as air.
Title: Re: Beastiary
Post by: Anastasia on December 05, 2011, 03:20:41 AM
This supercedes the paeliryon from the FC2. The FC2 one had a few mistakes, ineligible feats and incorrect hit points. These are fixed and the overall monster is tweaked to my tastes and its precise role in Hell. They're still inferior to pt fiends all in all, but not so much now as to be obviously inferior to that caste.

Individual paeliryons focus on classes that let them accomplish their duties better. Many are spymasters and take rogue, sorcerer or beguiler levels. Ones with unusual responsibilities adapt and take classes well suited to those duties. Few embrace martial combat, despite having a potent claw attack.


Paeliryon

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 18d8+162+18 (213 hp)
Initiative: +13
Speed: 40ft, fly 100ft (average)
Armor Class: 36 (-1 size, +9 dex, +18 natural)
Base Attack/CMB/CMD: +18/+26/45
Attack: Claw+24 (1d8+7 plus 1d4 cha 18-20 x3)
Full Attack: 2 claws+24 (1d8+7 18-20 plus 1d4 cha x3) and bite+19 (1d10+3)
Space/Reach: 10ft/10ft (20ft with claws)
Special Attacks: Spell-like abilities, deform, augmented critical, belittle, intoxicating perfume, summon devils.
Special Qualities: Damage reduction 15/silver and good, immunity to fire and poison, resistance to acid and cold 10, spell resistance x, see in darkness, telepathy 100ft, retractable claws.
Saves: Fort +20, Ref +20, Will +17
Abilities: Str 25, Dex 28, Con 28, Int 26, Wis 23, Cha 29
Skills: Appraise+29, Bluff+30, Concentration+30, Decipher Script+29, Diplomacy+30, Disguise+30, Forgery+29, Gather Information+30, Hide+26, Intimidate+30, Knowledge(arcana)+29, Knowledge(local: hell)+29, Knowledge(nobility and royalty)+29, Knowledge(planes)+29, Listen+27, Move Silently+30, Sense Motive+27, Spot+27, Survival+27, Use Rope+30
Feats: Improved Initiative(1), Mortalbane(3), Toughness(6), Ability Focus(Belittle)(9), Empower Spell-Like Ability(Enervation)(12), Violate Spell-Like Ability(Enervation)(15), Quicken Spell-Like Ability(Greater Invisibility)(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers: [spoiler]

Spell-like abilities

Always active-see invisibility, tongues. At will-charm monster, clairaudience/clairvoyance, desecrate, detect good, detect chaos, greater dispel magic, greater invisibility, greater mirror image, greater teleport (self+50 pounds only), hold monster, major image, mind blank, suggestion. 3/day-antilife shell, blasphemy, enervation, greater command, greater prying eyes, meteor swarm. Caster level 18th. The save DCs are charisma based.

Deform (Ex)

Creatures hit by a paeliryon's claw attack take 1d4 points of Charisma damage.

Augmented Critical (Ex)

A paeliryon's claws threaten a critical hit on a natural 18–20, dealing triple damage on a successful critical hit.

Belittle (Su)

As a standard action, a paeliryon can unleash a torrent of epitaphs and insults. All nondevils within a 60-foot cone must succeed on a DC 30 Will save or be stunned for 1 round and become shaken for 2d4 rounds thereafter. The save DC is Charisma based.

A creature that successfully saves cannot be affected again by that same paeliryon's belittle ability for 24 hours.

Intoxicating Perfume (Su)

As the mind fog spell, but the effect is centered on the paeliryon; at will; DC 28; caster level 18th. The save DC is Charisma-based. A creature that successfully saves cannot be affected  by a paeliryon's intoxicating perfume for 24 hours. Baatezu are immune to this ability. The paeliryon can lower or raise this ability as a free action.

Retractable Claws (Ex)

As a free action, a paeliryon can extend or retract its claws. When they are extended, the paeliryon's reach with its claw attacks increases by 10 feet.

Summon Baatezu (Sp)

Twice times per day, a paeliryon can summon four lemures, two bone devils or bearded devils, or one erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell (CL 18th).
Title: Re: Beastiary
Post by: Anastasia on February 07, 2012, 03:13:33 AM
The cornugons on patrol outside. There were other builds of them - Marshal Cornugons for example - stuck inside, but they never saw play. Notes below.

- Fighter since I wanted them to mostly be augmented cornugons rather than anything else. It also synergizes well with what they do. I considered duskblade or paladin of tyranny, but the former was too much added mechanics and the latter didn't feel right to me for flavor.

- +6 profane to AC is from law devotion. It was added as they'd most likely have it up the entire battle.

- Masterwork Greatsword should be greatsword+2, never updated the name. Whatever, it's mechanically correct.

- Feats are well picked but mostly just boosters. It's what you'd expect on a devil warrior.


Gathgorian's servants.

Cornugon 18//Fighter 18

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 18d10+126+18 (239 hp)
Initiative: +7
Speed: 20ft, fly 50ft (average)
Armor Class: 42 (-1 size, +7 dex, +19 natural, +6 profane, +1 ws)
Base Attack/CMB/CMD: +18/+33/57
Attack: Masterwork Greatsword+35 (3d6+26 plus 1 vile plus 1d6 hellfire and stun 17-20 x2) or Slashing Flurry+30/+25 (3d6+26 plus 1 vile 1d6 hellfire and stun 17-20 x2)
Full Attack: Masterwork Greatsword+35/+30/+25/+20 (3d6+26 plus 1 vile 1d6 hellfire and stun 17-20 x2) and bite+28 (2d8+5) and tail+28 (2d6+5 plus infernal wound) or Slashing Flurry+30/+30/+25/+20/+15 (3d6+26 plus 1 vile 1d6 hellfire and stun 17-20 x2) and bite+28 (2d8+5) and tail+28 (2d6+5 plus infernal wound)
Space/Reach: 10ft/10ft
Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devil
Special Qualities: Damage reduction 15/good and silver, darkvision 60ft, immunity to fire and poison, resistance to acid and cold 10, regeneration 6, see in darkness, spell resistance 31, telepathy 100ft
Saves: Fort +18, Ref +21, Will +20
Abilities: Str 32, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Skills: 21+ability modifier.
Feats: Mindsight(1), Weapon Focus(Greatsword)(F1), Toughness(F2), Multiattack(3), Power Attack(F4), Ability Focus(Stun)(6), Weapon Specialization(Greatsword)(F6), Improved Critical(Greatsword)(F8), Iron Will(9), Melee Weapon Mastery(F10), Law Devotion(12), Greater Weapon Focus(Greatsword)(F12), Greater Weapon Specialization(Greatsword)(F14), Vile Martial Strike(Greatsword)(15), Slashing Flurry(F16), Quicken Spell-Like Ability(Fireball)(18), Weapon Supremacy(F18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day—fireball (DC 19), lightning bolt (DC 19). Caster level 18th. The save DCs are Charisma-based.

Fear Aura (Su)

A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su)

Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 32 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su)

The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 26 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp)

Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 100% chance of success, 1d8 barbed devils with a 65% chance of success, or another horned devil with a 50% chance of success. This ability is the equivalent of a 7th-level spell.

Regeneration (Ex)

A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.


Gear:

Greatsword+2, hellfire.
Blood War Medal: Grants a +2 morale bonus to attack and damage roll versus demons. If you do not have spell resistance, you gain spell resistance 18 against spells and spell like abilities from demons. If you do have spell resistance, you gain a +2 bonus to it against spells and spell like abilities from demons.
Title: Re: Beastiary
Post by: Anastasia on February 07, 2012, 03:15:50 AM
I thought that baton would be nice if you recruited a Marshal like Jaela wants. Alas. They dropped nice things. Other unseen bad guys won't be posted, since I'll recycle them.

Cornugon War Leaders.

Cornugon 18//Marshal 18

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 18d8+126+18 (221 hp)
Initiative: +7
Speed: 20ft, fly 50ft (average)
Armor Class: 35 (-1 size, +7 dex, +19 natural)
Base Attack/CMB/CMD: +18/+33/50
Attack: Masterwork Greatsword+31 (3d6+16 and stun 19-20 x2)
Full Attack: Masterwork Greatsword+31/+26/+21/+16 (3d6+16 and stun 19-20 x2) and bite+28 (2d8+5) and tail+28 (2d6+5 plus infernal wound)
Space/Reach: 10ft/10ft
Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devil, auras
Special Qualities: Damage reduction 15/good and silver, darkvision 60ft, immunity to fire and poison, resistance to acid and cold 10, regeneration 6, see in darkness, spell resistance 31, telepathy 100ft, grand move action.
Saves: Fort +18, Ref +21, Will +17
Abilities: Str 32, Dex 25, Con 25, Int 14, Wis 18, Cha 28
Skills: 21+ability modifier.
Feats: Power Attack(1), Skill Focus(Diplomacy)(M1), Weapon Focus(Greatsword)(3), Multiattack(6), Iron Will(9), Ability Focus(Stun)(12), Toughness(15), Mindsight(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day—fireball (DC 19), lightning bolt (DC 19). Caster level 18th. The save DCs are Charisma-based.

Fear Aura (Su)

A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Stun (Su)

Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 32 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.

Infernal Wound (Su)

The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 26 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp)

Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 100% chance of success, 1d8 barbed devils with a 65% chance of success, or another horned devil with a 50% chance of success. This ability is the equivalent of a 7th-level spell.

Regeneration (Ex)

A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.


Marshal powers:
Spoiler: ShowHide


For practical purposes, the normal aura combination is motivate dexterity and motivate attack for +9 dex(init) checks and +4 attack rolls. These are not included in the stat blocks.

Minor auras known: Accurate Strike, Art of War, Determined Caster, Force of Will, Motivate Dexterity, Motivate Strength, Over the Top.
Major auras known: Motivate Ardor, Motivate Attack, Motivate Urgency, Resilient Troops.


Gear:

Masterwork greatsword
Cloak of Charisma+6
Marshal's Baton: Grants a +1 bonus to the benefit from the marshal's major auras.
Title: Re: Beastiary
Post by: Anastasia on February 18, 2012, 01:54:00 AM
Basic orthons. They are mildly revised to fix a few mistakes in the original, such as an invalid feat choice and not listing the size modifier to armor class, and applying the normal house rules.

Orthons

Size/Type: Large Outsider (Lawful, Evil)
Hit Dice: 7d8+56 (89 hp)
Initiative: +1
Speed: 20ft
Armor Class: 24 (-1 size, +1 dex, +8 armor, +6 natural)
Base Attack/CMB/CMD: +7/+14/25
Attack: Hellspear+14 (2d6+9 19-20 x3) or hellfire crossbow+8 ranged touch (2d6 19-20 x2)
Full Attack: Hellspear+14/+9 (2d6+9 19-20  x3) or Hellstroke+14/+14 (2d6+9 x3) or Hellfire Crossbow+8 ranged touch (2d6 19-20 x2)
Space/Reach: 10ft/10ft (20ft with hellspear)
Special Attacks: Dimensional interference, spell-like abilities, formation fighting, maggot burst.
Special Qualities: Immunity to fire and poison, resistance to acid and cold 10, see in darkness, telepathy 100ft, damage reduction 5/silver or good, stability, spell resistance 18.
Saves: Fort +13, Ref +6, Will +9
Abilities: Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 11 
Skills: Balance+11, Climb+16, Concentration+18, Intimidate+10, Jump+16, Listen+12, Search+9, Spot+12, Swim+16, Survival+12, Use Rope+11
Feats: Iron Will(1), Weapon Focus(Hellspear)(3), Weapon Focus(Hellfire Crossbow)(6)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-greater teleport, see invisibility. Caster level 7th.

Hell Stroke (Ex)

An orthon's intense training and familiarity with its hellspear allows it to make a special attack with that weapon. When using a full attack action, an orthon can choose to make an extra attack at its highest attack bonus against an opponent adjacent to the target of its first attack. The orthon makes its first attack as normal, and then decides if it wants to use its hell stroke ability. If it uses this option, it cannot make any of the extra attacks from its full attack action. Otherwise, it takes them as normal. Note that the second attack granted by this ability must be against a different target. The second target must be within the orthon's reach.

Dimensional Interference (Su)

At will, as a swift action, an orthon can emit a 20-foot-radius field that disrupts extradimensional movement. All creatures within the area are prevented from using any spell or spell-like ability that provides such movement, as if affected by a dimensional anchor spell. Each use of the field lasts for 4 rounds. There is no save against this ability.

Formation Fighting (Ex)

If a square adjacent to an orthon is occupied by another orthon, both gain a +2 bonus on attack rolls, damage rolls, and saving throws so long as they remain adjacent. Bonuses gained from multiple orthons stack

Maggot Burst (Ex)

The maggots that crawl from an orthon's body are voracious eaters. They devour the blood and pus that seeps from the wounds where the orthon's armor was attached to its body. When an orthon is slain, the maggots burst from its body in search of a new meal. Luckily, they cannot survive away from their original host for long. When an orthon takes a critical hit, or if it is  slain, maggots surge from its body. All creatures other than baatezu within 10 feet of the orthon take 2d6 points of damage as the maggots swarm over the area, gnawing and biting all in their path.

Stability (Ex)

Orthons gain a +4 bonus to CMD against trip and bull rush attempts.


Gear:
Spoiler: ShowHide


Hellspear

This weapon is unique to orthons. It is a longspear with a variety of sharp blades projecting along its shaft, making it useful against distant and close opponents. This exotic weapon has reach but, unlike most other reach weapons, it is also usable against opponents within its wielder's normal reach. It is a masterwork cold iron weapon. Orthons treat Hellspears as martial weapons instead of exotic weapons.

Hellfire Crossbow

Built from brass and bone, this crossbow lacks a drawstring. Instead, any devil that carries it can use a move action to focus the crossbow on a single target and let loose a stream of pure hellfire as a ranged touch attack. This energy appears as flame, but it has no energy type (and thus ignores resistances and immunities). A hellfire crossbow has a maximum range of 400 feet and no range increment. This weapon functions only in the hands of a baatezu. Other creatures are unable to focus the energy needed to spawn the bolt of energy from it.
Title: Re: Beastiary
Post by: Anastasia on February 18, 2012, 01:55:54 AM
12 HD orthons, the base of what I used to make the defending orthons. The upgrade is minor, with only a few mechanical tweaks to accompany the higher HD total. They'd probably deserve better gear at this level, but I didn't bother since this was just a step forward.

Size/Type: Large Outsider (Lawful, Evil)
Hit Dice: 12d8+96+12 (164 hp)
Initiative: +1
Speed: 20ft
Armor Class: 27 (-1 size, +1 dex, +8 armor, +9 natural)
Base Attack/CMB/CMD: +12/+19/30
Attack: Hellspear+21 (2d6+12 17-20 x3) or hellfire crossbow+13 ranged touch (2d6 19-20 x2)
Full Attack: Hellspear+21/+16/+11 (2d6+12 17-20 x3) or Hellstroke+21/+21 (2d6+12 17-20 x3) or Hellfire Crossbow+13 ranged touch (2d6 19-20 x2)
Space/Reach: 10ft/10ft (20ft with hellspear)
Special Attacks: Dimensional interference, spell-like abilities, formation fighting, maggot burst.
Special Qualities: Immunity to fire and poison, resistance to acid and cold 10, see in darkness, telepathy 100ft, damage reduction 10/silver and good, stability, spell resistance 23.
Saves: Fort +16, Ref +9, Will +13
Abilities: Str 26, Dex 13, Con 26, Int 8, Wis 16, Cha 11 
Skills: Balance+16, Climb+23, Concentration+23, Intimidate+15, Jump+23, Listen+18, Search+14, Spot+18, Swim+23, Survival+18, Use Rope+16
Feats: Iron Will(1), Weapon Focus(Hellspear)(3), Weapon Focus(Hellfire Crossbow)(6), Improved Critical(Hellspear)(9), Toughness(12)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-greater teleport, see invisibility. Caster level 7th.

Hell Stroke (Ex)

An orthon's intense training and familiarity with its hellspear allows it to make a special attack with that weapon. When using a full attack action, an orthon can choose to make an extra attack at its highest attack bonus against an opponent adjacent to the target of its first attack. The orthon makes its first attack as normal, and then decides if it wants to use its hell stroke ability. If it uses this option, it cannot make any of the extra attacks from its full attack action. Otherwise, it takes them as normal. Note that the second attack granted by this ability must be against a different target. The second target must be within the orthon's reach.

Dimensional Interference (Su)

At will, as a swift action, an orthon can emit a 20-foot-radius field that disrupts extradimensional movement. All creatures within the area are prevented from using any spell or spell-like ability that provides such movement, as if affected by a dimensional anchor spell. Each use of the field lasts for 4 rounds. There is no save against this ability.

Formation Fighting (Ex)

If a square adjacent to an orthon is occupied by another orthon, both gain a +2 bonus on attack rolls, damage rolls, and saving throws so long as they remain adjacent. Bonuses gained from multiple orthons stack

Maggot Burst (Ex)

The maggots that crawl from an orthon's body are voracious eaters. They devour the blood and pus that seeps from the wounds where the orthon's armor was attached to its body. When an orthon is slain, the maggots burst from its body in search of a new meal. Luckily, they cannot survive away from their original host for long. When an orthon takes a critical hit, or if it is  slain, maggots surge from its body. All creatures other than baatezu within 10 feet of the orthon take 2d6 points of damage as the maggots swarm over the area, gnawing and biting all in their path.

Stability (Ex)

Orthons gain a +4 bonus to CMD against trip and bull rush attempts.


Gear:
Spoiler: ShowHide


Hellspear

This weapon is unique to orthons. It is a longspear with a variety of sharp blades projecting along its shaft, making it useful against distant and close opponents. This exotic weapon has reach but, unlike most other reach weapons, it is also usable against opponents within its wielder's normal reach. It is a masterwork cold iron weapon. Orthons treat Hellspears as martial weapons instead of exotic weapons.

Hellfire Crossbow

Built from brass and bone, this crossbow lacks a drawstring. Instead, any devil that carries it can use a move action to focus the crossbow on a single target and let loose a stream of pure hellfire as a ranged touch attack. This energy appears as flame, but it has no energy type (and thus ignores resistances and immunities). A hellfire crossbow has a maximum range of 400 feet and no range increment. This weapon functions only in the hands of a baatezu. Other creatures are unable to focus the energy needed to spawn the bolt of energy from it.
Title: Re: Beastiary
Post by: Anastasia on February 18, 2012, 01:59:29 AM
Solars have always been heads and shoulders above pit fiends and balors in the fluff, but the SRD version doesn't really reflect this. I made this revision back in Balmuria 1 and updated it for Balmuria 3. The changes are minimal. As only a few steps removed from deities, solars are flush with power and usually unique. The feats I chose are general to allow it to do a bit of everything, I figure most specialize more.

Solar

Size/Type: Large Outsider (Good)
Hit Dice: 22d8+220 (396 HP)
Initiative: +18
Speed: 50 ft, fly 150 ft (good)
Armor Class: 46 (-1 size, +7 dex, +21 natural, +8 armor)
Base Attack/CMB/CMD: +22/+32/49
Attack: Greatsword+35 (3d6+18) or Longbow+33 (2d6+12 and bane) or slam+30 (2d8+13)
Full Attack: Greatsword+35/+30/+25/+20 (3d6+18 19-20 x2) or Longbow+31/+31/+26/+21/+16 (2d8+13 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage reduction 15/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 15, resistance to electricity and fire 20, spell resistance 35, tongues.
Saves: Fort +24, Ref +23, Will +25  (+4 vs poison, +4 resistance vs evil)
Abilities: Str 28, Dex 31, Con 32, Int 29, Wis 34, Cha 29
Skills: 25+ability modifier.
Feats: Words of Creation(B), Improved Initiative(1), Improved Sunder(3), Power Attack(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Purify Spell(18)
Epic Feats: Superior Initiative(21)
Alignment: Always good (any).

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

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

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 22nd, DC 19+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Spells

Solars can cast divine spells as 20th level clerics. A solar has access to two of the following domains, as well as any approriate to it's deity or plane of service: Air, Destruction, Good or War. The save DCs are Wisdom-based. A solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.)

Change Shape (Su)

A solar can assume the form of any small or medium humanoid.


Gear:
Spoiler: ShowHide


+5 dancing greatsword.
+3 longbow. Any non-celestial who draws this bow finds it to be a longbow+3 without any other benefit. Any celestial who draws the bow finds that it perfectly matches their strength score. Any arrow fires from it counts as a bane weapon against it's target.
+3 breastplate. This golden breastplate has a maximum dexterity bonus of 7 and no armor check penalty.

Title: Re: Beastiary
Post by: Anastasia on February 18, 2012, 02:04:45 AM
I used the Fallen template from Gates of Hell to construct the base of the fallen solar Ithea and Muirfinn did battle with. I treat it as a zero LA template, as it largely weakens the fallen angel, particularly in spellcasting.

The fallen solar you battled took pure cleric levels on the other side of its gestalt to compensate. While there isn't anything wrong with this RAW, I feel this violates the spirit of the fallen template. I had a good sit down and think about it, and decided this was a case where making it work mechanically was worth fudging it. No big overall. Incidentally, the fallen solar you fought had epic spell capacity and a few level 10 spells. He didn't get a chance to cast them the way the battle went, and Ithea dropping an enervation on him didn't hurt, either. Be glad.


Fallen Solar

Size/Type: Large Outsider (Evil)
Hit Dice: 22d8+220 (396 HP)
Initiative: +18
Speed: 50 ft, fly 150 ft (good)
Armor Class: 46 (-1 size, +7 dex, +21 natural, +8 armor)
Base Attack/CMB/CMD: +22/+32/49
Attack: -
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage reduction 15/epic and evil, darkvision 120ft, low light vision, regeneration 15, spell resistance 35, immunity to poison and fire, magic circle against good, telepathy 100ft, cursed,
Saves: Fort +24, Ref +23, Will +24  (+4 vs petrification, +2 resistance vs good)
Abilities: Str 30, Dex 31, Con 32, Int 29, Wis 32, Cha 29
Skills: 25+ability modifier.
Feats: Words of Creation(B), Improved Initiative(1), Improved Sunder(3), Power Attack(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Corrupt Spell(18)
Epic Feats: Superior Initiative(21)
Alignment: Always evil (any).

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

A fallen solar takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.

Spell-Like Abilities:

Always active-detect good. At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, greater teleport, imprisonment, invisibility (self only), power word stun, resist energy, summon monster vii, speak with dead, unholy blight, waves of fatigue; 3/day—blade barrier, earthquake, mass charm monster, permanency, waves of exhaustion; 1/day—power word blind, power word stun, prismatic spray, miracle. Caster level 22nd, DC 19+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Spells

Fallen solars can cast divine spells as 13th level clerics with a caster level of 20. A solar has access to two of the following domains, as well as any appropriate to it's deity or plane of service: Destruction, Evil, Trickery or War. The save DCs are Wisdom-based. A solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.)

Change Shape (Su)

A fallen solar can assume the form of any small or medium humanoid.

Magic Circle against Good (Su)

A magic circle against good always surrounds a fallen (caster level equals the fallen's Hit Dice).

Cursed (Ex)

Fallen have betrayed all they once stood for and have an unsettling nature about them. A fallen suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks.


Gear:
Spoiler: ShowHide


-

Title: Re: Beastiary
Post by: Anastasia on March 15, 2012, 10:54:43 PM
The Hellfire Engine from the FC2 is a great idea for a monster. I really like how it works and the seed idea is responsively good. My complaints are minimal otherwise, so I reworked it to my particular style to squeeze more power out of it with less hit dice bloat.

Hellfire Engine

Size/Type: Huge Construct (Evil, Lawful)
Hit Dice: 27d10+40+27+52 (389 hp)
Initiative: +0
Speed: 20ft
Armor Class: 38 (-2 size, +30 natural)
Base Attack/CMB/CMD: +20/+32/42
Attack: Slam+33 (2d6+15 plus 9d6 hellfire)
Full Attack: 2 slams+33 (2d6+15 plus 9d6 hellfire)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, death throes, hellfire slams.
Special Qualities: Epic construct, cold iron body, construct traits, hellfire shield, steam burst, damage reduction 30/adamantine, epic and good, immunity to fire, resistance to acid and electricity 20, vulnerability to cold, see in darkness, telepathic.
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 40, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Breath Weapon (Su)

Once every 1d4 rounds, the Hellfire Engine can breathe a 60ft cone of hellfire. This deals 20d10 points of hellfire damage to all creatures within the range, with a DC 32 reflex save to halve. The save DC is constitution based and includes a +9 racial bonus.

Death Throes (Ex)

When destroyed, a Hellfire Engine explodes in a 60ft radius burst that deals 20d10 points of hellfire damage to everything in the area (Reflex DC 32 half). The save DC is Constitution-based and includes a +9 racial bonus.

Hellfire Slams (Su)

A Hellfire Engine deals an extra 9d6 points of hellfire damage with its slam attacks.

Cold Iron Body (Su)

A Hellfire Engine is constructed wholly of cold iron, allowing its slam attacks to count as cold iron to bypass damage reduction.

Hellfire Shield (Su)

A Hellfire Engine emits massive amounts of heat. Any creature that touches or strikes the Hellfire Engine in melee takes 9d6 points of hellfire damage. Any weapons used also take this damage. A weapon reduced to zero hit points by this ability is melted and ruined. Weapons that deal cold damage, such as weapons with the frost enchantment, do not take this damage. A creature or object can only be affected by Hellfire Shield once per round.

Telepathic (Ex)

While Hellfire Engines lack any intelligence, they respond to telepathic commands by devils. This is restricted to general commands, such as attack, breathe hellfire, hold position or so forth.

Steam Burst (Ex)

Cold damage to the Hellfire Engine causes a spectacular burst of steam as super-heated air and magic are cooled. Whenever the Hellfire Engine takes cold damage, it emits a cloud of steam in a radius, equivalent to an obscuring mist spell. The exact size of the radius is equal to the amount of cold damage the Hellfire Engine took, rounded down to the nearest 5ft. For example, a Hellfire Engine that takes 13 points of cold damage emits a 10ft radius of steam. This mist lasts for 1 round and is immediately dispelled by a moderate wind or stronger. However, fire damage does not cause the steam to burn away.

Epic Construct (Ex)

An epic construct gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.
Title: Re: Beastiary
Post by: Anastasia on April 16, 2012, 09:22:36 PM
Hoary Hunters. The flavor is unchanged from the ELH so I won't rehash it here. Most of the changes are relatively minor or style ones, as well as cleaning up a few leftovers from 3.0. Almost all of them gestalt with ranger, so a ranger Hoary Hunter will be posted soon. Favored enemies and track dovetail beautifully well with a Hoary Hunter.

Yes, I'm aware Discern Location is banned. I allowed it in this case since it matches the flavor of what they're supposed to do. Rather than rehashing that, I chose to just admit it's the same thing and not worry about it. DM fudging is a go. This doesn't mean it's not banned anymore, just that I'm making a special exception here.

If you saw the ELH stat block or the paste I made into #elysium, you may have noticed that the soul binding on a critical hit went away in the final draft. It's too close to instant death for my tastes. If anything, it's instant death is worse than usual, as it kills you and captures your soul. Ew. Now they have to kill you with the blade, but the improved critical hit feats make sure it has dangerous crits at least.

As a side note, Soul Bind doesn't mesh with the flavor of how long the soul stays in the body. According to Complete Divine, it lingers one to two rounds. It works for up to a round/level after death, which implies it can yank a soul back from passing on. Considering the Well of Souls and other flavor aspects, it would suggest that Soul Bind needs to be revised to reflect this. It's admittedly not a priority, unless Soul Bind was on any of your radars.


Hoary Hunter

Size/Type: Medium Fey (Cold)
Hit Dice: 40d6+520 (713 hp)
Initiative: +19
Speed: 30ft
Armor Class: 62 (+11 dex, +12 shield, +30 natural)
Base Attack/CMB/CMD: +20/+34/67
Attack: Misty Embrace+45 (1d8+24+3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) or Cold Moon+31 (5d6+5d6 cold or 20d10+40d10 cold)
Full Attack: Misty Embrace+45/+40/+35/+30 (1d8+24+3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) Cold Moon+31 (5d6+5d6 cold or 20d10+40d10 cold)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities,
Special Qualities: Immunity to cold, vulnerability to fire, low light vision, spell resistance 52, damage reduction 25/epic and cold iron, inexorable hunt, contingent resurrection.
Saves: Fort +25, Ref +29, Will +24
Abilities: Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26
Skills: 43+ability modifier.
Feats: Improved Initiative(1), Mounted Combat(3), Ride By Attack(6), Improved Critical(Longsword(9), Power Attack(12), Spirited Charge(15), Quicken Spell-Like Ability(Freezing Fog)(18), Weapon Focus(Longsword)(24),
Epic Feats: Superior Initiative(21), Overwhelming Critical(27), Devastating Critical(30), Penetrate Damage Reduction(Silver)(33), Penetrate Damage Reduction(Adamantine)(36), Dire Charge(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will—true strike, freezing fog, fog cloud, greater plane shift, mass hold monster; 3/day—dimensional anchor, dominate monster, heal mount(applies to hoary hunter's mount), superb dispelling. Caster level 40th. The save DCs are charisma based.

Inexorable Hunt (Su)

A Hoary Hunter able to inexorably track its chosen quarry across Creation. Once the Hoary Hunter appears on a cold, moonlit night, it knows exactly where its prey is and how to reach him. This functions as a Discern Location spell and is active at all times as a free action.

Contingent Resurrection (Su)

A Hoary Hunter slain on the hunt vanishes, only to reappear one round later in its native fey realms, fully restored. This ability functions once per day. Unlike outsiders slain on another plane, Hoary Hunters may return to the plane they were slain on immediately. A Hoary Hunter slain in an anti-magic field or dead magic area does not resurrect and stays dead. Otherwise, a Hoary Hunter can only be slain by being defeated on the hunt and then in its home realm in the same night.


Gear: [spoiler]

Misty Embrace

Each Hoary Hunter carries a misty longsword with them. This longsword appears to be nothing more than the same ghostly frost that composes the Hunter, though it is as hard as steel. Each one of these blades functions as a cold iron longsword+10, icy blast and ghost touch. Whenever the Hoary Hunter slays his opponent with this blade, they must make a DC 45 will save or be entrapped within this sword's diamond pommel stone. This functions as the spell Soul Bind.

Cold Moon

Hoary Hunters carry a crescent shaped shield with them, one that resembles nothing more than misty moonlight held into one form. These shields are heavy steel shields+10. Unlike normal shields, these shields apply to touch armor class, including attacks from incorporeal sources. Further, these shields may be thrown as a full round action. Cold Moon has a range increment of 200ft and is treated as having the returning special quality. When thrown in this way, Cold Moon proves to be sharp, able to cut as well as a keen razor.

On a successful hit on a creature that is not his prey, this attack deals 5d6 points of slashing damage and 5d6 points of cold damage. On a successful hit on his prey, Cold Moon slices through the victim and causes blossoms of ice to explode out from them. This deals 20d10 points of slashing damage and 40d10 points of cold damage. If the prey survives this terrible blow, they must make a DC 45 will save or be slowed for 1 hour.

The Hoary Hunter loses his shield bonus to armor class on any round that he throws Cold Moon, regaining it at the beginning of his next turn. Generally, Hoary Hunters will only use this on non-prey that they cannot attack directly, or against prey that they believe can withstand the blow. Killing prey with Cold Moon causes the prey's soul to escape and is treated as a failure for the Hoary Hunter, so they use this ability with great care.
Title: Re: Beastiary
Post by: Anastasia on April 16, 2012, 11:00:59 PM
Hoary Hunter gestalted with Ranger. Hoary Hunter Rangers focus on improving their favored enemy rank against one enemy in particular. This particular one has chosen elves. They use the mounted warrior alternate combat style, but otherwise they're by the book. Incidentally, the epic ranger casting is a mockup. Haven't gotten around to doing ranger epic spells yet, though I need to since Crystal will reach epic ranger casting.

The marked improvement in combat capacity from basic Hoary Hunter shows how bad fey HD for any sort of warrior build. It encourages massive HD bloat; were I designing for standard D&D, I'd houserule fey HD to be 3/4ths base attack bonus. In any case, Hoary Hunters hit at +89 for 1d8+48+3d6 (+6d6 and +4d6 on crit) 17-20 x3 against favored enemies, as well as getting 2-1 PA with a one handed weapon. They really excel at killing prey. Having allies who aren't the same favored enemy type as you is a good way to give a Hoary Hunter a bad day, as is finding a way to shut down that attack. Of course, that requires to know that one's coming after you.

I suppose Hoary Hunters fall into the stereotypical villain trap of being weak to the power of friendship?


Hoary Hunter Ranger

Hoary Hunter 40//Ranger 40

Size/Type: Medium Fey (Cold)
Hit Dice: 40d8+520 (753 hp)
Initiative: +24
Speed: 40ft
Armor Class: 62 (+11 dex, +12 shield, +30 natural)
Base Attack/CMB/CMD: +40/+54/87
Attack: Misty Embrace+65 (1d8+24+3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) or Cold Moon+51 (5d6+5d6 cold or 20d10+40d10 cold)
Full Attack: Misty Embrace+65/+60/+55/+50 (1d8+24+3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) Cold Moon+51 (5d6+5d6 cold or 20d10+40d10 cold)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy(humanoid(elf)+24, humanoid(human)+8, animal+8, fey+8, plant+8, construct+8, dragon+8, humanoid(dwarf)+8), spells.
Special Qualities: Immunity to cold, vulnerability to fire, low light vision, spell resistance 52, damage reduction 25/epic and cold iron, inexorable hunt, contingent resurrection, wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage, hide in plain sight.
Saves: Fort +31, Ref +34, Will +27
Abilities: Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26
Skills: 43+ability modifier.
Feats: Improved Initiative(1), Track(R1), Ride By Attack(R2), Mounted Combat(3), Endurance(R3), Tactical Advantage(Humanoid(Elf))(6), Spirited Charge(R6), Improved Critical(Longsword(9), Trample(R11), Power Attack(12), Favored Power Attack(15), Quicken Spell-Like Ability(Freezing Fog)(18), Weapon Focus(Longsword)(24)
Epic Feats: Superior Initiative(21), Bane of Enemies(R23), Epic Spell Capacity(R26), Overwhelming Critical(27), Legendary Rider(R29), Devastating Critical(30), Improved Favored Enemy(R32), Penetrate Damage Reduction(Silver)(33), Improved Favored Enemy(R35), Penetrate Damage Reduction(Adamantine)(36), Improved Favored Enemy(R38), Dire Charge(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will—true strike, freezing fog, fog cloud, greater plane shift, mass hold monster; 3/day—dimensional anchor, dominate monster, heal mount(applies to hoary hunter's mount), superb dispelling. Caster level 40th. The save DCs are charisma based.

Inexorable Hunt (Su)

A Hoary Hunter able to inexorably track its chosen quarry across Creation. Once the Hoary Hunter appears on a cold, moonlit night, it knows exactly where its prey is and how to reach him. This functions as a Discern Location spell and is active at all times as a free action.

Contingent Resurrection (Su)

A Hoary Hunter slain on the hunt vanishes, only to reappear one round later in its native fey realms, fully restored. This ability functions once per day. Unlike outsiders slain on another plane, Hoary Hunters may return to the plane they were slain on immediately. A Hoary Hunter slain in an anti-magic field or dead magic area does not resurrect and stays dead. Otherwise, a Hoary Hunter can only be slain by being defeated on the hunt and then in its home realm in the same night.


Ranger powers:
Spoiler: ShowHide


Hoary Hunter Ranger casts as a 40th level ranger. The Primal line of spells are cast each day and should be assumed to be in effect.

1: Crabwalk, Primal Hunter, Resist Energyx3
2: Bear's Endurance, Cat's Grace, Cure Light Wounds, Primal Instinct, Swift Haste
3: Cure Moderate Wounds, Darkvision, Neutralize Poison, Primal Senses
4: Commune with Nature, Freedom of Movement, Nondetection, Primal Speed
5: Cure Critical Wounds, Insect Plague, Summon Nature's Ally 5, Transmute Rock to Mud
6: Antilife Shell, Summon Nature's Ally 6x3
7: Heal, Summon Nature's Ally 7x2
8: Control Plants, Earthquake, Phantom Wolf
9: Foresight, Summon Nature's Allyx2


Gear: [spoiler]

Misty Embrace

Each Hoary Hunter carries a misty longsword with them. This longsword appears to be nothing more than the same ghostly frost that composes the Hunter, though it is as hard as steel. Each one of these blades functions as a cold iron longsword+10, icy blast and ghost touch. Whenever the Hoary Hunter slays his opponent with this blade, they must make a DC 45 will save or be entrapped within this sword's diamond pommel stone. This functions as the spell Soul Bind.

Cold Moon

Hoary Hunters carry a crescent shaped shield with them, one that resembles nothing more than misty moonlight held into one form. These shields are heavy steel shields+10. Unlike normal shields, these shields apply to touch armor class, including attacks from incorporeal sources. Further, these shields may be thrown as a full round action. Cold Moon has a range increment of 200ft and is treated as having the returning special quality. When thrown in this way, Cold Moon proves to be sharp, able to cut as well as a keen razor.

On a successful hit on a creature that is not his prey, this attack deals 5d6 points of slashing damage and 5d6 points of cold damage. On a successful hit on his prey, Cold Moon slices through the victim and causes blossoms of ice to explode out from them. This deals 20d10 points of slashing damage and 40d10 points of cold damage. If the prey survives this terrible blow, they must make a DC 45 will save or be slowed for 1 hour.

The Hoary Hunter loses his shield bonus to armor class on any round that he throws Cold Moon, regaining it at the beginning of his next turn. Generally, Hoary Hunters will only use this on non-prey that they cannot attack directly, or against prey that they believe can withstand the blow. Killing prey with Cold Moon causes the prey's soul to escape and is treated as a failure for the Hoary Hunter, so they use this ability with great care.
Title: Re: Beastiary
Post by: Anastasia on May 17, 2012, 06:53:54 PM
Revised deathdrinker demon. I tweaked them down in HD and boosted its racial features to compensate. The original was a 27 HD CR 18, so I tweaked that and generally improved it mildly.

Deathdrinker

Size/Type: Huge Outsider (Evil, Chaotic)
Hit Dice: 21d8+336 (444 hp)
Initiative: +10
Speed: 50ft
Armor Class: 35 (-2 size, +2 dex, +15 natural, +10 armor)
Base Attack/CMB/CMD: +21/+35/47
Attack: Adamantine Greatsword+36 (4d6+23 plus bloodfeeding 17-20 x2)
Full Attack: Adamantine Greatsword+36/+31/+26/+21 (4d6+23 plus bloodfeeding 17-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, deathdrink.
Special Qualities: Damage reduction 15/epic, lawful, cold iron and good, darkvision 120ft, resistance to elements 20, immune to negative energy and poison, spell resistance 31, aura of unlife, glory in slaughter, telepathy 100ft.
Saves: Fort +28, Ref +14, Will +28 (Does not fail fort saves on a 1)
Abilities: Str 34, Dex 14, Con 42, Int 10, Wis 11, Cha 11 
Skills: 24+ability modifier.
Feats: Quicken Spell-Like Ability(Greater Teleport)(B), Combat Reflexes(1), Improved Initiative(3), Power Attack(6), Endurance(9), Steadfast Determination(12), Improved Critical(Greatsword)(15), Mage Slayer(18)
Epic Feats: Superior Initiative(21)
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities: Always active-air walk, freedom of movement, true seeing. At will-greater dispel magic, greater teleport. Caster level 21st (17th). The save DCs are charisma based.

Aura of Unlife (Su)

Creatures take 6d6 points of damage at the end of each of the deathdrinker's turns if they are within 60 feet of it. This is a negative energy effect. Undead are instead healed of a like amount of damage.

Glory in Slaughter (Ex)

A deathdrinker gains a +5 morale bonus on attack rolls, damage rolls, and saving throws for 1 minute after it kills a worthy opponent (a creature with at least 10 HD).

Deathdrink (Su)

If a deathdrinker deals enough damage to a creature to kill it, with either its death aura or a melee attack, it instantly heals 1d8 points of damage per HD of the creature it killed.


Gear: [spoiler]

[Weapon]Adamantine Greatsword+5, bloodfeeding. 0/10 capacity.
[Armor]Breastplate+5.

[Neck]Death's Amulet: Grants a +6 enhancement bonus to constitution.
Title: Re: Beastiary
Post by: Anastasia on May 17, 2012, 06:58:11 PM
'cause regular wights weren't bad enough. They gain several nasty traits, including lifesense and improved evasion. As fast as they are strong, they're startlingly fast and deadly opponents.

Dread Wight

Size/Type: Medium Undead
Hit Dice: 14d12+98 (195 hp)
Initiative: +7
Speed: 40ft
Armor Class: 31 (+9 dex, +12 natural)
Base Attack/CMB/CMD: +7/+14/31
Attack: Slam+16 (1d6+5 plus 4 damage plus two negative levels)
Full Attack: 2 slams+16/+11 (1d6+5 plus 4 damage plus two negative levels)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, energy drain.
Special Qualities: Unholy toughness, undead traits, damage reduction 10/silver, darkvision 60ft, lifesense 60ft, improved evasion.
Saves: Fort +4, Ref +13, Will +13
Abilities: Str 24, Dex 28, Con -, Int 15, Wis 19, Cha 24 
Skills: 17+ability modifier, +8 to move silently.
Feats: Alertness(B), Weapon Finesse(1), Improved Energy Drain(3), Life Drain(6), Spell Drain(9), Rapidstrike(12)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Create Spawn (Su)

Any humanoid slain by a dread wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su)

Living creatures hit by a dread wight's slam attack gain two negative levels. The DC is 24 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Title: Re: Beastiary
Post by: Anastasia on May 17, 2012, 07:07:46 PM
The idea of a grinning, swashbuckling zombie appealed. I just dunno some days, you know?

I didn't bother to ACF out lucky but I wasn't planning on using it either, so whatever.


Mr. Smiles

Dread Wight 14//Swashbuckler 14

Size/Type: Medium Undead
Hit Dice: 14d12+98+14 (214 hp)
Initiative: +7
Speed: 40ft
Armor Class: 33 (+9 dex, +12 natural, +2 dodge)
Base Attack/CMB/CMD: +14/+21/40
Attack: Slam+28 (1d6+7 plus 4 damage plus two negative levels)
Full Attack: 2 slams+28/+23 (1d6+7 plus 4 damage plus two negative levels)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, energy drain, insightful strike.
Special Qualities: Unholy toughness, undead traits, damage reduction 10/silver, darkvision 60ft, lifesense 60ft, improved evasion, grace+2, acrobatic charge, improved flanking, lucky, acrobatic skill mastery, weakening critical.
Saves: Fort +11, Ref +15, Will +15
Abilities: Str 24, Dex 28, Con -, Int 15, Wis 19, Cha 24 
Skills: 17+ability modifier, +8 to move silently.
Feats: Alertness(B), Toughness(1), Weapon Finesse(S1), Improved Energy Drain(3), Life Drain(6), Spell Drain(9), Rapidstrike(12)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Create Spawn (Su)

Any humanoid slain by a dread wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su)

Living creatures hit by a dread wight's slam attack gain two negative levels. The DC is 24 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.


Gear:
Spoiler: ShowHide


[Hands]Gravedigger's Gloves: Grants a +5 enhancement bonus to the slam attacks of Mr. Smiles. Once per day as a swift action, the wearer may cast grim revenge at caster level 15th.
Title: Re: Beastiary
Post by: Anastasia on May 23, 2012, 03:17:44 PM
I dunno. I started her on a whim and got 70% done in about an hour. I often struggle with finding just the right mix of classes and style for deities, but this time she came to mind perfectly formed. Notes as follows.

- Sharess is DvR5. The source material doesn't elaborate on her exact divine rank, so I chose to go with 5 after some consideration. She's ancient and secure in her power, unlike Empress Sulia, Alicia or Seira, who are just divine newborns. While her paradoxical nature and personal preferences help ensure she won't easily become a lesser deity, she's topped off as a demigoddess.

- Technically, Sharess doesn't qualify for Celebrant of Sharess. It requires two exalted feats, Sacred Vow and Vow of Purity. As she inspired the entire PrC and it fits her perfectly, I made an exception. I find it to be poor form for a deity to take their own PrC, but it really did simplify her build. Flirtation eliminated a planned bard dip and provided pounce. While I normally frown on pounce, I figure the cat goddess is going to have it for obvious flavor reasons. This also allowed me to trade in the Battle Dancer pounce for the x2 charge booster. This trimmed Dire Charge from her build. I could have given her pounce in Mother of Cats, but ultimately that was unneeded. This was a roundabout way of getting what I wanted for her mechanically, but it worked out.

- Speaking of bending the rules, I cheated on her skills. I believe I commented before that I mostly ignore class skills for deities and have them take what's appropriate for their role.

- Sharess uses unarmed strikes, though I imagine she styles them as clawings. Cat's Paws helps sell that entire motif. If you've managed to piss of Sharess enough for her to attack - a rare feat unless you're a snake - I doubt you'll have leisure to notice this.

- Her original build was something like Battle Dancer//Bard. While she does attract bards as worshipers and had dancing as part of her portfolio, she's not really bardic overall. Battle Dancer captures the dancing part of her portfolio, as well as feline grace. Fighter helps tie into her general combat capacity, often forgotten by others. Celebrant of Sharess ties it all together with a bunch of thematic abilities, and sorcerer grants her a lot of varying spells and room to make spells befitting of her flavor. I feel this fits better than working bard into it, but maybe I'm just biased against bards.

- Interestingly, Sharess ended up with less charisma than Malcanthet, 49 to 66. Malcanthet is also better at diplomacy and other charisma based skills. This is inevitable and intentional. Malcanthet is nothing but corrupting guile and feminine wiles. Sharess is split between her hedonistic side, her warrior side and the feline side that ties it altogether. In return she's a better warrior overall than Malcanthet (though that SA hurts like hell if Mal can get it off) and has more versatility. Ultimately this makes sense to me. Malcanthet has a hell of a lot more reason to need to hone her guile and the ability to fell a foe with one precise strike. The skillset that Sharess demands doesn't quite match up with that.  DvR isn't everything, despite Malcanthet being 1 DvR (and a lesser power vs demigoddess) higher.

- Sharess being able to cast as a feline violates some of my personal rules about shapeshifting, but I also struggle with the idea that the Goddess of Cats would find herself unable to cast as a feline. As you may notice, there's no real mechanical difference between a feline form Sharess takes and her humanoid form. I avoided the polymorph subschool entirely for her. She uses Alter Form+Alter Reality to take on feline form as she desires.


Sharess
The Dancing Lady, Mother of Cats, Lady Bast
Demigoddess
Symbol: Feminine lips
Home Plane: Brightwater
Alignment: Chaotic Good
Portfolio: Hedonism, sensual fulfillment, festhalls, cats
Worshipers: Bards, hedonists, sensualists, feline descendants
Cleric Alignments: CG, CN, NG
Domains: Chaos, Charm, Good, Pleasure, Travel, Trickery
Favored Weapon: A great cat's paw (clawed bracer or unarmed strike)

Battle Dancer 21/Fighter 10/Celebrant of Sharess 10//Sorcerer 41

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 21d8+10d10+10d6+410+41 (779 hp)
Initiative: +24
Speed: 90ft, fly 230ft (perfect)
Armor Class: 99 (+11 dex, +5 divine, +20 natural, +19 deflection, +19 cha, +4 battle dancer, +1 dodge, +10 armor)
Base Attack/CMB/CMD: +41/+60/119
Attack: Unarmed strike+72 (4d8+2d12+26 plus 2d6 anarchic plus 3d6 holy and 1 negative level(6d6 and two negative levels on crit) plus improved grab)
Full Attack: Unarmed strike+72/+67/+62/+57 (4d8+2d12+26 plus 2d6 anarchic plus 3d6 holy and 1 negative level(6d6 and two negative levels on crit) plus improved grab) and 2 rakes+72 (2d8+2d12+9 plus 2d6 anarchic plus 3d6 holy and 1 negative level(6d6 and two negative levels on crit))
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, dancer's strike(epic, chaotic, silver), dance of the furious unicorn, dance of the crushing python, dance of death's embrace, spells, fury of the tigress 3/day, pounce of the tigress, improved grab, rake(2d8+9).
Special Qualities: Divine traits, damage reduction 15/epic and cold iron, immunity to cold and fire, spell resistance 56, dance of reckless bravery, dance of the vexing snake, dance of the floating step, dance of the soaring eagle, feline familiar, flirtation 10/day, fascination, suggestion, sanctuary, swiftness of the tigress, inspire desire, familiar, darkvision 120ft, low-light vision, scent.
Saves: Fort +47, Ref +57, Will +56
Abilities: Str 28, Dex 33, Con 31, Int 32, Wis 31, Cha 49   
Skills: Bluff+68, Concentration+60, Diplomacy+68, Escape Artist+60, Gather Information+68, Hide+60, Intimidate+68, Knowledge(arcana)+68, Knowledge(nature)+68, Knowledge(local:brightwater)+68, Knowledge(planes)+68, Listen+59, Move Silently+60, Perform(all)+68, Perform(dance)+81, Spot+59, Tumble+73, Use Magic Device+68   
Feats: Improved Initiative(1), Eschew Materials(S1), Versatile Performer(3), Extend Spell(S5), Improved Natural Attack(Unarmed Strike)(6), Skill Focus(Perform:Dance)(9), Still Spell(S10), Skill Focus(Tumble)(12), Power Attack(15), Silent Spell(S15), Combat Reflexes(18), Maximize Spell(S20), Toughness(F1), Dodge(F2), Mobility(F4), Spring Attack(F6), Bounding Assault(F8), Rapid Blitz(F10)
Epic Feats: Epic Spell Capacity(21), Automatic Metamagic(Silent Spell)(S23), Superior Initiative(24), Automatic Metamagic(Still Spell)(S26), Epic Skill Focus(Perform:Dance)(27), Automatic Metamagic(Silent Spell)(S29), Epic Dancer's Strike(30), Automatic Metamagic(Still Spell)(S32), Fists of Anarchy(33), Automatic Metamagic(Silent Spell)(S35), Final Blitz(36), Automatic Metamagic(Still Spell)(S38), Epic Skill Focus(Tumble)(39), Enhance Spell(S41)
Salient Divine Abilities: Battlesense, Alter Form, Divine Blast, Divine Familiar, Extra Domain(Pleasure), Extra Domain(Travel), Extra Domain(Trickery), Irresistible Performance, Mother of Cats.
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-Aid, animate objects, astral projection, blade barrier, calm emotions, celestial blood, chaos hammer, charm monster, charm person, cloak of chaos, confusion, demand, dimension door, disguise self, dispel evil, dispel law, dominate monster, empyreal ecstasy, false vision, fly, find the path, geas/quest, good hope, greater teleport, heart's ease, holy aura, holy smite, holy word, insanity, invisibility, irresistible dance, locate object, longstrider, magic circle against evil, magic circle against law, mass eagle's splendor, mislead, nondetection, phase door, protection from evil, protection from law, remove fatigue, remove fear, screen, sharess' caress, shatter, spread of contentment, sublime revelry, suggestion, summon monster 9(chaotic good creatures only), teleport, time stop, word of chaos. Caster level 41st. The save DCs are 44 + spell level.

Alter Reality (Su)

Sharess 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. Sharess can use limited wish when doing so can help her promote the pursuit of pleasure, sensual fulfillment or the protection of felines. Note that in the situation where Sharess 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.
Charm: You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Good: +1 bonus to the caster level of good spells.
Pleasure: You are immune to any effect that damages or drains your Charisma.
Travel: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Divine Aura (Ex)

The save DC against Sharess's divine aura is 34 and the radius is 50ft.

Immunities (Ex)

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

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

Communication: Sharess can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within five miles.

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

Create Items: Sharess can create any wondrous item with power related to sex, pleasure and cats; the maximum is 4,500 gold.

Portfolio Sense: Sharess is aware of any act of pleasure, sensuality or acts primarily involving cats that involves 1,000 or more people.

Improved Grab (Ex)

To use this ability, Sharess must hit with her unarmed bite strike. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the CMB check, she establishes a hold and can rake.


Battle Dancer powers:
Spoiler: ShowHide


Dance of Reckless Bravery (Su)

A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All of the battle dancer's allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer's Charisma modifier. The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity.

Bonus Speed (Ex)

The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +10- foot bonus to speed at 4th level. She gains additional +10-foot bonuses at 10th level and 16th level.

Dance of the Vexing Snake (Su)

A 5th-level battle dancer with 8 ranks in Tumble gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.

Dancer's Strike (Su)

The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades.

At 6th level, the battle dancer's aura makes her unarmed strikes count as magic damage.

At 12th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it.

At 18th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

Dance of the Floating Step (Su)

The battle dancer moves with such grace and speed that she can dance across water. An 8th-level battle dancer with 11 ranks in Tumble can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.

Dance of the Furious Unicorn (Su)

An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of charging unicorn. When charging, she can attempt a DC 20 Tumble check. If she succeeds, her first attack at the end of the tumble deals double damage.

Dance of the Crushing Python (Su)

The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 14th-level battle dancer with 17 ranks in Tumble can rain a series of hammering blows upon a foe. She must use the Tumble skill to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.

Dance of the Soaring Eagle (Su)

A 17th-level battle dancer with 20 ranks in Tumble gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. She may use her dance of the springing tiger in conjunction with an aerial charge.

Dance of Death's Embrace (Su)

A 20th-level battle dance with 23 ranks in Tumble can perform a vicious, deadly dance to defeat her opponent. Before using this dance, the battle dancer selects a single target within 30 feet. As a full-round action, the battle dancer performs an elaborate dance that requires a DC 35 Tumble check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +2d6 points of damage. In addition, any critical threat the battle dancer makes against her designated target is automatically confirmed as a critical hit. This ability lasts until the end of the battle dancer's next turn


Celebrant of Sharess powers:
Spoiler: ShowHide


Sharess casts as a 10th level Celebrant of Sharess. (+5 caster level bonus to overcome spell resistance) The save DCs are 29 + spell level. Her metamagic options are Extend Spell (+1), Maximize Spell (+3) and Enhance Spell (+4). All of her Celebrant of Sharess spells are automatically stilled and silenced.

[8/day]1: Hypnotism, Lullaby, Ray of HopeBoED, Sleep.
[8/day]2: Cat's Grace, Heroism, Hold Person, Hypnotic Pattern.
[8/day]3: Deep Slumber, Glibness, RefreshmentBoED, Slow.
[7/day]4: Blinding BeautyBoED, Break Enchantment, Mass Suggestion, Rainbow Pattern.

BoED - Book of Exalted Deeds.

Fascinate (Sp)

A celebrant of Sharess can use her flirtation ability to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet of the celebrant and be able to see, hear, and pay attention to her. The celebrant must also be able to see the creature. The distraction of a nearby combat or other danger prevents the ability from working. For every three levels a celebrant attains beyond 1st, she can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and four at 10th level).

To use this ability, the celebrant makes a Perform check. Her check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the celebrant cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and gazes at the celebrant, taking no other action, for as long as she continues her performance and concentration (up to a maximum of 1 round per celebrant of Sharess level). While fascinated, a target takes a -4 penalty on skill cheks made as reactions, such as Listen and Spot checks. Any potential threat (such as an ally of the celebrant approaching the fascinated creature) requires the celebrant to make a new Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat (such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target) automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Feline Familiar (Ex)

A celebrant of Sharess can obtain a cat as a familiar. Doing so takes 24 hours but costs nothing (unlike the summon familiar ability of a sorcerer or wizard). The cat serves as a companion and servant. As the celebrant advances in level, her familiar also increases in power. This cat familiar follows all the rules for a sorcerer's or wizard's familiar, except that the celebrant's effective class level for the purposes of determining familiar benefits is twice her celebrant of Sharess level. Thus, a 3rd-level celebrant's familiar can speak with its master, as if the celebrant were a 6th-level sorcerer or wizard.

A celebrant cannot have more than one familiar, and her celebrant levels do not stack with levels of any other class for the purpose of determining her familiar's abilities. If she has levels in another class that can summon a familiar, use either her level in that class or twice her celebrant of Sharess level, whichever is higher, to determine familiar benefits.

Flirtation (Su)

Once per day per celebrant of Sharess level, the character can combine her Perform skill with her talents at flirtation and seduction to produce magical effects similar to those of the bardic music ability on those around her.

Starting a flirtation effect is a standard action. Some flirtation effects require concentration, which means the celebrant must use a standard action each round to maintain the effect. Even while using a flirtation ability that doesn't require concentration, a celebrant cannot cast spells or activate magic items by spell completion (such as scrolls) or command word (such as wands).

Fury of the Tigress (Ex)

At 2nd level, a celebrant of Sharess can enter a state of rage, gaining phenomenal strength and durability but becoming reckless and less able to defend herself. She temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but she takes a -2 penalty to Armor Class. This ability functions exactly like a barbarian's rage. A celebrant of Sharess can enter this state once per day at 2nd level, twice per day at 6th level, and three times per day at 10th level.

Suggestion (Sp)

A 4th-level or higher celebrant of Sharess can make a suggestion (as the spell) to a creature that she has already fascinated. Using this ability does not break the celebrant's concentration on the fascinate effect or count against her daily limit on flirtation effects. A Will saving throw (DC10 + celebrant of Sharess level + celebrant of Sharess's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Pounce of the Tigress (Ex)

At 5th level, a celebrant of Sharess can make a full attack at the end of a charge.

Sanctuary (Sp)

A celebrant of Sharess who is at least 7th level can prevent creatures from attacking her or her allies in a manner similar to the effect of the sanctuary spell. To use this ability, the celebrant makes a Perform check. Her check result is the DC for each affected creature's Will save against the effect. Any opponent attempting to strike or otherwise directly attack the celebrant or any of her allies, even with a targeted spell, must attempt a Will save. Success means the opponent can attack normally and is unaffected by that use of the flirtation ability. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly affect the celebrant or her allies for the duration of the effect. Creatures not attempting to attack remain unaffected, This effect does not prevent opponents from using area or effect spells that would harm the celebrant or her allies. If the celebrant attacks another creature, or her allies do so, the sanctuary effect is broken.

Swiftness of the Tigress (Ex)

When she reaches 8th level, a celebrant of Sharess can function as though affected by a haste spell. This benefit lasts for a number of rounds per day equal to her celebrant of Sharess level. This duration need not be consecutive—the celebrant of Sharess may break it up into increments as small as 1 round if she so desires. Ending the effect is a free action.

Inspire Desire (Su)

At 10th level, a celebrant of Sharess can use her flirtation ability to inspire love or desire in a creature she has already fascinated. Using this ability does not break the celebrant's concentration on the fascinate effects. A Will saving throw (DC 10 + celebrant of Sharess level + celebrant of Sharess's Cha modifier) negates the effect. This ability affects only a single creature.

The love effect of this ability causes the target to fall in love with a specified creature, which must either be within sight of the target creature at the time the effect is used, or else be specified only as "the next creature you see." The subject takes any opportunity to be near the object of its affection and makes every effort to win that creature's love.

The desire effect is similar to the love effect, except that the target seeks any opportunity to become physically intimiate with the specified creature, short of causing it physical harm.

Inspire desire is an enchantment (compulsion), mind-affecting ability.


Sorcerer powers:
Spoiler: ShowHide


Sharess casts as a 41st level sorcerer. (+5 caster level bonus to overcome spell resistance) The save DCs are 29 + spell level. Her metamagic options are Extend Spell (+1), Maximize Spell (+3) and Enhance Spell (+4). Her 0-9th level spells are automatically stilled and silenced.

[9/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[11/day]1: Animate Rope, Enlarge Person, Detect Secret Doors, NerveskitterSC, True Strike.
[11/day]2: Animalistic Power, Cat's Grace, Eagle's Splendor, RazorfangsSC, RebukeSC
[11/day]3: Fireball, Greater Mighty WallopRotD, Ray of DizzinessSC, Repelling ShieldCM
[10/day]4: Crown of VeilsPHB2, Greater Mirror ImagePHB2, Greater Invisibility, Scry
[10/day]5: Animal Growth, Friend to FoePHB2, Lucent LanceSC, Zone of Respite
[9/day]6: Bite of the WeretigerSC, Mass Cat's Grace, Primal SpeedDM
[9/day]7: Delayed Blast Fireball, Hiss of SleepSC, SynostodweomerSC
[9/day]8: Fierce Pride of the BeastlandsSC, Greater Plane ShiftSC, Moment of Prescience
[9/day]9: Blinding GloryBoED, Foresight, Reaving DispelSC
[9/day]10: Celestial ValorHome, Curse of InadequacyHome, Energy ImmunityHome
[9/day]11: Power of the HuntressHome, Superb DispellingHome 1
[8/day]12: Beauty TriumphantHome, Legion's GatesHome, Sensual BlessingHome
[8/day]13: Mass Energy ImmunityHome 2
[8/day]14: Mass Power of the HuntressHome, Purr of SharessHome 1
[8/day]15: Cast to the Malicious FatesHome 2
[5/day]16: Fifty Little DeathsHome, 2

BoED - Book of Exalted Deeds.
CM - Complete Mage.
DM - Dragon Magic.
Home - Homebrew.
PHB2 - Player's Handbook 2.
RotD - Races of the Dragon.
SC - Spell Compendium.



Gear:
Spoiler: ShowHide


Cat's Paws

These open palmed gauntlets perfectly fit over Sharess' hands, protecting three razor sharp claws. When worn, they blend perfectly into her form and become invisible, undetectable by any means. Cat's Paws add an extra 2d12 points of damage to Sharess' unarmed strikes and allow them to count as slashing to bypass damage reduction. Unlike other sources of extra damage dice, the bonus damage from Cat's Paws multiplies on a critical hit or other damage multipliers. These gauntlets grant Lady Bast's natural weapons a +7 natural enhancement bonus and the valorous and holy power enchantments.

These weapons were a gift from Sune in ancient times, celebrating a victory over the marilith Kina-Ja.

Graceful Vanity

This garb is the preferred clothing of Sharess, even when she wears nothing at all. It is passion-red silk chemise, appearing to be little more than blown smoke. However, it can freely change shape to match the whims of Sharess at any given time. Even when Sharess is nude, Graceful Vanity is with her and she gains the benefits from it. Graceful Vanity grants Sharess a +10 armor bonus to armor class and allows her to apply her charisma modifier in place of her strength modifier to attack and weapon damage rolls.


Custom Material: [spoiler]

MOTHER OF CATS
Prerequisite: Cats as a portfolio element
Benefit: Sharess is the mother of all felines, granting her great power over them. No cat or feline blooded creature can attack Sharess or do her harm (DC 10 + 1/2 hd + charisma modifier + divine rank; DC 54 negates). Sharess is a feline to the core of her being. Whenever she takes the form of a feline, it is considered her true form. True seeing does not reveal her other form, nor may she be forced to resume another form. This further allows her to cast magic when she is in the form of a feline. Finally, Sharess gains the improved grab, rake, low-light vision and scent abilities, regardless of her form.

Power of the Huntress
Transmutation
Level: Sor/Wiz 11, Drd 11
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell channels the fell instincts, speed and power of a stalking dire tiger into the spell's targets. The target gains a +10 enhancement bonus to strength, dexterity and constitution, a +8 enhancement bonus to natural armor, a +20 competence bonus to hide and move silently checks and a +6 bonus to initiative checks. You cannot be flatfooted for the duration of the spell and you gain the benefits of the Combat Reflexes feat. Finally, you gain the scent special quality.

Material Component

A hair from a feline of at least 20 hit dice.

Legion's Gates
Conjuration (Teleportation)
Level: Sor/Wis 12, Clr 12
Duration: Concentration, up to 1 round/level.

This spell functions as the planar travel version of Gate, except that you create one gate per three caster levels you possess. Each Gate may to be a different location, but all must go to the same plane (and layer of that plane, if appropriate).

Mass Power of the Huntress
Transmutation
Level: Sor/Wiz 14, Drd 14
Range: Close (25ft + 5ft 2/levels)
Targets: One creature/level, no two of which can be more than 30 ft apart

This spell functions as Power of the Huntress, except that it affects multiple targets.

Purr of Sharess
Abjuration/Evocation [Good, Sonic]
Level: Sor/Wiz 14, Brd 11
Components: V
Casting Time: 1 standard action
Range: 100ft radius emanation
Area: 100ft
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You emit a gentle purr that soothes the righteous and torments the wicked. Using Purr of Sharess is a standard action, and requires concentration to maintain each round. Good aligned creatures here a beautiful, soft purr that banishes worries and soothes them, granting them the benefits of Sublime Revelry for 1 round. Neutral creatures hear it as a cat's purr, loud but otherwise unremarkable. Evil creatures find it to be a devastating cacophony of growls, causing massive bursts of sonic damage. Each evil creature within the radius of Purr of Sharess takes 1d6 points of sonic damage per caster level (max 40d4) and is permanently deafened. A successful fortitude save halves the sonic damage and negates the deafening. Creatures who enter the radius are immediately affected. A creature cannot be affected by Purr of Sharess more than once per round.

Mass Energy Immunity
Abjuration
Level: Clr 13, Drd 13, Sor/Wiz 13
Range: Close (25ft + 5ft 2/levels)
Targets: One creature/level, no two of which can be more than 30 ft apart

This spell functions as Energy Immunity, except that it affects multiple targets.

Curse of Inadequacy
Enchantment [Mind-Affecting]
Level: Sor/Wiz 10, Clr 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates; see text
Spell Resistance: Yes

This potent curse destroys the confidence of the target, leaving them a tattered shell of their former selves. The target suffers a -10 morale penalty to attack rolls, ability checks, skill checks and saving throws against fear, despair, hopelessness or other negative emotional effects, including spells that mimic these effects. The power of this spell is difficult to resist, will saves to negate this spell are made at a -5 penalty.

Curse of Inadequacy can only be removed by a remove curse, wish or miracle cast by a 24th level spellcaster. 

Fifty Little Deaths
Evocation [Force]
Level: Sor/Wiz 16, Drd 16
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 60ft radius spread
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes

This spell creates a vortex of tiny slashing claws, resembling a cat's claws. Any creature within the radius takes 50d6 points of force damage as the claws rip them apart.  Creatures that have dealt damage to a cat or other feline creature in the last 24 hours suffer a -7 penalty to the reflex save and take 50d10 points of damage instead.

Sensual Blessing
Transmutation
Level: Brd 10, Clr 12, Sor/Wiz 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell sharpens the senses of the target, selectively enhancing pleasurable and beneficial sensations. The target gains a +25 competence bonus to spot and listen checks, as well as scent, low-light vision, darkvision 60ft, blindsight 60ft and tremorsense 60ft. The target is so attuned to positive sensations that they double any magical healing they receive, such as from a spell of cure light wounds.

Focus

A phoenix feather, magically preserved to be forever burning and worth no less than 3,000 gold.

Cast to the Malicious Fates
Conjuration (Teleportation)
Level: Sor/Wiz 15
Components: V, S, M
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This wrathful spell plagues the target with uncontrollable, randomized and unfavorable teleports. Every hour the target is teleported to a new, random location. This location is one that unfavorable and unpleasant to the target, though not one that is immediately fatal. These locations range from the embarrassing (a man appearing in the woman's baths) to dangerous (appearing in the arctic wearing summer clothes) to extremely hazardous (appearing in the path of a raging dragon). No matter where the target is teleported, they will never teleport anywhere within 100 miles of what they consider home or a steadfast friend or ally. In addition, if the target finds that any attempts to teleport on his own, such as by casting teleport, using a greater teleport SLA or stepping through a portal instead cause another instance of unfavorable teleportation.  This includes planar teleportation, such as plane shift, but not the direct action of deities or passing over a planar boundary.

Cast to the Malicious Fates can be dispelled as normal, but it treats its caster level as 20 higher for the sake of being dispelled. Anti magic or dead magic areas suppress this spell, though wild magic does not. A wish or miracle cast by 21st level caster can immediately dispel Cast to the Malicious Fates.

Material Component

A scroll of greater teleport.
Title: Re: Beastiary
Post by: Anastasia on July 26, 2012, 11:43:49 PM
Bladeblooded are properly known as valeoloths. They are ultroloths found powerful in might but wanting in mind by their dread superiors. These pitiable creatures are punished by being given a form of great martial might but limited magic and restrained intellect. Most are cast into the battlefields of the Blood War, expected to perish. A minority are kept as humiliated thralls of various daemon lords and dark gods, used as politically castrated brute force. A rare few strike out on their own, seeking means to gain intelligence and regain ultroloth status.

This is not the precise creature you fought, as it gestalted and had individualized feat choices.


Bladeblooded (Valeoloth)

Size/Type: Large Outsider (Evil)
Hit Dice: 26d8+364 (572 hp)
Initiative: +14
Speed: 60ft, fly 150ft (good)
Armor Class: 51 (+35 natural, +6 dex, +1 dodge, -1 size)
Base Attack/CMB/CMD: +26/+42/58
Attack: Great Falchion+46 (2d6+22 15-20 x2)
Full Attack: Great Falchion+46/+41/+36/+31 (2d6+22 15-20 x2) and 4 bladewings+47 (1d12+15 15-20 x3(plus 4d6 on crit))
Space/Reach: 10ft/10ft (20ft with bladewings)
Special Attacks: Bladewings, improved grab, blade's wrath, augmented critical, spell-like abilities.
Special Qualities: Damage reduction 15/epic and good, immunity to bladed weapons, immunity to poison, resistance to fire, cold, electricity and acid 30, spell resistance 36, telepathy 200ft, darkvision 120ft.
Saves: Fort +28, Ref +20, Will +20
Abilities: Str 41, Dex 23, Con 39, Int 8, Wis 23, Cha 23 
Skills: 29+ability modifier. +8 racial to spot/listen.
Feats: Weapon Focus(Bladewing)(1), Mindsight(3), Improved Initiative(6), Improved Critical(Bladewing)(9), Dodge(12), Power Attack(15), Power Critical(Bladewing)(18)
Epic Feats: Superior Initiative(21), Overwhelming Critical(Bladewing)(24)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Bladebloodeds are proficient in all simple weapons and any bladed weapon, including exotic bladed weapons.

Spell-Like Abilities

Always active-detect good, see invisibility, true seeing. At will-blade barrier, greater teleport. 1/day-black blade of disaster. Caster level 26th. The save DCs are charisma based.

Bladewings (Ex)

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

Improved Grab (Ex)

To use this ability, a Bladeblooded must hit with a bladewing. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it grapples the target, but is not considered to be grappling otherwise. The Bladeblooded can hold up to four targets this way, one on each bladewing. For each target grappled, the Bladeblooded loses one bladewing attack. If two or more targets are grappled, the Bladeblooded cannot fly.

Blade's Wrath (Su)

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

Augmented Critical (Ex)

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

Immunity to Bladed Weapons (Su)

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


Gear: [spoiler]

Great Falchion+1(+6), keen and metalline.
Title: Re: Beastiary
Post by: Anastasia on August 05, 2012, 12:10:03 PM
White slaad suffer from 3.0+ELH design. This is sprucing them up and adding a few more wrinkles.

White Slaad

Size/Type: Large Outsider (Chaotic)
Hit Dice: 24d8+312+24+48 (496 hp)
Initiative: +8
Speed: 40ft, fly 80ft (perfect)
Armor Class: 40 (+8 dex, +23 natural, -1 size)
Base Attack/CMB/CMD: +24/+38/56
Attack: Claw+36 (3d12+13 plus stun)
Full Attack: 2 claws+36/+31/+26/+21 (3d12+13 plus stun) and bite+31 (4d12+6 plus 8d4 and ongoing damage)
Space/Reach: 10ft/10ft
Special Attacks: Chaos spittle, spell-like abilities, summon slaad, stun, weaponbreaker.
Special Qualities: Fast healing 15, damage reduction 20/epic, cold iron and lawful, alternate form, immunity to sonic, resistance to acid, cold, fire and electricity 20, darkvision 120ft, spell resistance 32, favor of chaos.
Saves: Fort +26, Ref +21, Will +20
Abilities: Str 36, Dex 26, Con 37, Int 24, Wis 25, Cha 25
Skills: 27+ability modifier.
Feats: Improved Sunder(B), Power Attack(1), Ability Focus(Stun)(3), Toughness(6), Rapidstrike(9), Improved Natural Attack(Claw)(12), Improved Natural Attack(Bite)(15), Improved Rapidstrike(18)
Epic Feats: Epic Ability Focus(Stun)(21), Epic Toughness(24)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect law, see invisibility. At will-animate objects, chaos hammer, cloak of chaos, deeper darkness, dispel law, disintegrate, fear, fireball, greater dispel magic, greater teleport, identify, improved invisibility, magic circle against law, plane shift, power word blind, shatter, word of chaos. 1/day-true seeing. 1/week-wish. Caster level 24th. The save DCs are Charisma based.

Stun (Ex)

Any creature struck by the white slaad's claw attack must make a DC 41 fortitude save or be stunned for 1d8 rounds. A creature must save each time it is struck by the white slaad's claws, but a creature that is already stunned cannot be stunned again. The save DC is Strength based.

Chaos Bite (Ex)

The white slaad's bite attack deals an extra 8d4 points of damage. For the next 8 rounds, the victim takes an additional 4d4 points of damage. The ongoing damage can be suppressed by protection from chaos and dispelled by dispel chaos or being sprinkled with a vial of axiomatic water.

Chaos Spittle (Ex)

A white slaad can spite a glob of pure chaos. This is a ranged touch attack with a range of 80ft. This chaos deals 16d4 points of damage on impact and an additional 8d4 points of damage for the next 8 rounds. The ongoing damage can be suppressed by protection from chaos and dispelled by dispel chaos or being sprinkled with a vial of axiomatic water.

Weaponbreaker (Ex)

White slaad gain Improved Sunder as a bonus feat as well as an additional +8 bonus to CMB when they attempt a sunder combat maneuver. This bonus stacks with the bonus granted by Improved Sunder. In addition, a white slaad's natural weapons are treated as adamantine weapons, ignoring hardness less than 20 and bypassing damage reduction/adamantine.

Alternate Form (Su)

A white slaad can assume the form of any Small, Medium or Large humanoid.

Summon Slaad (Sp)

A white slaad may summon 4d4 red, blue, green, gray or death slaad. It may choose which type it wishes to summon, but there is a 35% chance that it will instead summon one of the other four types. Determine which type appears by rolling 1d4.

Favor of Chaos (Su)

A white slaad is constantly under the protection of chaos. Each round on its turn, it rolls 1d12. If the result is an odd number, add it as a bonus to attack rolls. If the result is an even number, add it as a bonus to armor class. The bonus of this ability does not stack with the bonuses of the chaos devotion feat.
Title: Re: Beastiary
Post by: Anastasia on August 08, 2012, 11:51:11 PM
Remmanon are from the MM5. Despite being 18 HD, they're in no way as powerful as pit fiends. In fact, the entire design is rather lackluster. When redoing them I chose not to do a full revamp. Instead I gave a few upward tweaks and called it a day. They're more powerful now, but still not all that impressive for the HD.

Changelog as follows: +4 max HP due to using a slightly different formula for base monster HP, Hellfire touch turned into hellfire strike and replaced touch with slams, increased bonus fire damage of hellfire strike to 2d6, gained full ranks in survival and use rope, gained ranks in gather information and spellcraft, redid feats entirely and replaced non-qualifying quicken SLA greater teleport, added damning darkness, desecrate, fireball and delayed blast fireball as SLAs.


Remmanon, base version.

Size/Type: Medium Outsider (Evil, Lawful, Devil)
Hit Dice: 18d8+72 (157 hp)
Initiative: +8
Speed: 30ft, fly 30ft (good)
Armor Class: 32 (+4 dex, +12 natural, +2 shield, +4 deflection)
Base Attack/CMB/CMD: +18/+22/40
Attack: Slam+22 (2d6+4 plus 2d6 fire)
Full Attack: 2 slams+22 (2d6+4 plus 2d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, summon devils, insidious aura, hellfire strike.
Special Qualities: Damage reduction 15/silver and good, immunity to fire and poison, resistance to acid and cold 10, spell resistance 25, telepathy 100ft.
Saves: Fort +15, Ref +15, Will +18
Abilities: Str 18, Dex 19, Con 18, Int 23, Wis 24, Cha 25 
Skills: Bluff+28, Concentration+25, Diplomacy+28, Disguise+28, Escape Artist+25, Gather Information+28, Intimidate+28, Knowledge(arcana)+27, Knowledge(history)+27, Knowledge(nobility and royalty)+27, Knowledge(planes)+27, Listen+28, Search+27, Sense Motive+28, Spellcraft+27, Spot+28, Survival+28, Use Rope+25
Feats: Improved Initiative(1), Flyby Attack(3), Combat Expertise(6), Wingover(9), Empower Spell-Like Ability(Fireball)(12), Quicken Spell-Like Ability(Fireball)(15), Empower Spell-Like Ability(Delayed Blast Fireball)(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-damning darkness, desecrate, detect good, disguise self, fireball, greater teleport(self+50 pounds only), plane shift(willing targets only). 3/day-delayed blast fireball. Caster level 18th. The save DCs are Charisma based.

Summon Devils (Sp)

75% chance to summon 2d6 bearded devils, 1d6 erinyes or 1 cornugon. This ability is the equivalent of a 9th level spell.

Insidious Aura (Su)

A remmanon emanates a telepathic aura that plays on the doubts and fears of its foes. Opponents that begin their turn within 30 feet of a remmanon must succeed on a DC 26 Will save or suffer the effect of a confusion spell for that round. An affected foe never treats a remmanon as the nearest creature for the purpose of determining the confusion effect. The save DC is Charisma-based.

A remmanon and allies within 30 feet of it gain a +4 bonus on attack rolls against opponents affected by this aura.

Hellfire Strike (Su)

A remmanon deals an extra 2d6 points of fire damage with its slam attacks. This stacks with the extra damage from a flaming weapon or similar sources of extra damage.


Gear:
Spoiler: ShowHide


[Ring 1]Ring of Force Shield: +2 shield bonus to armor class.
[Ring 2]Ring of Protection+4: +4 deflection bonus to armor class.
Title: Re: Beastiary
Post by: Anastasia on August 25, 2012, 08:20:11 PM
These undead are a special creation of Lixer, Archdevil of Undeath. The process is exactly what the name suggests - the skull of a solar is taken, filled with dark magic and warped into an undead monstrosity. While powerful, the extreme difficulty of getting a solar's skull combined with the high costs renders these a prestige project. There are far better and economical uses of Lixer's resources, yet he continues to make these when possible.

As always, this is merely the base creature. What you faced in Castle Crumbling had their own gestalt and customization.


Solar's Rictus

Size/Type: Diminutive Undead
Hit Dice: 23d12+207+23 (506 hp)
Initiative: +15
Speed: Fly 100ft (perfect)
Armor Class: 45 (+4 size, +15 dex, +21 natural, +1 dodge)
Base Attack/CMB/CMD: +11/+7/33
Attack: Headbutt+26 (2d8+15) or soul's rot+26 ranged touch (23d6 and wisdom drain)
Full Attack: Headbutt+26 (2d8+15) or soul's rot+26 ranged touch (23d6 and wisdom drain)
Space/Reach: 0ft/0ft
Special Attacks: Soul's rot, false salvation.
Special Qualities: Unholy toughness, undead traits, spell resistance 35, fast healing 20, desecrated faith, true seeing, damage reduction 15/adamantine and epic.
Saves: Fort +7, Ref +23, Will +14
Abilities: Str 8, Dex 40, Con -, Int 7, Wis 13, Cha 28 
Skills: 26+ability modifier.
Feats: Weapon Finesse(1), Ability Focus(Soul's Rot)(3), Ability Focus(False Salvation)(6), Dodge(9), Mobility(12), Spring Attack(15), Toughness(18)
Epic Feats: Improved Weapon Finesse(21)
Alignment: Lawful Evil

Racial powers: [spoiler]

Soul's Rot (Su)

A solar's rictus can fire a beam of pure unholy power, the same power that gives it eternal unlife. This is a ranged touch attack with a range of 100ft, dealing 23d6 points of damage on a successful strike. A creature struck by Soul's Rot must succeed on a DC 39 Will save or suffer 7 points of wisdom drain. Creatures who suffer wisdom drain from Soul's Rot are affected as if by a Morality Undone spell (caster level 23rd). This lasts for 7 days or until the creature receives an atonement, wish or miracle. Creatures that are already evil suffer the wisdom drain but take no further effect. Creatures immune to ability drain are unaffected by the wisdom drain or Morality Undone aspects of Soul's Rot. The save DC is Charisma based and includes a +7 racial bonus.

Note that the Morality Undone aspect of Soul's Rot is not a mind-affecting ability. It is caused by the vile impurities within the solar's rictus and is thus not stopped by defenses or immunities against mind-affecting.

False Salvation (Su)

A solar's rictus can sing perverse words of damnation, disguised as a mockery of the truth and joy it once represented. As a standard action the solar's rictus may sing these false words of salvation. False Salvation affects creatures within a 70ft radius from the solar's rictus. This has one of three possible effects.

Creatures of evil alignment find the song mildly pleasant and suffer no effect from it.

Creatures of neutral or good alignment find the song alluring, seductive and enticing. They must succeed on a DC 39 Will save or find themselves questioning their morality. This crisis of confidence lasts for seven rounds. During it the creature suffers a -7 penalty to attack rolls, weapon damage rolls and skill checks. They are unable to take any action that would attack or otherwise harm the solar's rictus during this time. This aspect of False Salvation is a mind-affecting ability.

Creatures who have been affected by Morality Undone via Soul's Rot suffer a different fate. These creatures must make the same Will save or immediately become slavishly devoted to the solar's rictus (including its master, if any). They will do anything and everything that the solar's rictus or master asks, including acts that cause immediate self harm, the betrayal of everything they have stood for before and even damnation. This aspect of False Salvation is not a mind-affecting ability, as it functions by inflaming the spiritual malaise already planted in the creature.

The save DCs are Charisma based and include a +7 racial bonus.

Desecrated Faith (Ex)

A solar's rictus maintains some small shards of the holy power it once had, albeit in a twisted shield. A solar's rictus is treated as good aligned against abilities that specifically target evil creatures, such as smite evil, holy word, holy smite and detect evil. Turn undead is still effective on the solar's rictus.

True Seeing (Su)

A solar's rictus is continually under the effect of true seeing (caster level 23rd).
Title: Re: Beastiary
Post by: Anastasia on August 27, 2012, 12:24:01 PM
A typical shadow from Lixer's defensive perimeter. There were thousands of these, a defense of simple mass and numbers. Notably, greater dispel magic spam will ensure any weak or unworthy creature who blunders close will not live to regret it.

Lixer's Legion Shadows

Shadow 3//Evolved Undead 3

Size/Type: Medium Undead (Incorporeal)
Hit Dice: 3d12 (25 hp)
Initiative: +2
Speed: Fly 40ft (good)
Armor Class: 20 (+2 dex, +7 deflection, +1 dodge)
Base Attack/CMB/CMD: +1/+3/21
Attack: Touch+3 (1d6 str)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, strength drain, spell-like abilities.
Special Qualities: Darkvision 60ft, undead traits, resistance to positive energy 10, fast healing 3.
Saves: Fort +1, Ref +3, Will +4
Abilities: Str -, Dex 14, Con -, Int 6, Wis 12, Cha 19
Skills: 6+ability mod.
Feats: Alertness(1), Dodge(3)
Epic Feats: -
Alignment: Neutral Evil

Spell-like abilities

3/day-greater dispel magic. Caster level 3rd.
Title: Re: Beastiary
Post by: Anastasia on August 27, 2012, 12:25:41 PM
The leaders of the shadow armies. They share minds by being axiomatic creatures and generally keep the shadow swarms as tightly coordinated units.

Lixer's Legion Shadows, Sargent.

Greater Shadow 9//Evolved Undead 5/Axiomatic Creature 4

Size/Type: Medium Undead (Incorporeal)
Hit Dice: 9d12+63+9 (130 hp)
Initiative: +2
Speed: Fly 40ft (good)
Armor Class: 25 (+2 dex, +12 deflection, +1 dodge)
Base Attack/CMB/CMD: +4/+6/29
Attack: Touch+6 (1d8 str)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, strength drain, spell-like abilities, smite chaos 1/day.
Special Qualities: Darkvision 60ft, undead traits, resistance to positive energy 10, fast healing 3, unholy toughness, spell resistance 14, acid, electricity and fire resistance 5.
Saves: Fort +3, Ref +5, Will +7
Abilities: Str -, Dex 15, Con -, Int 6, Wis 12, Cha 24
Skills: 12+ability modifier.
Feats: Alertness(1), Dodge(3), Toughness(6), Spell Penetration(9)
Epic Feats: -
Alignment: Lawful Evil

Spell-like abilities

3/day-greater dispel magic. 2/day-cone of cold. Caster level 9th.
Title: Re: Beastiary
Post by: Anastasia on August 27, 2012, 12:28:15 PM
Your first opponent of any real difficulty. His aura is plainly vicious and his flurry+stunning fist spam can further lock down his opponents. Fortunately for you, he only got Ithea and the rest of the party was able to dispatch him.

Monk of the Dark Depths

Drowned 20//Monk 20

Size/Type: Medium Undead
Hit Dice: 20d12+100+20 (256 hp)
Initiative: +5
Speed: 100ft, swim 100ft
Armor Class: 28 (+1 dex, +8 natural, +5 wis, +4 monk)
Base Attack/CMB/CMD: +20/+27/47
Attack: Unarmed strike+27 (2d10+7+1d6)
Full Attack: Flurry of blows+27/+27/+27/+22/+17/+12 (2d10+7+1d6)
Space/Reach: 5ft/5ft
Special Attacks: Drowning aura, flurry of blows, stunning fist 20/day (DC 27), ki strike(magic, lawful, adamantine),
Special Qualities: Darkvision 60ft, fast healing 5, undead traits, unholy toughness, improved evasion, slow fall(any), purity of body, wholeness of body(40 hp), diamond body, abundant step, spell resistance 30, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body, perfect self, damage reduction 15/epic and adamantine.
Saves: Fort +13, Ref +16, Will +22 (+2 vs enchantment)
Abilities: Str 25, Dex 13, Con -, Int 11, Wis 20, Cha 20 
Skills: 23+ability modifier.
Feats: Improved Initiative(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Toughness(3), Ability Focus(Drowning Aura)(6), Improved Trip(M6), Dilate Aura(9), Ability Focus(Stunning Fist)(12), Pain Touch(15), Lightning Reflexes(18)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Drowning Aura (Su)

A drowned gives off a 30-foot-radius emanation of suffocating drowning, imbuing its surroundings with a watery glint and deadly threat for creatures that breathe. All breathing creatures within 30 feet of a drowned are treated as if beneath water in terms of being able to breathe. The drowning aura accelerates the process of drowning. Normally, a creature can hold its breath for a number of rounds equal to twice its Constitution score before it begins to drown. Within the drowning aura, a creature can only hold its breath if it makes a DC 13 Constitution check every round. Each round, the DC increases by 1. When the character finally fails its Constitution check, it begins to drown. In the first round, it falls unconscious (0 hit points). In the following round, it drops to –1 hit points and is dying. In the third round, if still in the drowning aura, it drowns.


Gear:
Spoiler: ShowHide


[Hands]Knuckles of the Drowning Gasp: Grants a +1 profane bonus to the DC of Drowning Aura's concentration check. In addition, these deal an extra 1d6 points of damage for unarmed strikes.
Title: Re: Beastiary
Post by: Anastasia on October 31, 2012, 07:26:57 PM
Auril. Notes as follows.

- Auril is a lesser deity and was de-emphasized in 3rd edition. I chose DvR 10 for her, as she's an ancient and powerful entity. She's trying to expand in the wake of the void Talos left behind.

- Auril has a few more domains than normal, requiring Extra Domain to eat up SDA slots. As her standard domains include Air and Water, she retains these despite Cold and Winter fitting much better. As a result she has a whole bunch of domains. Her 'core' domains are Cold, Winter, Storm and Evil. Those are the main components she focuses on and Weather, Water, Air and Wrath are secondary aspects.

- Auril is immune to fire. This is a deliberate design choice, as unlike lesser creatures of winter, she has mastered fire. It's the same logic that Frostwind Viragos employ with no being weak to fire. It's an unpleasant surprise for those who would assume fire can devastate her.

- For Snowcasting and related feats, I assume Auril's presence is sufficient to gain the bonuses. As the deity of winter, I figure this is more than reasonable. They're included in the stat block.

- Flash Frost Spell is a crummy metamagic, but it fits Auril. On the other hand, Frost Mage is a good PrC and Energy Admixture/Energy Substitution come free on every spell. So she more than makes up for it. Auril is most likely the best winter themed spellcaster in Creation. Mephistopheles comes close and also has a cold focus, but he isn't as dedicated about it.

- With her setup with energy substitution, Auril is fond of casting a spell used against her but turned to cold damage instead. Due to Frostburn Magic, Auril's damage is all but incurable in combat. She stymies healers exceptionally well due to this.  Speaking of SDAs, Frozen Wrath is broken as all hell. It fits her personality and portfolio, but this is an example of how SDAs can be completely nuts when the situation calls for them to be.

- Auril is by far the strongest entity posted so far. She'd wipe the floor with Alicia or Seira straight up. Zquujaj can't deal with her after she drops some AC boosts and can't win a spell race. Empress Sulia can't touch her in melee and likewise loses a spell battle. Zaaman Rul has a shot at hitting her pre-buffs, but his vulnerability to cold gets him swiftly dispatched. Malcanthet lacks the effective offense since she can't deal her SA damage. Sharess puts the best fight of them all up, but ultimately the numbers are against her.

- The spells in custom material will be sorted and added to the spells topic tomorrow. They'll likely be more than just sor/wiz spells.

- Feedback welcome!


Auril
The Frostmaiden, Icedawn, The Cold Goddess
Lesser Deity
Symbol: A white snowflake on a gray diamond with a white border
Home Plane: Fury's Heart
Alignment: Neutral Evil
Portfolio: Cold, winter
Worshipers: Druids, cold creatures, elemental archons(air or water), frost giants, natives of cold climates, rangers
Cleric Alignments: CE, LE, N, NE
Domains: Air, Cold, Evil, Storm, Water, Weather, Winter, Wrath
Favored Weapon: Icemaiden's Caress (Ice Axe)

Barbarian 50//Wizard 10/Frost Mage 40

Size/Type: Medium Outsider (Cold, Evil)
Divine Rank: 10
Hit Dice: 50d12+900 (1500 hp)
Initiative: +24
Speed: 70ft, fly 200ft (perfect)
Armor Class: 87 (+14 dex, +10 divine, +39 natural, +14 deflection)(+10 competence if Auril+foe are airborne)
Base Attack/CMB/CMD: +50/+64/112
Attack: Icemaiden's Caress+84 (1d6+31 x4)(+10 competence attack/damage if Auril+foe are airborne)
Full Attack: Icemaiden's Caress+84/+79/+74/+69 (1d6+31 x4)(+10 competence attack/damage if Auril+foe are airborne)
Space/Reach: 5ft/5ft
Special Attacks: Rage 13/day, spells, divine blast 17/day(24d12).
Special Qualities: Divine traits, immunity to cold and fire, resistance to electricity 5, damage reduction 27/-, spell resistance 65, improved uncanny dodge, trap sense+16, greater rage, indomitable will, tireless rage, mighty rage, natural armor increase(+14), gain knowledge.
Saves: Fort +68, Ref +59, Will +65 
Abilities: Str 38, Dex 38, Con 46, Int 44, Wis 38, Cha 38   
Skills: Appraise+80, Balance+77, Concentration+81, Craft(Winter)+80, Decipher Script+80, Intimidate+77, Knowledge(Arcana)+80, Knowledge(Dungeoneering)+80, Knowledge(Geography)+80, Knowledge(History)+80, Knowledge(Local)+80, Knowledge(Nature)+80, Knowledge(Planes)+80, Knowledge(Religion)+80, Listen+79, Ride+77, Search+80, Sense Motive+79, Spellcraft+80, Spot+79, Survival+79, Swim+77, Tumble+77
Feats: Power Attack(1), Scribe Scroll(W1), Snowcasting(3), Flash Frost Spell(W5), Frozen Magic(6), Cold Focus(9), Energy Substitution(Cold)(W10), Greater Cold Focus(12), Piercing Cold(FM4), Energy Admixture(Cold)(15), Cold Spell Specialization(18), Easy Metamagic(Energy Admixture)(27), Quicken Spell(39), Spell Mastery(48)
Epic Feats: Epic Spell Capacity(21), Epic Cold Focus(FM14), Dire Charge(B24), Improved Metamagic(FM18), Epic Rage(B28), Specialized Metamagic(Energy Admixture)(30), Automatic Metamagic(Flash Frost Spell)(FM22), Terrifying Rage(B32), Great Strength(33), Pulverize(36), Automatic Metamagic(Flash Frost Spell)(FM26), Damage Reduction(B36), Automatic Metamagic(Flash Frost Spell)(FM30), Damage Reduction(B40), Blinding Speed(42), Automatic Metamagic(Flash Frost Spell)(FM34), Damage Reduction(B44), Multiaction(45), Automatic Metamagic(Flash Frost Spell)(FM38), Damage Reduction(B48)
Salient Divine Abilities: Arcane Mastery, Divine Air Mastery, Divine Blast, Elemental Might(Cold), Extra Domain(Air), Extra Domain(Water), Extra Domain(Weather), Extra Domain(Wrath), Frostburn Magic, Frozen Rage, Icebrand, Lay Curse, Mass Divine Blast, Power of Nature, Spontaneous Arcane Spells
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


At will-acid fog, air walk, blasphemy, blizzard, bull's strength, call lightning, call lightning storm, chain lightning, chill metal, chill touch, cone of cold, control water, control weather, control winds, create undead, death hail, desecrate, dispel good, elemental storm(air or water only), entropic shield, fimbulwinter, fog cloud, gaseous form, greater plane shift, greater shout, greater teleport, gust of wind, horrid wilting, ice storm, magic circle against good, obedient avalanche, obscuring mist, polar ray, protection from good, rage, rhino's rush, righteous might, shout, sleet storm, snowsight, snow walk, song of discord, storm of vengeance, summon giants(frost giants only), summon monster 6(air only), summon monster 9(evil only), transformation, unholy aura, unholy blight, wall of ice, water breathing, whirlwind, wind wall, winter's embrace. Caster level 50th, caster level 60th for caster level checks. The save DCs are 44 + spell level.

Alter Reality (Su)

Auril 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. Auril can use limited wish when doing so can help her promote winter, bitter cold and unfeeling wrath. Note that in the situation where Auril 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.

Inflict Wounds (Su)

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

Domain powers:
Air: Turn earth creatures 17/day.
Cold: Turn fire creatures 17/day.
Evil: +1 bonus to the caster level of evil spells.
Storm: Gain resistance to electricity 5.
Water: Turn fire creatures 17/day.
Weather: Your vision is unobstructed by nonmagical weather conditions. +2 bonus to survival on weather related checks.
Winter: +2 profane bonus to Wisdom based skill checks during winter. As Auril is the living incarnation of winter, she gains this bonus at all times.
Wrath: 1/day subtract up to 25 from Wisdom and add half that to Strength. This lasts for 25 rounds and cannot be ended prematurely.

Divine Aura (Ex)

The save DC against Auril's divine aura is 34 and the radius is 1000ft.

Immunities: Auril is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Auril is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Auril does not automatically fail on a natural attack roll or saving throw roll of 1. Auril may take 10 on any check.

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

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

Create Items: Auril can create any wondrous item with power related to winter, cold or weather; the maximum is 30,000 gold.

Portfolio Sense: Auril is aware of any act of cold cruelty, the extinguishing of heat and the promotion of winter that involves 500 or more people.


Wizard powers:
Spoiler: ShowHide


Auril casts as a 50th level wizard. (Caster level 54th for cold spells.) The save DCs are 27 + spell level (DC 31 + spell level for spells with the cold descriptor). Her metamagic options are Energy Admixture (Cold) (+0), Energy Substitution (Cold) (+0), Flash Frost Spell (+1), Piercing Cold (+1) and Quicken Spell (+3). Auril's 0-15th level spells are automatically flash frost spells. Auril gains a +10 bonus to caster level checks. Auril deals an extra 2 points of damage per die for spells with the cold descriptor. Any cold damage Auril's spells inflict becomes frostburn damage.

Auril casts spontaneously. She needs not memorize spells ahead of time, including spells she wishes to apply metamagic to. Casting a spell with metamagic does not increase the casting time for Auril.

Auril casts cold spells whenever possible, using energy substitution. While Auril may on occasion cast electricity, acid and sonic based spells, she will never cast a fire based spell (barring changing it with energy substitution).

[4/day]0:
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[2/day]19:


Frost Mage powers:
Spoiler: ShowHide


Natural Armor Increase (Ex)

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

Gain Knowledge (Ex)

Beginning at 3rd level, the frost mage gains knowledge of the spell conjure ice beast I, if he does not already have it. Former wizards get to add this spell to their spellbooks for free, and former sorcerers and bards get to add this spell to their spells known, even if this takes them over their normal limit. For each two levels gained in the prestige class, he gains knowledge of the next higher level in the conjure ice beast spell progression (conjure ice beast II at 5th level, conjure ice beast III at 7th level, and conjure ice beast IV at 9th level). At 7th level, in addition to gaining conjure ice beast III, the frost mage gains animate snow as a spell known. At 9th level, in addition to gaining conjure ice beast IV, the frost mage gains frostfell as a spell known. This class feature does not change the level of the spell. A frost mage still must have a spell slot of the appropriate level to prepare or cast a spell acquired through the gain knowledge ability.

Piercing Cold (Ex)

At 4th level, the frost mage gains Piercing Cold as a bonus metamagic feat. In addition to the normal benefits of the feat, the frost mage bypasses all resistances and immunities to cold granted by spells and spell-like effects of magic items (for example, a ring of minor energy resistance [cold]).


Gear:
Spoiler: ShowHide


Icemaiden's Caress

This iceaxe appears to be composed of blue ice, matching the color of Auril's skin. In Auril's hand it radiates an aura of visible cold. This iceaxe functions as an iceaxe+10, icy blast. Icemaiden's Caress automatically quenches all nonmagical flames within 500ft when drawn. Magical flames are treated as being dispelled as if by greater dispel magic (+40 dispel modifier).

As a free action three times per round, Auril may command Icemaiden's Caress to counter spells with the fire descriptor or take control of any spells with the cold descriptor. If Auril chooses to counter a spell with the fire descriptor, it is treated as if countered by greater dispel magic (+40 dispel modifier). If Auril chooses to control a spell with the cold descriptor, this resolves as if Auril was countering the spell. If the dispel checks succeeds, the spell functions as if cast by Auril in all aspects. Auril chooses the targets, where the spell strikes, it uses her spellcasting statistics to determine damage and to overcome spell resistance and so forth.

The origins of Icemaiden's Caress are unknown. It has been Auril's for as long as any recorded lore goes back. Some lore suggests that wounds from this axe can cause the same scarring as her Icebrand ability, though the truth of the matter is uncertain. Creatures who offend Auril enough to suffer wounds from this weapon rarely, if ever, survive long enough to tell the truth of this matter.

The bonus damage of the icy blast ability and Auril's Frozen Rage stack.

Icemaiden's Caress is a major artifact.

Blizzard's Raiment

Auril is surrounded by an eternal blizzard created to protect its mistress. This manifests as a thick blizzard around Auril, hiding her from sight of all and shielding with snowflakes. This grants Auril a 50% miss chance against all attacks, including area attacks and other attacks not specifically aimed at her. Means of enhanced perception, such as blindsight and mindsight, are ineffective against this blizzard, as is most magic, including true seeing. A wish or miracle cast to see through the blizzard is allowed a DC 50 caster level check to overcome Blizzard's Raiment. If the check succeeds, the effects of Blizzard's Raiment are negated for the remainder of the encounter for all. A deity with the salient divine ability Clearsight ignores the miss chance of Blizzard's Raiment, but does not negate it for anyone else.

Blizzard's Raiment does not hinder Auril's sight or movement in any way.

As a free action Auril may command Blizzard's Raiment to protect another person within 500ft. This lasts until Auril commands it to return to her as a free action. Auril has only used this ability once.

Blizzard's Raiment is a major artifact.

As a deity, Auril has many other treasures than this.


Custom Material: [spoiler]

Frost Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

You conjure armor of ice around your body. This armor does not inhibit or harm you nor does it melt. This armor grants a +4 armor bonus to armor class and resistance to fire 10.

Material Component

A handful of snow or a fragment of ice.

Frost Blade
Evocation [Cold]
Level: Initiate of Auril 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 5ft
Effect: Frost blade
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell creates a sword-shaped swirl of jagged ice shards extending from the caster's hand. This weapon is weightless and is treated as magic for the sake of bypassing damage reduction. It is treated as having a +2 enchantment bonus to attack and damage rolls. You are treated as being proficient with this blade. You may use it for melee attacks as normal, and it deals 3d6+2 points of slashing damage and 1d6 points of cold damage. This blade is a collection of ice shards and flows around barriers to strike true, negating bonuses from cover and improved cover.

Due to the fluid nature of this weapon, it can be used with Weapon Finesse.

Frost Fingers
Evocation [Cold]
Level: Initiate of Auril 1
Components: V, S
Casting Time: 1 standard action
Range: 15ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Frost Fingers is a frozen version of the more famous spell Burning Hands. When cast a wave of icy cold comes from the fingers of the caster. Any creature in the area of this cold takes 1d4 points of cold damage (maximum 5d4). Liquids touched by frost fingers freeze.

Frost Whip
Evocation [Cold]
Level: Initiate of Auril 2
Components: V, S
Casting Time: 1 standard action
Range: 5ft
Effect: Frost whip
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell creates a beam-like whip of ice from the caster's hand. This beam is 5ft long and you are treated as being proficient with it. You may make a single melee touch attack with the whip as a standard action, dealing 4d6 points of cold damage on a successful hit. A creature that is struck must make a Fortitude save or be fatigued for one round.

Greater Frost Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 5
Components: V, S, M

This spell functions as Frost Armor, except as noted here. Greater Frost Armor grants a +6 bonus to armor class and resistance to fire 20.

Material Component

A white opal worth 50 gold.

Icedawn's Armor
Conjuration (Creation) [Cold]
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

This spell creates a full body suit of icy, form-fitting blue armor on you. This armor does not inhibit you in any way nor does it melt. This armor grants you a +15 armor bonus to armor class and immunity to fire.

Focus

A miniature breastplate made of blue ice that costs 10,000 gold.

Greater Polar Ray
Evocation [Cold]
Level: Sor/Wiz 13
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions as Polar Ray, except that it deals 1d8 points of damage per caster level (maximum 50d8).

Focus

A small, white ceramic cone or prism.

Great Northern Wind
Evocation [Air, Cold]
Level: Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: One 1000ft cube
Duration: Instantaneous and 1 min/level; see text.
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell conjures a massive windstorm of sub-zero cold and frigid snow. This deals 25d6 points of cold damage to all creatures within the area of the spell except for the caster. A Fortitude save halves the damage and negates the following two effects. In addition, creatures that fail the save are knocked prone by the force of the wind. Further, the numbing cold inflicts a -10 penalty to Dexterity (cannot go below 1). Creatures immune to cold are only subject to possibly being knocked prone. Flying creatures that would be knocked prone are instead blown to the southern end of the cube.

The penalty to Dexterity lasts for 1 minute per caster level. All other effects of Great Northern Wind are instantaneous.

Material Component

A handful of snow.

Rain of Desolation
Abjuration/Evocation [Cold]
Level: Sor/Wiz 12
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (40ft radius, 80ft high)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell summons a driving, drenching cold rain. Creatures within it are struck by a bitter cold as the magic around them crumbles. All creatures within the radius are treated as being affected by a targeted greater dispel magic (maximum dispel check modifier of +30). Creatures exposed to this rain take 5d6 points of cold damage. This damage rises by 2d6 for each spell or spell-like ability dispelled by this spell, to a maximum of 50d6. This damage applies to all creatures within the Rain of Desolation. For example, a Rain of Desolation that dispels 5 effects deals 15d6 cold damage to all creatures within it. A Fortitude save is allowed to halve the cold damage.

Focus

A white crystal in the shape of a teardrop, worth no less than 2,000 gold.

Snowbound Soul
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

By freezing the target's mind, you enchant the target to be forever drawn to cold. This spell causes the target to have an irresistible compulsion to seek out the coldest temperatures he can. The target will actively seek the harshest cold he can at all times. They will seek it to the exclusion of all other activities, including eating and sleeping. The target believes that this cold will make them stronger and will not take any precautions against it. In fact, the target is not protected against cold in any way by this spell (though pre-existing defenses still work). Even when the target takes damage from the cold they will not relent or see anything wrong with it. It is common for creatures affected by this spell to freeze to death with a smile on their face.

Any effect that creates cold is welcomed by the target. As a result, they willingly and automatically lower their spell resistance (if any) and fail any save for spells or effects that deal cold damage. A target that can create cold effects or cast cold spells will happily harm or kill themselves with them.

Creatures with the cold subtype are immune to this spell.

Material Component

Diamond dust mixed with snow. This mixture costs no less than 1,000 gold.

Initiate of Auril
Prerequisites: Cleric or druid level 1st, patron deity Auril
Benefit: You are immune to cold weather and conditions, as if protected by an Endure Elements spell. This protection does not extend to hot weather. In addition, add the following spells to your cleric or druid spell list.

1st: Frost Fingers
2nd: Frost Whip
4th: Frost Blade
7th: Ice Claw*

*You may use your primary casting stat in place of Intelligence or Charisma.

Epic Cold Focus [Epic]
Prerequisite: Greater Cold Focus
Benefit: Add +2 to the DC for all saving throws against spells you cast with the cold descriptor. This bonus stacks with similar bonuses, such as those granted by Spell Focus and Greater Spell Focus.

Epic Rage [Epic]
Prerequisites: Mighty Rage, str 21, con 21
Benefit: The bonuses to strength, constitution and will saves from your rage rise by +4.

FROZEN RAGE
Prerequisites: Rage special ability, Cold domain.
Auril is the personification of winter's unfeeling wrath. She embodies every blizzard that swallows travelers into death's cold embrace and her rage matches that. When Auril goes into a rage, she does not lose control of herself. She may use Intelligence, Dexterity and Charisma based skills, Concentration, abilities that require patience or concentration and spells, spell completion items, spell trigger items or a command word while in a rage. In addition, the cold that composes Auril infuses her attacks. She deals an extra 4d6 points of cold damage with her melee attacks while in a rage.

ICEBRAND
Prerequisite: Cold domain, Winter domain, cha 35
Auril is surrounded by an aura of absolute zero cold, which brands those foolish enough to battle her. This aura extends 15ft in all directions from Auril. Creatures who come into this aura take 20d8 points of frostburn damage per round. This damage causes white, translucent scarring over the body of the victim. Damage caused by Icebrand can only be healed in areas of hot or higher temperature bands and with a DC 59 caster level check or a successful opposed rank check against Auril.

FROSTBURN MAGIC
Prerequisite: Cold domain, able to cast 9th level spells.
Auril's magic is so cold that her cold spells become frostburn damage. Any spell Auril casts with the cold descriptor, including spells modified with the Energy Substituion or Energy Admixture feats to deal cold damage, deal frostburn damage instead of cold damage. For example, a cone of cold cast by Auril would deal 15d6 points of frostburn damage instead of 15d6 points of cold damage. Frostburn damage inflicted in this manner can only be healed in areas of hot or higher temperature bands and with a DC 59 caster level check or a successful opposed rank check against Auril.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:11:40 PM
These extremely rare oozes never occur naturally. They are the crowning achievement of a branch of sorcery that grapples with the theory of equivalent exchange. It holds that magic is merely borrowing a force from one place and offering up the equivalent force in return. This magic, also known as blood sorcery, uses the life force of the caster. Countless eons ago, the grandmaster of grandmasters created a final theory, one that held that a true equivalent exchange is self sustaining and never ending. With this theory he created the Infinity Ooze. This creature is a hideous blight on Creation, capable of destroying entire kingdoms in a tidal wave of endless slime.

Infinity Ooze

Size/Type: Large Ooze
Hit Dice: 30d10+540 (725 hp)
Initiative: -5
Speed: 35ft
Armor Class: 4 (-5 dex, -1 size)
Base Attack/CMB/CMD: +22/+37/42
Attack: Slam+35 (1d6+14 plus 6d6 acid)
Full Attack: 2 slams+35 (1d6+14 plus 6d6 acid)
Space/Reach: 10ft/10ft
Special Attacks: Acid, poison fumes.
Special Qualities: Ooze traits, infinite splits, immunity to acid, electricity and cold, blindsight 200ft, fast healing 1.
Saves: Fort +27, Ref +4, Will +4
Abilities: Str 38, Dex 1, Con 47, Int -, Wis 1, Cha 1 
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers: [spoiler]

Acid (Ex)

An infinity ooze deals 6d6 points of acid damage with its slam attacks, grapples or to any creature that touches it. Weapons are allowed a DC 43 Reflex save to negate this acid damage. Creatures using natural weapon suffer this damage and are allowed the saving throw. No saving throw is allowed for the acid damage from the slam attack or grapples. The save DC is Constitution based.

Poison Fumes (Ex)

Acidic fumes surround the infinity ooze in a 40ft radius. Any creature within this radius at the start of the infinity ooze's turn must make a DC 43 Fortitude save or take 2d6 points of Dexterity and Constitution damage. The saving throw must be repeated each round. Immunity to acid or poison protects against this ability. The save DC is Constitution based.

Infinite Splits (Ex)

Infinity oozes are horrible pests and plagues on anything they come across. The main reason is that any type of physical damage (bludgeoning, piercing or slashing) deals no damage to them. In fact, it causes the infinity ooze to split into two. The newly born infinity ooze has the current hit points of its parent but is otherwise a normal infinity ooze. An infinity ooze takes no damage from splitting and can split infinitely.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:19:24 PM
Children of Liberty

The radiant celestial before you seems to display all the glory of the Heavens Above. Its figure is ever-changing, yet piercing green eyes find yours. Despite the overwhelming power this creature projects, you feel a sense of calmness overtake you.

Children of Liberty, also known as the Eladrin of Might, are the children born of the dreams of Queen Morwel of the Eladrin. They sprung from Queen Morwel's mind, fully formed and wishing to aid her out of love. They defend the Hidden Layers of Arborea. Little else is known of them, as the secrets of the Hidden Layers are deep indeed.

Of note, Children of Libery is an intentional misnomer. Eladrin of Might is far more apt. They are the ultimate exemplar of chaotic good, much as the Hellspawn are the ultimate exemplar of lawful evil.


Size/Type: Medium Outsider (Good, Chaotic, Eladrin)
Hit Dice: 35d8+420 (700 hp)
Initiative: +23
Speed: 70ft, fly 200ft (perfect)
Armor Class: 56 (+15 dex, +26 natural, +5 dodge)
Base Attack/CMB/CMD: +35/+49/79
Attack: Blade of Dreams+56 (2d6+28 plus 3d6 holy and one negative level (6d6 on crit and 2 negative levels) plus 2d6 chaotic) plus erosion of time 19-20 x2) or slam+49 (1d8+14 plus erosion of time)
Full Attack: Blade of Dreams+56/+51/+46/+41 (2d6+28 plus 3d6 holy and one negative level (6d6 on crit and 2 negative levels) plus 2d6 chaotic) plus erosion of time 19-20 x2) or 2 slams+49 (1d8+14 plus erosion of time)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, blade of dreams, affliction, eternal slumber.
Special Qualities: Immunity to electricity and petrification, resistance to acid and cold 30, damage reduction 25/epic, evil and cold iron, tongues, protective aura, morwel's gift, alternate form, aura of freedom, defenders of time.
Saves: Fort +29, Ref +32, Will +27 (+4 vs poison)
Abilities: Str 38, Dex 41, Con 35, Int 30, Wis 31, Cha 31   
Skills:  22 skills, 38+ability mod.
Feats: Words of Creation(B), Ability Focus(Affliction)(1), Power Attack(3), Extend Spell(6), Improved Initiative(9), Dodge(12), Mobility(15), Spring Attack(18)
Epic Feats: Epic Ability Focus(Affliction)(21), Superior Initiative(24), Epic Spell Capacity(27), Epic Dodge(30), Epic Dodge(33)
Alignment: Anarchic Exalted

Racial powers: [spoiler]

Spell-like abilities

Always active-blessed sight, detect law, detect lies, freedom of movement, see invisibility, true seeing. At will-chain lightning*, chaos hammer*, cloak of chaos, consecrate, cure critical wounds*, dancing lights, detect thoughts, dispel evil, dream, freedom, greater plane shift, greater teleport, haste, magic disjunction, mass charm monster, righteous smite*, slow, superior invisibility, symbol of sleep, temporal stasis, time stop, word of chaos. 1/day-miracle. Caster level 35th. The save DCs are Charisma based.

*Automatically maximized as if by the maximize spell-like ability feat.

Spells

Children of Liberty cast as 30th level clerics with access to the Chaos, Dream and Good domains, as well as 4 others relating to their particular responsibilities; in addition, they gain the granted power of all of their domains. They gain further caster levels with every racial hit die, except those divisible by seven. (7, 14, 21, 28, 35, 42, 49, ect).

Blade of Dreams (Su)

At will as a free action, Children of Liberty can manifest a pink-purple blade. This blade is part of the fragment of Morwel's dreams that they represent. This functions as a +7 greatsword of holy power and anarchic. If the Child of Liberty dies or loses his grip on the blade, it vanishes instantly.

Affliction (Ex)

Creatures struck by the natural or manufactured weapons of a Child of Liberty contract the affliction erosion of time. A DC 45 fortitude save negates. The save DC is Constitution based.

Eternal Slumber (Ex)

As a full round action, a Child of Liberty can attempt to submerge a creature into an eternal sleep. A DC 39 will save is allowed to resist.  Failure results in the victim immediately falling asleep. This sleep is eternal and the target does not wake up without powerful outside intervention. During this time the victim does not need to eat or drink, nor do they age. This fate can only be removed by a Child of Liberty using this ability again on the sleeper, or by a Wish or Miracle spell dedicated to waking the victim up. The caster level for either must be at least equal to the hit dice of the Child of Liberty that put the victim asleep.

When putting the victim asleep, the Child of Liberty can decide what dreams the victim endures. Good dreams: The victim dreams of better days and happiness, a slumber akin to paradise. This use of Eternal Slumber is known as as the Rest of Mercy and is used to reward heroes who must rest but cannot be allowed to pass on. No dreams: The victim does not dream. They perceive nothing during the sleep and recall nothing of their time if woken. This is the default choice made by Children of Liberty. Nightmares: The victim is plagued by horrific nightmares, never knowing rest or respite. This is only used in the most utterly extreme situations, as the Children of Liberty shy away from using this dreadful power.

Morwel's Gift (Ex)

The Children of Liberty sprung from Queen Morwel and possess a fragment of her might. They may select any one salient divine ability. They need not meet the divine rank requirement, but must meet every other requirement. Alternately, they may choose two bonus epic feats or four bonus non-epic feats.

Alternate Form (Su)

Children of Liberty each have a unique alternate form. This varies between each one. These forms represent the true personality of each Child of Liberty in a direct fashion. A Child of Liberty with a fiery, avenging personality may have an alternate form that is a pillar of cleansing holy fire, for example.

Divine Blood (Ex)

Children of Liberty arose from the mind of Queen Morwel, gifted with a small fragment of her majesty. As such they possess maximum HP per hit die. They are treated as divine rank 0 to determine if they can be affected by abilities, though they possess no actual divine rank.

Aura of Freedom (Su)

The presence of a Child of Liberty shatters anything that would suppress that liberty. Enchantment spells and spell-like abilities within 70ft of the Child of Liberty are subject to an automatic dispel attempt (+35). For the sake of what this aura can effect, treat it as a magic disjunction effect. An effect can only be affected by this ability once per 24 hours.

Defenders of Time (Ex)

Children of Liberty are entrusted with the defense of the hidden layers of Arborea. As such they are immune to the effects of those layers. Any spells or spell like abilities that alter time (or seem to) cast around them are automatically countered as if by greater dispel magic (+35 modifier). Such spells include haste, slow, temporal stasis and time stop.

Erosion of Time

Injury; DC 39 fortitude negates; immediate onset; aging. Victims infected with erosion of time immediately advance one age category. Creatures below middle age become middle aged, while middle aged creatures become old and old creatures become venerable. A venerable creature crumbles to dust and is slain. Aging in this method grants the normal penalties to strength, dexterity and constitution, but none of the bonuses to intelligence, wisdom and charisma. Living creatures that do not age, such as outsiders, are still affected by this affliction. However, they cannot be slain by it, only reduced to venerable age. Undead, constructs and other non-living creatures are not affected by this affliction.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:25:46 PM
The Calamity

The origins of The Calamity are unclear. It emerged from the shattered husk of a Prime Material world according to lore, though no more information is provided. Some sources claim it is imprisoned away and others claim it was destroyed. But all that know of it agree on one thing - it may well be the greatest golem ever created. Rivaling a mountain in size, it can destroy entire kingdoms in a day's time.

Size/Type: Colossal Construct
Hit Dice: 58d12+58+1276 (2,030 hp)
Initiative: +0
Speed: 20ft
Armor Class: 62 (-8 size, +60 natural)
Base Attack/CMB/CMD: +43/+83/93
Attack: Slam+67 (20d10+32 and prone) or stomp+67 (25d6+32 and stun)
Full Attack: -
Space/Reach: 30,000ft/30,000ft.
Special Attacks: Widespread destruction, massive body, prone, stun.
Special Qualities: Damage reduction 100/adamantine, resistance to fire, cold, acid, electricity and sonic 50, gigantic, magic immunity, massive body, constructed toughness, design flaws, construct traits
Saves: Fort +24, Ref +24, Will +24
Abilities: Str 75, Dex 10, Con -, Int 4, Wis 10, Cha 10   
Skills:
Feats: Toughness(B), Power Attack(1), Great Fortitude(3), Iron Will(6), Lightning Reflexes(9), Improved Bull Rush(12), Awesome Blow(15), Improved Natural Armor(18)
Epic Feats: Epic Toughness(B), Epic Fortitude(21), Epic Will(24), Epic Reflexes(27), Epic Toughness(30), Epic Toughness(33), Epic Toughness(36), Epic Toughness(39), Epic Toughness(42), Epic Toughness(45), Epic Toughness(48), Epic Toughness(51), Epic Toughness(54), Epic Toughness(57)
Alignment: Neutral

Widespread Destruction (Su)

As a full round action, The Calamity may kneel down and extend its back up towards the sky. From its back a massive discharge of energy crackles up into the sky and then crashes down over a huge radius. On the first round after using it the energy soars thousands of feet up and fans out. On the second round the energy reaches the zenith of its rise and starts to fall and on the third round it lands. Widespread Destruction deals 696 points of force damage in a 50 mile radius of the point where it was launched from. This damage bypasses miss chance and most defenses, though a wall of force, prismatic sphere or divine shield stops it.

The Calamity can use Widespread Destruction once per hour. The Calamity is immune to Widespread Destruction.

Gigantic (Ex)

Due to the titanic size of The Calamity, creatures of less than Colossal size only deal 1/10th of the normal amount of damage to it. This is deducted before damage resistance or any other factors apply.  For example, a medium sized creature who deals 100 points of damage to The Calamity only deals 10 damage to it.

Magic Immunity (Ex)

The Calamity is immune to any spell, spell like ability or supernatural ability.

Massive Body (Ex)

All of The Calamity's slam or stomp attacks deal damage in a 100ft radius. All creatures within the radius are treated as being attacked.

Constructed Toughness (Ex)

The Calamity has maximum hit points per hit die. It gains Toughness and Epic Toughness as bonus feats.

Design Flaws (Ex)

Due to the massive size of The Calamity, it cannot make Attacks of Opportunity against creatures smaller than Colossal sized.

Prone (Ex)

Any creature who takes damage from The Calamity's slam attack must make a DC 61 Fortitude save or be rendered prone and unable to rise for 2d4 rounds. The save DC is Strength based.

Stun (Ex)

Any creature who takes damage from The Calamity's stomp attack must make a DC 61 Fortitude save or be rendered stunned for 1d8 rounds. The save DC is Strength based.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:28:33 PM
The Broken Saint

The Broken Saint is neither a saint nor broken. It is the cover name of Biler, a remmanon in the service of the Order of the Fly. Once a mortal operative for Beezlebub, he won his lord's dark favor by successfully sowing discord, misery and ultimately collapse in the Enlightened Kingdom of Urpel. As a reward he was made into a devil and given a comfortable position in the Order of the Fly's hierarchy. Thus he has remained for several thousand years, until recently he was assigned to establish a spy ring in Herak Villan on the Astral Plane.

Remmanon 28//Marshal 5/Evangelist 5/Infiltrator of Beelzebub 18

Size/Type: Medium Outsider (Evil, Lawful, Devil)
Hit Dice: 28d8+308 (438 hp)
Initiative: +26
Speed: 30ft, fly 30ft (good)
Armor Class: 73 (+6 dex, +18 natural, +8 shield, +7 deflection, +10 armor, +7 insight)
Base Attack/CMB/CMD: +28/+32/55
Attack: Slam+35 (2d6+6 plus 2d6 fire)
Full Attack: 2 slams+35 (2d6+6 plus 2d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, summon devils, insidious aura, hellfire strike, auras, great orator(inspire dread, inflame the righteous, convert the unfaithful), dossier of deception 5/day.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to fire and poison, resistance to acid and cold 20, spell resistance 35, telepathy 200ft, grant move action 1/day, fast talk, skill mastery, canvas, secure, classify, task force, interrogate, breach, tie loose ends, agent of the order of the fly.
Saves: Fort +27, Ref +23, Will +32 (+18 vs divination)
Abilities: Str 22, Dex 23, Con 32, Int 27, Wis 28, Cha 37
Skills: Bluff+46, Concentration+42, Diplomacy+57, Disguise+44, Escape Artist+37, Gather Information+46 Intimidate+64, Knowledge(arcana)+39, Knowledge(planes)+39, Knowledge(religion)+39, Listen+40, Perform(oratory)+44, Search+41, Sense Motive+58, Spellcraft+39, Spot+40, Survival+40, Use Rope+37
Feats: Improved Initiative(1), Skill Focus(Diplomacy)(M1), Persuasive(3), Flyby Attack(6), Investigator(9), Brand of Beezlebub(12), Mark of Maladomini(15), Empower Spell-Like Ability(Delayed Blast Fireball)(18), Evil Brand(IB10)
Epic Feats: Armor Skin(21), Epic Skill Focus(Diplomacy)(IB13), Armor Skin(24), Epic Will(IB16), Armor Skin(27)
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-damning darkness, desecrate, detect good, disguise self, fireball, greater teleport(self+50 pounds only), plane shift(willing targets only). 3/day-delayed blast fireball. 1/day-chasing perfection. Caster level 28th, +1 bonus to caster level checks. The save DCs are Charisma based.

Summon Devils (Sp)

75% chance to summon 2d6 bearded devils, 1d6 erinyes or 1 cornugon. This ability is the equivalent of a 9th level spell.

Insidious Aura (Su)

A remmanon emanates a telepathic aura that plays on the doubts and fears of its foes. Opponents that begin their turn within 30 feet of a remmanon must succeed on a DC 37 Will save or suffer the effect of a confusion spell for that round. An affected foe never treats a remmanon as the nearest creature for the purpose of determining the confusion effect. The save DC is Charisma-based.

A remmanon and allies within 30 feet of it gain a +4 bonus on attack rolls against opponents affected by this aura.

Hellfire Strike (Su)

A remmanon deals an extra 2d6 points of fire damage with its slam attacks. This stacks with the extra damage from a flaming weapon or similar sources of extra damage.


Gear:
Spoiler: ShowHide


[Body]Marks of the Broken Saint: Grants a +7 insight bonus to armor class.
[Neck]Amulet of Natural Armor+7: +7 enhancement bonus to natural armor.
[Wrists]Bracers of Armor+10: +10 armor bonus to armor class.
[Ring 1]Ring of Epic Force Shield: +8 shield bonus to armor class.
[Ring 2]Ring of Protection+7: +7 deflection bonus to armor class.
[Waist]Belt of Constitution+10: +10 enhancement bonus to constitution.

[Ioun Stone]Black Fly Ioun Stone: Grants a +8 enhancement bonus to charisma.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:30:49 PM
Kelreck, Guardian Hell Hound

Kelreck is a well trained and intelligent Nessian Warhound. He was formerly the property of Graenen, a high ranking osyluth in the Order of the Fly. Graenen came to his end as the result of an assassin's blade. In particular the assassin was Biler, who feared Graenen was about to assassinate him. In the aftermath he took Kelreck as booty, subjecting him to a rigorous program of brainwashing. In the end Kelreck became a loyal thrall of Biler, one of his personal bodyguards.

Nessian Warhound 24//Scout 24

Size/Type: Large Outsider (Evil, Fire, Lawful)
Hit Dice: 24d8+144 (300 hp)
Initiative: +13
Speed: 70ft
Armor Class: 34 (+2 dex, +13 natural, +9 armor, +1 dodge, -1 size)
Base Attack/CMB/CMD: +24/+33/45
Attack: Bite+36 (3d6+12 plus 3d8 fire plus 6d6 skirmish)
Full Attack: Bite+36/+31/+26/+21 (3d6+12 plus 3d8 fire plus 6d6 skirmish)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, fiery bite, skirmish+6d6/+6(+8d6/+8).
Special Qualities: Darkvision 60ft, immunity to fire, scent, vulnerability to cold, trapfinding, battle fortitude+3, uncanny dodge, trackless step, evasion, flawless stride, camouflage, blindsight 60ft, hide in plain sight, free movement.
Saves: Fort +25, Ref +16, Will +18
Abilities: Str 26, Dex 14, Con 23, Int 10, Wis 12, Cha 6
Skills: Escape Artist+29, Heal+28, Hide+34, Intimidate+25, Jump+51, Listen+28, Move Silently+34, Spot+46, Survival+28, Swim+35, Tumble+29, Use Magic Device+25
Feats: Skill Focus(Spot)(1), Dodge(3), Mobility(S4), Rapidstrike(Bite)(6), Spring Attack(S8), Quicken Breath(9), Bounding Assault(12), Improved Initiative(S12), Improved Natural Attack(15), Improved Skirmish(S16), Improved Rapidstrike(Bite)(18), Rapid Blitz(S20)
Epic Feats: Superior Initiative(21), Epic Blindsight(S23), Epic Skill Focus(Spot)(24)
Alignment: Lawful Evil

Breath Weapon (Su)

30-foot cone, once every 1d4 rounds, damage 12d6 fire, Reflex DC 28 half. The save DC is Constitution-based.

Fiery Bite (Su)

A Nessian warhound deals an extra 3d8 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Gear: [spoiler]

[Armor]Chain barding+5
[Neck]Kelreck's Collar: Grants a +5 insight bonus to natural weapon attacks and spot checks.

[Staff]Staff of Healing, 30 charges left. Hangs from collar and can be used by holding in mouth.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:31:33 PM
Awakened Shocker Lizard

This nameless creature was awakened by a depraved druid, who eventually traded him to a Mercane. The Mercane sold him to a mortal, who eventually fell to a band of yugoloths in the Blood War, who in turn were captured by a unit under the Broken Saint's command. Detecting the intellect in the creature, Biler took him as an amusing pet and another line of defense.

Shocker Lizard 10//Fighter 10

Size/Type: Small Magical Beast
Hit Dice: 10d10+30+10 (100 hp)
Initiative: +12
Speed: 40ft, swim 20ft, climb 20ft
Armor Class: 29 (+8 dex, +9 natural, +1 dodge, +1 size)
Base Attack/CMB/CMD: +10/+10/29
Attack: Bite+18 (1d6+1)
Full Attack: Bite+18 (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Stunning shock, lethal shock.
Special Qualities: Darkvision 60ft, electricity sense, immunity to electricity, low-light vision.
Saves: Fort +10, Ref +17, Will +5
Abilities: Str 12, Dex 26, Con 16, Int 5, Wis 14, Cha 10   
Skills: Hide+37, Listen+17, Move Silently+33, Spot+20
Feats: Ability Focus(Stunning Shock)(1), Improved Initiative(F1), Toughness(F2), Skill Focus(Hide)(3), Dodge(F4), Skill Focus(Move Silently)(6), Mobility(F6), Spring Attack(F8), Skill Focus(Spot)(9), Weapon Finesse(F10)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Stunning Shock (Su)

Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 10d8 points of nonlethal damage to living opponents (Reflex DC 20 half). The save DC is Constitution-based.

Lethal Shock (Su)

Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.

Electricity Sense (Ex)

Shocker lizards automatically detect any electrical discharges within 100 feet.


Gear: [spoiler]

[Neck]Stealth collar: Grants a +10 enhancement bonus to hide and move silently. 2/day the wearer can use invisibility, as the spell, caster level 5th.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:32:12 PM
Arkaalun

Arkaalun is a contract killer, tidying up problems for Biler. He is a stealthy brute, lacking refinement or any cares save for the simple code of honor all astral stalkers observe. He rarely speaks, save to hammer out contracts and when needed for pursuit of his prey. He cares for nothing but the hunt, and will slaughter any who interrupt it.

Astral Stalker 23//Rogue 10/Mortal Hunter 13

Size/Type: Medium Outsider
Hit Dice: 10d8+13d10+207 (347 hp)
Initiative: +8
Speed: 70ft, climb 40ft
Armor Class: 38 (+8 dex, +10 deflection, +10 natural)
Base Attack/CMB/CMD: +23/+33/61
Attack: Claw+33 (1d8+10 plus 8d6 sneak attack 19-20 x2) or throat dart+31 (1d6+10 plus 8d6 sneak attack and poison)
Full Attack: 2 claws+33/+28/+23/+18 (1d8+10 plus 8d6 sneak attack 19-20 x2) or 2 throat darts+31 (1d6+10 plus 8d6 sneak attack and poison)
Space/Reach: 5ft/5ft
Special Attacks: Poison, sneak attack+8d6, throat dart, mortal hunting+8, smite mortal 5/day, mortalbane shout, condemn mortals.
Special Qualities: Camouflage, damage reduction 15/epic, darkvision 120ft, elusive prey, improved evasion, scent, swift tracker, unearthly grace, trapfinding, penetrating strike, improved uncanny dodge, facade, detect mortals, change shape, dark gift, spurn mortal magic, claws of the overfiend.
Saves: Fort +36, Ref +33, Will +30
Abilities: Str 31, Dex 27, Con 29, Int 12, Wis 16, Cha 30
Skills: Appraise+27, Hide+29, Jump+52, Knowledge(dungeoneering)+27, Knowledge(geography)+27, Knowledge(planes)+27, Listen+29, Move Silently+29, Spot+29, Survival+44, Swim+36, Tumble+34, Use Rope+34 
Feats: Improved Critical(Claws)(B), Track(B), Alertness(1), Mortalbane(3), Rapidstrike(Claws)(6), Power Attack(9), Staggering Strike(12), Extra Smiting(15), Improved Rapidstrike(Claws)(18)
Epic Feats: Archfiend's Gift(21)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Poison (Ex)

Injury; Fortitude DC 30; initial damage paralysis 1d4 rounds; secondary damage none. The save DC is Constitution-based.

Throat Dart (Ex):

An astral stalker's throat dart has a range of 150 feet with no range increment.

Camouflage (Ex)

An astral stalker can usethe Hide skill in any sort of natural terrain, even if the terrain does not grant cover or concealment.

Elusive Prey (Ex)

An astral stalker is difficult to track. Anyone trying to trackone takes a -10 penalty on Survival checks.

Evasion (Ex)

An astral stalker can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex sav-ng throw against an attack that normally deals half damage on a successful save, it instead takes no damage.

Swift Tracker (Ex)

An astral stalker can move at its normal speed while following tracks without taking the normal –5penalty. It takes only a –10 penalty(instead of the normal –20 penalty) when moving at up to twice normal speed while tracking.

Unearthly Grace (Su)

An astral stalker adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.


Mortal Hunter powers:
Spoiler: ShowHide


Arkaalun casts as a 10th level mortal hunter (caster level 13th.)

1: Detect Good, Protection from Good.
2: See Invisibility, Wither Limb.
3: Flesh Ripper, Vile Lance.
4: Morality Undone.

Detect Mortals (Su)

A 1st level mortal hunter can use detect mortals at will. This ability duplicates the effect of detect undead, except that mortals are detected. Caster level equals the mortal hunter's hit dice.

Mortal Hunting (Ex)

A mortal hunter gains a bonus against mortals due to its extensive study of them and training in the proper combat techniques. The mortal hunter gains a +1 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against mortals. At 3rd, 5th, 7th and 9th level, the mortal hunter's bonus associated with mortals goes up by +1. This bonus stacks with a ranger's favored enemy bonus.

Change Shape (Su)

A 2nd level mortal hunter gains the ability to change into the shape of any small, medium or large humanoid. This works as the change shape special quality.

Dark Gift (Su)

By the unholy power within the mortal hunter, its spell-like abilities are harder to resist. The save DCs of all of its spells and spell-like abilities gain a +2 profane bonus when used against mortals.

Smite Mortals (Su)

Once per day at 4th level and twice per day at 8th level, a mortal hunter may attempt to smite mortals. This works as the paladin ability of the same name, except that it only affects mortals. The mortal hunter adds his charisma bonus to the attack roll and his mortal hunter level to the damage roll. If the mortal hunter possess smite good from another class, such as blackguard, those class levels stack with mortal hunter to determine the total bonus damage.

Spurn Mortal Magic (Su)

A 5th level mortal hunter applies its Charisma modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals.

Claws of the Overfiend (Ex)

At 6th level, a mortal hunter's natural weapons become more effective. They are treated as one size category larger to determine damage. This stacks with the improved natural attack feat.

Mortalbane Shout (Su)

An 8th level mortal hunter can, once per day, give a shout that stuns for 1d4 rounds all mortals within 50 feet who fail a Fortitude save (DC 10 + charisma modifier + 1/2 hit dice).

Condemn Mortal (Su)

At 10th level, a mortal hunter's victims risk being dragged down to the Lower Planes if slain by the mortal hunter. Any mortal slain (reduced to -10 or less hit points or otherwise killed, but not petrified, affected by trap the soul or similar circumstances) by the mortal hunter must immediately make a Will save (DC 10 + charisma modifier + 1/2 hit dice) or have its soul plunge into the Lower Plane the mortal hunter originates from. Such a mortal soul becomes the property of the mortal hunter or his superior.

A mortal lost to this fate cannot be raised or resurrected by any means, even a wish or miracle. They can only be freed by a proper quest into the Lower Planes to free the soul from whomever owns it. If successfully freed, the mortal soul immediately travels to its normal afterlife and can thereafter be resurrected as normal.

A mortal hunter can choose to deactivate or activate this power as a free action.


Gear: [spoiler]

[Ring 1]Pact-Ring of the Hunt: Grants a +15 competence bonus to survival checks and increases the benefits of mortal hunting by 1.
[Feet]Boots of the Long Hunt: Grants a +20ft enhancement bonus to all modes of movement. Grants immunity to fatigue and exhaustion.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:34:57 PM
Telastryiryn, Great Wyrm Green Dragon

Green Dragon 38//Ranger 10/Horizon Walker 28

Active spells: Greater Mage Armor, Bite of the Werebear, Mind Blank, Superior Resistance, Greater Anticipate Teleport, Shield, Telastryiryn's Aquatic Crown.

Size/Type: Gargantuan Dragon (Air)
Hit Dice: 38d12+456+38+152 (1,102 hp)
Initiative: +12
Speed: 40ft, swim 200ft, fly 200ft (clumsy)
Armor Class: 68 (-4 size, +48 natural, +6 armor, +4 dex, +4 shield)
Base Attack/CMB/CMD: +38/+56/70
Attack: Bite+58 (4d8+34 plus 4d6 on crit 19-20 x3)
Full Attack: Bite+58 (4d8+34 plus 4d6 on crit 19-20 x3) and 2 claws+57 (2d8+22) and 2 wings+57 (2d6+22) and tail slap+57 (2d8+46)
Space/Reach: 15ft/15ft (30ft with bite)
Special Attacks: Spell-like abilities, breath weapon(24d6, DC 37), frightful presence (DC 35), favored enemy(outsider:fire+6, outsider:good+2, outsider: chaotic+2).
Special Qualities: Immunity to acid, water breathing, damage reduction 20/epic, spell resistance 30, wild empathy, woodland stride, swift tracker, evasion, terrain mastery(aquatic, plains, marsh, forest, underground, fiery, cold, shifting, aligned, weightless)+3, resistance to fire and cold 20.
Saves: Fort +39, Ref +28, Will +32
Abilities: Str 57, Dex 18, Con 35, Int 22, Wis 23, Cha 22
Skills: 41+ability modifier.
Feats: Improved Initiative(1), Track(R1), Power Attack(R2), Swim-by Attack(3), Endurance(R3), Cleave(R4), Improved Natural Attack(Bite)(6), Improved Sunder(R6), Toughness(R8), Improved Critical(Bite)(9), Weapon Focus(Bite)(12), Quicken Breath(15), Clinging Breath(18), Multiattack(24), Improved Multiattack(27),
Epic Feats: Superior Initiative(21), Epic Toughness(HW14), Armor Skin(HW18), Overwhelming Critical(Bite)(30), Armor Skin(HW22), Great Ability(Strength)(33), Pulverize(36), Epic Toughness(HW26)
Alignment: Lawful Evil

Telastryiryn's Aquatic Crown
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This mighty spell bestows a crown of black water atop the targets head. This crown takes up space equal to a helm, hat or headband. If this body slot is already filled, the spell fizzles.

The target of this spell gains many blessings of the water. He gains the fluid grace of water, gaining a +8 enhancement bonus to dexterity. He is gifted with the ability to breathe water, a swim speed equal to the targets land speed, the ability to move through water freely and not be impeded by it (such as by a freedom of movement spell affecting water only) and immunity to crushing pressure and bitter cold of the deep depths of the ocean (but not other sources of crushing or cold damage, such as a cone of cold).
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:35:14 PM
Telastryiryn's Predators.

Dire Shark 18//Half Dragon 3/Half Water Elemental 3/Multiheaded Creature 4 (4 heads)/Poisonous 1/Horrid 1

Size/Type: Huge Dragon (Water)
Hit Dice: 18d10+198 (319 hp)
Initiative: +6
Speed: Swim 60ft
Armor Class: 34 (-2 size, +2 dex, +23 natural, +1 dodge)
Base Attack/CMB/CMD: +18/+31/44 (+8 racial to improved grab)
Attack: 4 bites+32 (4d8+16 plus 4d6 acid plus poison (DC 34, 1d4/1d4 int) plus improved grab)
Full Attack: 4 bites+32 (4d8+16 plus 4d6 acid plus poison (DC 34, 1d4/1d4 int) plus improved grab)
Space/Reach: 15ft/15ft
Special Attacks: Improved grab, swallow whole, breath weapon(DC 32, 24d8 acid 1d4 rounds), spell-like abilities
Special Qualities: Keen scent, darkvision 60ft, immunity to acid, water, disease, sleep and paralysis,
Saves: Fort +22, Ref +13, Will +13
Abilities: Str 43, Dex 15, Con 33, Int 5, Wis 14, Cha 14
Skills: 21+ability modifier.
Feats: Improved Initiative(B), Combat Reflexes(B), Improved Natural Attack(all)(B), Dodge(1), Mobility(3), Spring Attack(6), Ability Focus(Breath Weapon(9), Ability Focus(Poison)(12), Virulent Poison(15), Dragon Breath(18)
Epic Feats: -
Alignment: Neutral Evil

Spell-like abilities

1/day-Acid fog, cone of cold, control water, elemental swarm, fog cloud, horrid wilting, ice storm, obscuring mist, water breathing. Caster level 18th.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:36:19 PM
Telastryiryn's Avengers.

Elder Water Elemental 24//Barbarian 24

Size/Type: Huge Elemental (Water)
Hit Dice: 24d12+240 (402 hp)
Initiative: +6
Speed: 40ft, swim 120ft
Armor Class: 19 (-2 size, -4 rage, +6 dex, +9 natural)
Base Attack/CMB/CMD: +24/+35/51
Attack: Slam+38 (2d10+23)
Full Attack: 2 slams+38/+33/+28/+23 (2d10+23)
Space/Reach: 15ft/15ft
Special Attacks: Water mastery, drench, vortex, rage 7/day.
Special Qualities: Damage reduction infinite/-, darkvision 60ft, elemental traits, improved uncanny dodge, trap sense+8, greater rage, tireless rage, mighty rage, terrifying rage(DC 37)
Saves: Fort +25, Ref +16, Will +21 (+4 vs enchantment, does not fail fort on a 1)
Abilities: Str 40, Dex 22, Con 31, Int 10, Wis 11, Cha 11
Skills: 27+ability modifier.
Feats: Power Attack(1), Instantaneous Rage(3), Reckless Rage(6), Endurance(9), Steadfast Determination(12), Rapidstrike(15), Improved Rapidstrike(18)
Epic Feats: Great Ability(Strength)(21), Pulverize(24), Terrifying Rage(B24)
Alignment: Neutral
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:36:40 PM
Living Filth

Size/Type: Large Outsider (Water, Earth)
Hit Dice: 22d8+220+22 (334 hp)
Initiative: +4
Speed: 20ft, swim 120ft, burrow 20ft
Armor Class: 40 (-1 size, +30 natural, +1 dodge)
Base Attack/CMB/CMD: +22/+32/43
Attack: Slam+30 (2d8+9 plus disease 19-20 x2)
Full Attack: 2 slams+30 (2d8+9 plus disease 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Diseased strike.
Special Qualities: Damage reduction 15/adamantine and epic, immunity to disease, poison, sleep, paralysis, stunning, critical hits, flanking, aura of filth.
Saves: Fort +22, Ref +12, Will +13
Abilities: Str 28, Dex 10, Con 30, Int 2, Wis 12, Cha 11   
Skills: 25+ability modifier.
Feats: Improved Initiative(1), Ability Focus(Aura of Filth)(3), Ability Focus(Diseased Strike)(6), Dodge(9), Improved Critical(Slam)(12), Toughness(15), Power Attack(18)
Epic Feats: Epic Ability Focus(Aura of Filth)(21)
Alignment: Neutral

Racial powers: [spoiler]

Aura of Filth (Ex)

Living Filth is surrounded by a 30ft aura of putrid scents and hovering filth of the foulest odors. Any creature that enters this area immediately contracts Filth Rot (see below); a DC 45 Fortitude save reduces the onset time to one day, otherwise the onset time is immediate. The save DC is Constitution based and includes a +8 racial modifier.

Diseased Strike (Ex)

The slam attack of a Living Filth carries dozens of potentially toxic diseases. Any opponent struck by the Living Filth's slam attack must make a DC 41 Fortitude save or immediately contract a disease. If the target does not already suffer from it, Filth Rot is bestowed first, followed by a randomly rolled disease from the table below. Note that individual Living Filths may have their own particular diseases. The DC for each disease becomes 39 (unless higher), the infection type becomes injury and the onset time becomes immediate. A target is affected by Diseased Strike each time they are struck by the Living Filth.

The save DC is Constitution based and includes a +8 racial modifier.

1: Blinding Sickness
2: Cackle Fever
3: Demon Fever
4: Devil Chills
5: Filth Fever
6: Mindfire
7: Mummy Rot
8: Red Ache
9: Shakes
10: Slimy Doom

New Disease: Filth Rot

DC 39; immediate onset; 1d6 ability damage to all ability scores and foulness.

Creatures who battle against a Living Filth run the risk of being infected with Filth Rot. This disease liquefies the body into a mixture of pus, blood and black sludge. The odor  of a body afflicted with Filth Rot is overwhelming; any creature who comes within 15ft is nauseated (DC 39 will save reduces to sickened) for as long as they stay within 15ft of the victim and 10 minutes thereafter. A Living Filth is immune to this effect.

Filth Rot can be cured by four successful saving throws in a row or by a remove disease spell.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:37:16 PM
Frost Piranha Swarm

Size/Type: Tiny Animal (Aquatic, Cold, Swarm)
Hit Dice: 16d8+48+16 (125 hp)
Initiative: +9
Speed: Swim 50ft
Armor Class: 20 (+2 size, +5 dex, +3 natural)
Base Attack/CMB/CMD: +12/+10/25
Attack: -
Full Attack: -
Space/Reach: -
Special Attacks: Swarm(8d6+8d6 cold), entombment.
Special Qualities: Swarm traits, immunity to cold, vulnerability to fire.
Saves: Fort +15, Ref +17, Will +8
Abilities: Str 6, Dex 21, Con 17, Int 1, Wis 12, Cha 2
Skills: 19+ability modifier.
Feats: Toughness(1), Alertness(3), Great Fortitude(6), Lightning Reflexes(9), Iron Will(12), Improved Initiative(15)
Epic Feats: -
Alignment: Neutral

Entombment (Ex)

Any creature damaged by the Frost Piranha Swarm must make a DC 21 Reflex save or be trapped in newly formed ice for one round. The creature is treated as paralyzed during this time and is unable to act. The save DC is Constitution based.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:42:05 PM
Harkin, ruler of the Weeping Sea.

Pit Fiend 20//Paladin of Tyranny 10/Dark Marshal of Bel 10

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 20d10+200 (400 hp)
Initiative: +5
Speed: 40ft, fly 60ft (average)
Armor Class: 51 (-1 size, +1 dex, +23 natural, +13 armor, +5 deflection)
Base Attack/CMB/CMD: +20/+36/52
Attack: Oppressor+41 (3d10+29 plus 1 vile plus 1 charisma x4 (x7 vs demons))
Full Attack: Oppressor+41/+36/+31/+26 (3d10+29 plus 1 vile plus 1 charisma x4 (x7 vs demons)) and 2 wings+33 (2d6+8) and bite+33 (4d6+8 plus poison plus disease) and tail slap+33 (2d8+8)
Space/Reach: 10ft/10ft
Special Attacks: Constrict 2d8+32, fear aura(DC 32), improved grab, spell-like abilities, summon devil, smite good 3/day, rebuke undead 15/day(5d6; DC 26), dark smite 3/day.
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 6, see in darkness, spell resistance 34, telepathy 100 ft, aura of evil, detect good, divine grace, deadly touch (120 hp), aura of despair, divine health, paladin of death, infernal rally, greater warcry, greater blood oath.
Saves: Fort +38, Ref +36, Will +41
Abilities: Str 42, Dex 20, Con 30, Int 20, Wis 26, Cha 32 
Skills: 23+ability modifier.
Feats: Weapon Focus(Fullhammer)(1), Exotic Weapon Proficiency(Fullhammer)(3), Power Attack(P4), Evil Brand(6), Cleave(P8), Vile Martial Strike(9), Multiattack(12), Brand of Bel(15), Mark of Avernus(18)
Epic Feats: -
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Constrict (Ex)

Harkin deals 2d8+32 points of damage with a successful grapple check.

Disease (Su)

A creature struck by a pit fiend's bite attack must succeed on a DC 30 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su)

A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 32 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex)

To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

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

Poison (Ex)

Injury, Fortitude DC 30, initial damage 1d6 Con, secondary 2d6 Con. The save DC is Constitution-based.

Spell-Like Abilities

At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.

Once per year a pit fiend can use wish as the spell (caster level 20th).

Summon Devil (Sp)

Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex)

A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.


Dark Marshal of Bel powers:
Spoiler: ShowHide


Dark Smite (Ex)

A 1st level Dark marshal can make a Dark Smite 1/day, adding his Charisma modifier (minimum +1) to his attack, and his class level to damage as vile damage. A Dark smite can be used simultaneously with other types of smite attacks, with attack bonuses overlapping and damage bonuses stacking. Dark Smite works on any creature (unless said creature is not affected by Vile damage). In the event that a creature is unaffected by Dark Smite or the dark marshal fails to hit, that use of the attack is used up for the day. A dark marshal gains one additional use of Dark Smite per day at 5th level, and another at 9th level.


Infernal Rally (Ex)

See book, requires tables and a lot of references.

Warcry (Ex)

A 3rd level dark marshal can utter a Warcry 1/day as a free action. All troops within 30 feet under his command (and including the dark marshal) are affected as if by a rage spell, gaining a +2 morale bonus to Strength and Constitution, and a +1 morale bonus on Will saves. The effects of the Warcry last for 3 rounds plus the dark marshal's charisma modifier. At 6th level,  the dark marshal can use a Warcry 2/day, and at 9th level this increases to 3/day. This is a mind-influencing effect that can also affect the dark marshal. Lemures and nupperibos benefit from Warcry. 
       
A Warcry can be used to activate the effects of an Infernal Rally. The bonuses stack.

Blood Oath (Su)

A 5th level dark marshal is able to make a Blood Oath against an enemy that he has met in battle. As a full round action, he wounds himself while making the Oath, taking Constitution damage of up to his class level. Thereafter, he gains a morale bonus to attacks, damage, armor class, and saves against the individual whom he has sworn to defeat, equal to the amount  of Constitution damage that he took. A dark marshal can only have one Blood Oath at a time. He cannot end the Oath without fulfilling it. He cannot heal the Constitution damage until such time as the Oath is fulfilled. Once a Blood Oath is fulfilled, he must wait 24 hours before making a new Oath.

Improved Blood Oath (Su)

At 7th level, a dark marshal's Blood Oath becomes an Improved Blood Oath. He is still only able to have one Oath in effect at any one time, but the bonus granted for his sacrifice is equal to twice the Constitution damage taken. Furthermore, he can automatically sense the focus of his Oath when within 90 feet as if by using blindsense.

Greater Warcry (Ex)

An 8th level dark marshal's Warcry stirs his allies to even greater feats of might. All allies within 30 feet gain a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. Greater Warcry otherwise functions as per the Warcry ability.

Greater Blood Oath (Su)

At 10th level, a dark marshal's Blood Oath becomes a Greater Blood Oath. He is still only able to have one Oath in effect at any one time, but the bonus granted for his sacrifice is now equal to three times the Constitution damage taken at the time of making the Oath. By concentrating for three rounds, the dark marshal can sense which direction his foe can be found in. Distance is irrelevant, but the ability does not work across planes.


Gear:
Spoiler: ShowHide


Oppression

Large Hellforge Fullhammer+5, humiliating.

Impregnable Defense

Fullplate+5, grants a +5 deflection bonus to armor class and a +5 resistance bonus to saving throws. The wearer automatically passes any stabilization checks when dying, and while dying they gain fast healing 9.


Basic strategy

- Be buffed up if possible, favoring defense when appropriate. Harkin has confidence in his smiting ability to carry his offense.

- If Harkin believes his foe will charge on and allow him to counter, he'll hold his action. If not, he'll approach - in a charge if need be - and use a smite good+dark smite+power attack to try and land a decisive blow right away. If a battle has him hanging back instead, he'll rely on his SLAs, but he prefers not to. Warcry is used more as a trump card, but if the circumstances call for pure melee, he'll use it.

- If against an opponent with good normal armor class, he'll attempt to use deadly touch to deliver some pain instead.

- If pressed, he'll use mark of avernus to escape via greater teleport. If this is not possible, he'll use it for an extra attack or SLA,
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:42:36 PM
Harkin support 1: 9 hd barbazu

Barbazu 9//Fighter 5/Tactical Soldier 4

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 9d8+45+9 (98 hp)
Initiative: +8
Speed: 40ft
Armor Class: 24 (+4 dex, +9 natural, +1 dodge)
Base Attack/CMB/CMD: +9/+13/28
Attack: Masterwork cold iron glaive+14 (1d10+6 plus infernal wound)
Full Attack: Masterwork cold iron glaive+14/+9 (1d10+6 plus infernal wound)
Space/Reach: 5ft/5ft
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft, flanker, interpose, defensive shield.
Saves: Fort +11, Ref +10, Will +7
Abilities: Str 19, Dex 19, Con 21, Int 6, Wis 12, Cha 10   
Skills: 12+ability modifier.
Feats: Improved Initiative(1), Power Attack(F1), Combat Reflexes(F2), Cleave(3), Toughness(F4), Dodge(6), Sidestep(TS2), Improved Sunder(9)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will— greater teleport (self plus 50 pounds of objects only). Caster level 9th.

Infernal Wound (Su)

The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 19 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil's glaive must succeed on a DC 19 caster level check, or the spell has no effect on the injured character.

A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Beard (Ex)

If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+4 points of damage and must succeed on a DC 19 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex)

Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian's rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 9 rounds, and the bearded devil suffers no ill effects afterward.

Summon Devil (Sp)

Once per day a bearded devil can attempt to summon 2d10 lemures with a 70% chance of success, or another bearded devil with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.


Gear:
Spoiler: ShowHide


Masterwork cold iron glaive
Potion of cure serious wounds
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:43:03 PM
Harkin support 3: Narzugons.

Narzugon 13//Knight 13

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 13d8+78 (140 hp)
Initiative: +3
Speed: 20ft
Armor Class: 34 (+7 natural, +1 dex, +9 armor, +6 shield, +1 dodge)
Base Attack/CMB/CMD: +13/+21/41
Attack: Cold Iron Heavy Lance+22 (1d10+13 19-20 x3) or Cold Iron Heavy Pick+22 (2d4+9 x4)
Full Attack: Cold Iron Heavy Lance+22/+17/+12 (1d10+13 19-20 x3) or Cold Iron Heavy Pick+22/+17/+12 (2d4+9 x4)
Space/Reach: 5ft/5ft
Special Attacks: Baleful gaze, deadly charge, fell trample, spell-like abilities, summon devils, unhorse, knight's challenge, fighting challenge+3, test of mettle, call to battle, daunting challenge.
Special Qualities: Bonded mount, damage reduction 10/good and silver, darkvision 60 ft, immunity to fire and poison, acid resistance 10, see in darkness, spell resistance 22, telepathy 100 ft, knight's code, shield block+2, bulwark of defense, armor mastery(heavy), vigilant defender, shield ally.
Saves: Fort +14, Ref +13, Will +10
Abilities: Str 26, Dex 17, Con 23, Int 15, Wis 15, Cha 20
Skills: 16+ability modifier.
Feats: Trample(B), Spirited Charge(B), Dodge(1), Mounted Combat(K2), Ride-By Attack(3), Shield Specialization(K5), Power Attack(6), Improved Bull Rush(9), Shield Ward(K10), Improved Critical(Heavy Lance)(12)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Baleful Gaze (Su)

The unmasked narzugon is a reflection of one's own sadness and inner fear. All creatures within 30 feet of the devil are affected by phantasmal nightmare (caster level 13th, DC 21). This is a gaze attack.  The save DC is Charisma based. 

Bonded Mount (Su)

Similar to its antithesis, the paladin, a narzugon may form a supernatural bond with a mount (typically a nightmare).  Forming this bond takes 1 hour. Should a narzugon's bonded mount die, it must wait 24 hours before bonding another. A narzugon's bonded mount receives the same bonuses that a paladin's mount would, using the narzugon's Hit Dice in place of paladin level. 

Deadly Charge (Ex)

Twice a day a narzugon may make a deadly charge if mounted. On such a charge attack, the narzugon deals triple damage with a melee weapon, or quadruple damage with a lance. An advanced narzugon makes one additional deadly charge per day for every 5 additional Hit Dice it possesses; thus a 15 HD narzugon could make 3 deadly charges per day.

Fell Trample (Ex)

A narzugons may make mounted overrun attempts against as many foes as they are able to, resolving each attempt separately.  The narzugon's mount receives a hoof attack against each successfully overrun foe.

Spell-like Abilities

At will - desecrate, doom, greater teleport (self plus mount plus 50 pounds only), hold person, produce flame, suggestion; 3/day - charm person, major image, order's wrath, unholy blight.   Caster level 13th, DC 15 + spell level.   

Summon Devils (Sp)

Once per day, a narzugon may attempt to summon 1d6 bearded devils or another narzugon with a 50% chance. This ability is the equivalent of a 5th level spell.

Unhorse (Ex)

If a narzugon successfully strikes a mounted opponent during a mounted charge, he may make a free bull rush attempt against the foe.  If the narzugon wins, the foe is pushed backwards, but their mount remains in place.


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.

For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

Daunting Challenge (Ex)

Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

The Knight's Code

You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.

The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.

    A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
    A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
    A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.

If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.

Shield Block (Ex)

Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. You gain a +1 bonus to your shield bonus to armor class. This is active at all times.

This shield bonus increases to +2 at 11th level and +3 at 20th level.

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.


Gear: [spoiler]

Cold Iron Heavy Lance+1
Cold Iron Heavy Pick+1
Spiked Full Plate Armor+1
Heavy Steel Shield+1
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:43:34 PM
Harkin support extra: 33 HD awakened Hellfire Engine.

Size/Type: Huge Construct (Evil, Lawful)
Hit Dice: 33d10+40+33+66 (467 hp)
Initiative: +0
Speed: 20ft
Armor Class: 38 (-2 size, +30 natural)
Base Attack/CMB/CMD: +24/+36/46
Attack: Slam+37 (2d6+15 plus 9d6 hellfire)
Full Attack: 2 slams+37 (2d6+15 plus 9d6 hellfire)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, death throes, hellfire slams.
Special Qualities: Epic construct, cold iron body, construct traits, hellfire shield, steam burst, damage reduction 30/adamantine, epic and good, immunity to fire, resistance to acid and electricity 20, resistance to cold 40, see in darkness, telepathy 100ft.
Saves: Fort +12, Ref +12, Will +12
Abilities: Str 40, Dex 10, Con -, Int 11, Wis 11, Cha 6
Skills: 6 total
Feats: Toughness(B), Ability Focus(Breath Weapon)(1), Great Fortitude(3), Lightning Reflexes(6), Iron Will(9), Power Attack(12), Suppress Weakness(15), Overcome Weakness(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Breath Weapon)(21), Energy Resistance(Cold)(24), Energy Resistance(Cold)(27), Energy Resistance(Cold)(30), Energy Resistance(Cold)(33)
Alignment: Lawful Evil

Breath Weapon (Su)

Once every 1d4 rounds, the Hellfire Engine can breathe a 60ft cone of hellfire. This deals 20d10 points of hellfire damage to all creatures within the range, with a DC 41 reflex save to halve. The save DC is constitution based and includes a +9 racial bonus.

Death Throes (Ex)

When destroyed, a Hellfire Engine explodes in a 60ft radius burst that deals 20d10 points of hellfire damage to everything in the area (Reflex DC 35 half). The save DC is Constitution-based and includes a +9 racial bonus.

Hellfire Slams (Su)

A Hellfire Engine deals an extra 9d6 points of hellfire damage with its slam attacks.

Cold Iron Body (Su)

A Hellfire Engine is constructed wholly of cold iron, allowing its slam attacks to count as cold iron to bypass damage reduction.

Hellfire Shield (Su)

A Hellfire Engine emits massive amounts of heat. Any creature that touches or strikes the Hellfire Engine in melee takes 9d6 points of hellfire damage. Any weapons used also take this damage. A weapon reduced to zero hit points by this ability is melted and ruined. Weapons that deal cold damage, such as weapons with the frost enchantment, do not take this damage. A creature or object can only be affected by Hellfire Shield once per round.

Steam Burst (Ex)

Cold damage to the Hellfire Engine causes a spectacular burst of steam as super-heated air and magic are cooled. Whenever the Hellfire Engine takes cold damage, it emits a cloud of steam in a radius, equivalent to an obscuring mist spell. The exact size of the radius is equal to the amount of cold damage the Hellfire Engine took, rounded down to the nearest 5ft. For example, a Hellfire Engine that takes 13 points of cold damage emits a 10ft radius of steam. This mist lasts for 1 round and is immediately dispelled by a moderate wind or stronger. However, fire damage does not cause the steam to burn away.

Epic Construct (Ex)

An epic construct gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 02:48:19 PM
Gathgorian, Command Sergeant Major of the Pits.

Gathgorian now has the Duke of Hell template, but that isn't represented in this sheet. He's straight forward an an absolute menace on the battlefield. He's technically too strong to be a Duke of Hell; a creature of his power would usually not be promoted in this manner. Even if he was, he would be made an Archduke and possibly exiled from Hell. The political situation being what it is, Gathgorian gained the position - for now. Should he succeed in his position and secure Lifasa, he may well be further promoted at a rapid pace (by Hell's standards) to Archduke. His personality is not well suited to the intrigues of Hell's courtiers, something Taelfagn finds an inavoidable risk, while Marshal Dagos is banking on it...

Cornugon 45//Paragon 12/Fighter 10/Prosecutor 23

Size/Type: Huge Outsider (Evil, Lawful, Devil)
Hit Dice: 12d8+33d10+450+540 (1,416 hp)
Initiative: +18
Speed: 60ft, fly 100ft (average)
Armor Class: 71 (-2 size, +25 natural, +15 luck, +10 dex, +9 armor, +4 deflection) (Plus slow)
Base Attack/CMB/CMD: +45/+65/100
Attack: Chaos Breaker+70 (4d6+39 plus 30 vs chaos and daze and deafen plus 3d6 axiomatic and 1 negative level (6d6 and two negative levels on a critical hit) plus stun 17-20 x2)
Full Attack: Chaos Breaker+70/+65/+60/+55 (4d6+39 plus 30 vs chaos and daze and deafen plus 3d6 axiomatic and 1 negative level (6d6 and two negative levels on a critical hit) plus stun 17-20 x2) and bite+61 (3d8+18 plus 30 vs chaos and daze and deafen) and tail+61/+56/+51/+46 (4d6+18 and infernal wound plus 30 vs chaos and daze and deafen)
Space/Reach: 15ft/15ft
Special Attacks: Fear aura, infernal wound, spell like abilities, stun, summon devil, castigate chaos 6/day, blade of order's wrath+30 (daze, deafen), judge, jury and executioner, judgment,
Special Qualities: Damage reduction 30/epic, silver and good, darkvision 120ft, immunity to fire and poison, resistance to acid and cold 30, regeneration 15, fast healing 58, see in darkness, spell resistance 59, telepathy 300ft, reveal chaos, shield of law,
Saves: Fort +43, Ref +42, Will +38
Abilities: Str 47, Dex 31, Con 31, Int 20, Wis 24, Cha 28
Skills:  48+modifier.
Feats: Mechanus Soldier(1), Spurn Disorder(3), Multiattack(6), Greater Multiattack(9), Rapidstrike(Tail)(12), Improved Initiative(F1),  Improved Critical(Greatsword(F2), Improved Rapidstrike(Tail)(15), Power Attack(F4), Improved Natural Weapon(Tail)(18), Improved Sunder(F6), Improved Bull Rush(F8), Awesome Blow(F10), Quicken Spell-Like Ability(Gathgorian's Fireball)(30)
Epic Feats: Order Incarnate(21), Great Ability(Strength)(24), Pulverize(27), Dire Charge(P5), Blinding Speed(P10), Epic Quicken Spell-Like Ability(Gathgorian's Fireball)(33), Multiaction(36), Epic Reputation(P15), Penetrate Damage Reduction(Cold Iron)(39), Superior Initiative(42), Fast Healing(P20), Demonslayer(45)
Alignment: Axiomatic Vile

Spell-Like Abilities

At will-chain lightning, dispel chaos, dispel good, gathgorian's fireball, magic circle against chaos, magic circle against good, greater teleport, persistent image. Caster level 48th. The save DCs are charisma based. All of Gathgorian's spell-like abilities are automatically empowered and extended.

Aura of Diabolical Victory (Su)

Gathgorian can radiate a 30ft radius fear aura as a free action. A creature in the area must succeed on a DC 41 Will save or be affected as though by a fear spell (caster level 45th). A creature who successfully saves against this aura cannot be affected again by the fear power of this aura for 24 hours. Any time Gathgorian drops an opponent in battle, all allies who see this gain a +1 morale bonus to attack rolls, armor class and saving throws. Likewise, all enemies within sight must succeed on a DC 41 will save or suffer a -1 morale penalty to attack rolls, armor class and saving throws. This ability stacks with itself, to a maximum of +9 or -9. The save DC is charisma based. Other devils are immune to the fear aspect of this ability.

Stun (Su)

Whenever a horned devil hits with a greatsword attack, the opponent must succeed on a DC 55 Fortitude save or be stunned for 3d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the greatsword.

Infernal Wound (Su)

The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 9 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 42 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 42 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Summon Devil (Sp)

Three times per day, Gathgorian can automatically summon 45 hit dice worth of devils. He prefers to summon cornugons. He cannot summon pit fiends or higher ranked devils.

Regeneration (Ex)

A horned devil takes normal damage from epic, good-aligned silvered weapons, and from spells or effects with the good descriptor.

Chaos Breaker: Huge Greatsword+9, axiomatic power and ghost touch. Grants a +9 bonus to the save DCs of Gathgorian's Prosecutor abilities.
Armor of Malphas: Grants a +9 armor bonus without any ACF, ACP or maximum dexterity modifier, nor does it slow movement. Grants Gathgorian a constant greater anticipate teleport effect on himself (caster level 21st). A gift from Duke Malphas for protecting him during one of Zquujaj's attacks.

Gathgorian's Fireball
Evocation [Evil, Lawful]
Level: Sor/Wiz 10
Components: V, S, Devil.
Casting Time: 1 standard action.
Range: Long (400ft + 40ft/level)
Area: 40ft spread.
Duration: Instantaneous.
Saving Throw: Reflex half.
Spell Resistance: Yes.

This spell functions as fireball and resembles it at first glance. However, the fires are composed of pure lawful and evil energies, granting them great power against the opposite alignments. This spell deals 1d6 points of fire damage per caster level, to a maximum of 25d6. Any targets that are chaotic, good or chaotic good in alignment suffer a -3 penalty to the saving throw. In addition, Gathgorian's Fireball ignores any fire resistance or immunity these creatures possess.
Title: Re: Beastiary
Post by: Anastasia on November 18, 2012, 08:04:54 PM
The Father

Size/Type: Gargantuan Outsider (Evil, Chaotic, Abomination)
Hit Dice: 40d8+800 (1,120 hp)
Initiative: +11
Speed: 120ft, fly 320ft (perfect)
Armor Class: 61 (-4 size, +35 natural, +11 dex, +9 deflection)
Base Attack/CMB/CMD: +45/+64/94
Attack: Devour+76 (30d10 plus conversion plus consumption 18-20 x6)
Full Attack: Devour+76 (30d10 plus conversion plus consumption 18-20 x6)
Space/Reach: 15ft/15ft
Special Attacks: Devour flesh, augmented critical, conversion, consumption, biting defense, aura of madness, dominate creature.
Special Qualities: Damage reduction 35/special, abomination traits, spell resistance 55, immunity to electricity, cold and sonic, resistance to fire 50, vulnerability to acid, true seeing, telepathy 500ft, regeneration 45, cursed.
Saves: Fort +47, Ref +38, Will +36
Abilities: Str 40, Dex 32, Con 50, Int 22, Wis 29, Cha 28   
Skills: Bluff+52, Concentration+63, Diplomacy+52, Gather Information+52, Heal+52, Intimidate+52, Knowledge(nature)+49, Knowledge(religion)+49, Listen+52, Perform(oratory)+55, Search+49, Sense Motive+52, Spellcraft+49, Spot+52, Survival+52, Swim+58, Use Magic Device+52, Use Rope+54
Feats: Ability Focus(Conversion)(1), Ability Focus(Aura of Madness)(3), Corrupt Spell(6), Quicken Spell(9), Twin Spell(12), Empower Spell(15), Skill Focus(Perform(Oratory))(18)
Epic Feats: Automatic Metamagic(Quicken Spell)(21), Automatic Metamagic(Quicken Spell)(24), Automatic Metamagic(Quicken Spell)(27), Automatic Metamagic(Corrupt Spell)(30), Automatic Metamagic(Corrupt Spell)(33), Automatic Metamagic(Corrupt Spell)(36), Automatic Metamagic(Twin Spell)(39)
Alignment: Chaotic Vile

Spells

The Father casts as a 20th level cleric with access to the Chaos, Evil and Hunger domains. The Father may cast and prepare spells from the Hunger domain as if they were on his cleric spell list. The save DCs are 19 + spell level.

Devour Flesh (Su)

The Father's all consuming hunger for flesh allows him to unerringly strike living beings. The Father gains a +20 insight bonus to attack rolls against living creatures and ignores concealment and cover, including total.

Augmented Critical (Ex)

The Father's devour attack threatens a critical hit on a roll of 18 to 20 and inflicts sextuple damage on a successful critical hit.

Conversion (Su)

Living creatures damaged by the Father's devour attack must make a DC 52 fortitude save or be swiftly transformed into one of Father's Blessed Children. This takes place each round, mouths forming over the victim's body. This inflicts 6 points of constitution drain each round on the victim's turn. On reaching zero constitution, the victim is transformed into Father's Blessed Child. This constitution damage bypasses immunity, natural, magical and supernatural, though creatures of divine rank zero or greater are not subject to this ability. Victims who are damaged by Father's clerical magic or who fail a save against it also must save against the effects of conversion, though the constitution drain is only 1 point per round. The save DC is Constitution based.

Consumption (Ex)

Living creatures slain by the Father's devour attack are consumed in both body and soul. Such creatures cannot be resurrected, save by a greater deity with access to the Gift of Life salient divine ability. Whenever the Father consumes a living creature with this ability, he heals 10 hit points per hit die of the consumed creature.

Biting Defense (Ex)

Weapons used to strike the Father are consumed just as readily as flesh. Any weapon that deals damage to the father takes 30d10 points of damage. Creatures that attack the Father with natural weapons are affected as if devoured. Weapons that deal lethal damage to the Father are immune to this ability.

Regeneration (Su)

The Father takes lethal damage from good aligned weapons forged by a smith who is born of neither father or mother.

Aura of Madness (Su)

Creatures that see the true horror of the Father risk being plunged into eternal madness by the unchecked horror he represents. Any creature within 200ft of the Father's true form is driven immediately mad. They are possessed by randomly alternating bouts of catatonia alternating with spells of uncontrollable hunger, where they attempt to eat any living flesh they see, including their own if no other flesh is in sight. A DC 51 will save negates this madness. A Mind Blank spell or greater can prevent this madness as well. Creatures that successfully save or who are protected against madness still take 3d4 points of Wisdom damage. Non-epic magic cannot stop this ability damage, but racial traits, epic magic and the immunities of a deity can. The save DC is Charisma based and includes a +10 racial bonus.

Cursed (Ex)

The Father is an abomination created by the murder of the Pale Mother's child at the hands of Demogorgon. Rejected by both parents, it is cast out of the spiritual realms altogether. The Father may not enter the Outer Planes by any means, even by a wish or miracle spell. Further, the Father is life created from death and malaise. While not undead, he is rejected by the light of life. Positive energy, such as cure spells, deal damage to the Father as if he was undead. The Father can heal only by natural rest, regeneration and consuming his victims.

Unlike other divinities and epic outsiders, the Father does not wound the Prime Material plane. He may enter it at will and his presence never causes a spiritual wound.

Dominate Creature (Su)

As a standard action, the Father may replicate the effects of a dominate monster spell. This works exactly as the spell, except that spell resistance is not allowed and the will save DC is 39.
Title: Re: Beastiary
Post by: Anastasia on November 19, 2012, 01:25:55 AM
Also known as Afina's quarry in Magmasoul. Never got a chance to fight due to Afina's error. For what it's worth, the entire brief incident left him confused as all hell.

Telmar, Sundered Sun.

Fallen Solar 22//Fighter 22

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 22d8+220+22 (418 hp)
Initiative: +16
Speed: 50 ft, fly 150 ft (good)
Armor Class: 60 (-1 size, +9 dex, +21 natural, +9 deflection, +1 deflection, +10 armor)
Base Attack/CMB/CMD: +22/+32/49
Attack: Greataxe+40 (3d6+25 plus 2d6 magebane plus 1 cha drain vs good 19-20 x3) or Longbow+39 (2d6+15 plus 2d6 magebane plus poison x3)
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 15/epic and good, darkvision 120ft, low light vision, regeneration 30, spell resistance 35, immunity to poison, cold and fire, magic circle against good, telepathy 200ft, cursed, dispelling gaze, mettle.
Saves: Fort +24, Ref +28, Will +25  (+4 vs petrification, +2 resistance vs good)
Abilities: Str 36, Dex 35, Con 32, Int 25, Wis 26, Cha 29
Skills: 25+ability modifier.
Feats: Mindsight(B), Improved Initiative(1), Point Blank Shot(F1), Precise Shot(F2), Fire Devotion(3), Rapid Shot(F4), Manyshot(6), Improved Rapidshot(F6), Power Attack(F8), Dodge(9), Combat Reflexes(F10), Mage Slayer(12), Improved Critical(Greataxe)(F12), Blindfight(F14), Pierce Magical Concealment(15), Toughness(F16), Pierce Magical Protection(18), Mobility(F18), Spring Attack(F20)
Epic Feats: Sundered Sun(B), Magic Bane(21), Sever the Weave(F22)
Alignment: Always evil (any).

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

A fallen solar takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.

Spell-like abilities:

Always active-true seeing. Caster level 22nd, DC 19+spell level. The save DCs are Charisma-based.

Change Shape (Su)

A fallen solar can assume the form of any small or medium humanoid.

Magic Circle against Good (Su)

A magic circle against good always surrounds a fallen (caster level equals the fallen's Hit Dice).

Cursed (Ex)

Fallen have betrayed all they once stood for and have an unsettling nature about them. A fallen suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks.

Dispelling Aura (Su)

Any creature that comes within 90ft of Telmar is subject to a targeted dispel magic effect(+22 modifier). Treat this as greater dispel magic for interacting and dispelling effects.


Gear:
Spoiler: ShowHide


Telmar's Axe: Greataxe+6. Deals 1 point of charisma drain on each successful hit against good aligned mortals and good aligned outsiders.
Telmar's Bow: Longbow+6. Each arrow from this bow poisons with Faithrot, DC 34 fort negates. See below.
Telmar's Armor: Grants a +10 armor bonus to armor class.

Faithrot

Around the Tower of Burnt Ash, great storms of fire rage when the fury of Eblis boils over. During the fiercest of these storms, the flames weep a vile blue ichor that is harvested by the Sundered Suns. This substance is known as Faithrot and can decay the connections of the divine. This poison only affects good aligned creatures with divine casting ability, such as paladins, clerics, planetars and so forth. Other creatures are not negatively effected. In any case, the initial damage and secondary damage is -4 divine caster level/-8 divine caster level. This damage does not wear off and can only be undone by a wish or miracle spell cast by a 21st level spellcaster.
Title: Re: Beastiary
Post by: Anastasia on November 19, 2012, 01:44:50 AM
BAD SYALA! BAD!

I wouldn't allow a creature that mimicks such a costly spell, but this creature wasn't made seriously nor was it ever intended to exist.


Living Spell, Syala's Awaken Defender of the Home.

Size/Type: Huge Ooze
Hit Dice: 33d10+165 (495 hp)
Initiative: +3
Speed: 20ft
Armor Class: 21 (-2 size, +10 deflection, +3 dex)
Base Attack/CMB/CMD: +24/+37/60
Attack: Slam+27 (1d8+7 and spell effect)
Full Attack: Slam+27 (1d8+7 and spell effect)
Space/Reach: 10ft/10ft
Special Attacks: Awaken Defender of the Home, engulf.
Special Qualities: Damage reduction 15/epic, spell resistance 43, ooze traits.
Saves: Fort +27, Ref +25, Will +25
Abilities: Str 20, Dex 17, Con 20, Int -, Wis 17, Cha 20
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Awaken Defender of the Home (Su)

An animal or plant struck by the living spell's slam attack awakens and becomes a sentient creature, as described in the spell Awaken Defender of the Home. This is known as 'befriending'; the living spell often goes on befriending sprees over an entire forested area.
Title: Re: Beastiary
Post by: Anastasia on November 19, 2012, 01:54:42 AM
Remember the Mercane merchant that sold Willim meat? That's him. He was a possible recruit but I don't think it crossed your minds. His sheet isn't 100% done, but it's close enough. Savant and other ideas were recycled into Vul'lath's build.

Vivacain, Mercane Mercant

Picture:
Spoiler: ShowHide


(http://i.imgur.com/2KcBh.jpg)


Mercane 7/Noble 5//Savant 12

Size/Type: Large Outsider
Hit Dice: 12d8+36 (93 hp)
Initiative: +3
Speed: 30ft
Armor Class: 16 (-1 size, +3 dex, +4 natural)
Base Attack/CMB/CMD: +12/+18/31
Attack: Masterwork Falchion+14 (2d6+3 18-20 x2)
Full Attack: Masterwork Falchion+14 (2d6+3 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: -
Special Qualities: Spell resistance 24, spell-like abilities, telepathy 100ft, darkvision 60ft.
Saves: Fort +13, Ref +14, Will +15
Abilities: Str 15, Dex 16, Con 16, Int 20, Wis 17, Cha 16
Skills: 15+ability modifier; +4 racial to appraise.
Feats: Combat Expertise(1), (Talent lore bonus feats)
Epic Feats: -
Alignment: Neutral

Racial abilities:
Spoiler: ShowHide


Spell-Like Abilities

3/day—dimension door, invisibility; 1/day—secret chest, plane shift. Caster level 7th; save DC 12 + spell level.

Telepathy (Su)

Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills

Mercanes receive a +4 racial bonus on Appraise checks.


Savant powers:
Spoiler: ShowHide


Spells

Vivacain casts as a 12th level savant.

Academic Lore (Ex)

The savant studies a wide variety of disciplines, from the physiology and lore of plants to the genealogy of ancient noble lines. The savant may make a special academic lore check with a bonus equal to his savant level + his Intelligence modifier to see whether he knows some relevant information about a particular situation, person, item, historical event, or other subject. If the savant fails this check, he must gain at least one level in this class before attempting to use this ability to answer the specific question again.

If the savant has ranks in a Knowledge skill relevant to the situation, he can use both this ability and his normal Knowledge check to answer the same question. A failure with one method has no effect on his attempt with the other. If both checks fail, he cannot attempt another Knowledge or academic lore check on that particular subject until he gains a level in savant or rank in the appropriate Knowledge skill. For example, Delephon the 3rd-level savant has 6 ranks in Knowledge (engineering). He inspects an old ruin to determine if it is structurally sound. His Knowledge (engineering) check fails. He then attempts to use his academic lore ability and succeeds.

Skill Assistance (Ex)

The savant's broad range of talents and insights into dozens of areas of knowledge grant him the ability to lend his knowledge to others. If, for example, a savant sees an approaching ogre, he knows how to deliver a swift warning that alerts his allies before the ogre is upon them. If he and his friends must slip into a blackguard's fortress, his intense study of stealth and reconnaissance allows him to mask the clanks of his paladin ally's armor.

At 1st level and again at 4th level and every 4 levels thereafter (8th, 12th, and so on), the savant selects a skill from the following list in which he has at least 1 rank: Balance, Climb, Disguise, Hide, Listen, Move Silently, Ride, Spot, and Swim.

The savant can choose to replace an ally's skill attempt with his own efforts. Rather than make a skill check, the ally can use the result of a special check made with a bonus equal to the savant's skill ranks + the ally's ability score modifier, armor check penalty (if any), and other modifiers. In effect, the ally replaces her ranks in the particular skill with those of the savant and adds all other modifiers as normal. The savant makes the d20 roll on this check in secret (although the DM can ask to see it) and cannot take 10 or take 20.

The savant can replace the skill checks of a number of allies equal to his Intelligence modifier. The allies must be within 5 feet of the savant at 1st level. This range increases by 5 feet each time the savant chooses a new skill to gain the benefits of this ability (up to 30 feet at 20th level).

A target of this ability must choose whether to use the savant's result or make his own, and he must choose before he knows the savant's die roll. In any case, the targets of this ability never use their own ranks in addition to the savant's ranks. They must either make a check as normal or substitute the savant's ranks and die result for their own.

The savant cannot use this ability if his allies wish to make a skill check as part of an attempt to aid another's check.

For example, Delephon the savant, Abelard the paladin, and Esmeralda the sorcerer attempt to sneak past a group of orc guards. Neither Abelard nor Esmeralda has ranks in Move Silently. Luckily, Delephon has chosen that skill for his skill assistance ability. Delephon has 8 ranks in Move Silently. He makes one d20 roll for his Move Silently check and the checks for his two companions. The die's result is 12. Delephon resolves his Move Silently check as normal using that roll. His companions resolve their Move Silently checks as if they had 8 ranks in the skill (just like Delephon) and rolled a 12 on the d20, the result of Delephon's roll, to make the skill check. Abelard has a Dexterity of 8 (-1) and wears full plate (armor check penalty -6). Thus, his total Move Silently result is 13 (Delephon's 8 ranks + 12 result on the d20 -1 Dex -6 armor). Esmeralda has a 14 Dexterity (+2) and wears no armor. Her total result is 22 (Delephon's 8 ranks + 12 result on the d20 + 2 Dex).

Trapfinding (Ex)

Savants can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Savants can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A savant who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.

Sneak Attack (Ex)

Beginning at 3rd level, if a savant can catch an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.

The savant's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the savant flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every six savant levels thereafter. The savant never multiplies sneak attack damage on a successful critical hit.

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

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

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


Noble powers:
Spoiler: ShowHide


Bonus Class Skill (Ex)

At 1st level, a noble may designate any one cross-class skill as a class skill. This represents an area of study the noble character has pursued on his own.

Favor (Ex)

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

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

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

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

Inspire Confidence (Ex)

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

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

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

Coordinate (Ex)

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

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

Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 02:19:25 AM
Posting things I've done lately here. Reposting Barachiel from nagging for consistency.

- This stat block uses the BoED one as a base. Several of his powers come from that or the Emissary of Barachiel prestige class, only scaled up to fit his station.
- In the Eastern Orthodoxy, Barachiel is an archangel often depicted with a white rose held to his chest. The name of his weapon is a direct nod to that.
- Knight was chosen by elimination. Sealtiel has fighter and defender for classes, while Raziel handles paladin. This left Barachiel rather adrift and I chose not to use Marshal (as to make him less samey compared to Bel and other well known warlords). Knight isn't the best class, but with innate full cleric casting it's not a big deal. It gives him some useful options, even if I blatantly cheated with his code.
- I made a few custom spells for him, as I intend to do 2-4 for each member of the Hebdomad. They all get cleric casting, so there's no point in doing it all at once. His domain spells past 9th level are basically a handwave.


Barachiel
The Messenger, The Herald of Celestia
First of the Hebdomad
Symbol: A silver trumpet against a starry background
Home Plane: Lunia, 1st layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Messengers, defense, loyalty, perseverance
Worshipers: Heralds, trumpet archons, emissaries of Barachiel
Cleric Alignments: LG, NG
Domains: Good, Herald, Law, Patience
Favored Weapon: White Rose (Longsword)

Trumpet Archon 42//Knight 42

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 42d12+672+42+84 (1302 hp)
Initiative: +28
Speed: 80ft, fly 240ft (perfect)
Armor Class: 98 (-1 size, +13 dex, +7 divine, +23 natural, +13 deflection, +12 shield, +21 armor)(50% miss chance)
Base Attack/CMB/CMD: +42/+58/113
Attack: White Rose+70 (2d6+30 plus plus 3d6 electricity (6d6 on crit) plus 7d6 electricity plus 4/+4d6 vs fiends 17-20 x2)
Full Attack: White Rose+70/+65/+60/+55 (2d6+30 plus plus 3d6 electricity (6d6 on crit) plus 7d6 electricity plus 4/+4d6 vs fiends 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Electrify blade, lightning stroke, spell-like abilities, spells, knight's challenge 34/day (fighting challenge+7, test of mettle, call to battle, daunting challenge, bond of loyalty, loyal beyond death), divine blast 16/day (20d12).
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 57, immunity to acid, cold, electricity, fire and petrification, fast healing 27, aura of menace, indelible imprint, magic circle against evil, summon archons, tongues, darkvision 120ft, divine traits, barachiel's code, shield block+5, bulwark of defense, armor mastery(medium, heavy), vigilant defender, improved shield ally, impetuous endurance, evasion(with shield only).
Saves: Fort +55, Ref +64, Will +54 (+4 racial vs poison)
Abilities: Str 40, Dex 37, Con 43, Int 36, Wis 41, Cha 36
Skills: Balance+65, Climb+67, Concentration+68, Diplomacy+69, Handle Animal+65, Heal+67, Intimidate+69, Jump+87, Knowledge(Arcana)+65, Knowledge(A&E)+65, Knowledge(History)+65, Knowledge(Local: Mount Celestial)+65,  Knowledge(Nobility and Royalty)+65, Knowledge(Planes)+65, Knowledge(Religion)+65, Perform(Wind Instruments)+65, Listen+67, Ride+65, Search+65, Sense Motive+67, Spellcraft+65, Spot+67, Survival+67, Swim+67, Use Rope+65
Feats: Words of Creation(B), Power Attack(1), Mounted Combat(K2), Empower Spell(3), Shield Specialization(K5), Shield Ward(6), Quicken Spell(9), Endurance(K10), Purify Spell(12), Consecrate Spell(15), Diehard(K15), Improved Critical(Longsword)(18), Toughness(K20), Improved Initiative(24), Combat Reflexes(42)
Epic Feats: Epic Shield Ally(B), Knight's Defense(B), Knight's Endurance(B), Knight's Presence(B), Knight's Will(B), Epic Spell Capacity(21), Knight's Defense(K23), Shield Barrier(K26), Superior Initiative(27), Shield Evasion(K29), Spell Stowaway(Miracle)(30), Epic Toughness(K32), Spell Stowaway(Time Stop)(33), Penetrate Damage Reduction(Cold Iron)(K35), Blinding Speed(36), Penetrate Damage Reduction(Silver)(K38), Multiaction(39), Penetrate Damage Reduction(Adamantine)(K41)
Salient Divine Abilities: Area Divine Shield, Alter Size, Automatic Metamagic(Quicken Spell), Banestrike(Fiends), Divine Blast, Divine Knight, Divine Fast Healing, Divine Shield, Extra Energy Immunity(Cold), Extra Energy Immunity(Acid), Herald of Celestia, Improved Alter Size.
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Barachiel casts as a 42nd level cleric with access to the Good, Herald, Law and Patience domains(caster level 43rd for good and lawful spells). The save DCs are 25 + spell level. All of Barachiel's spells are automatically quickened. Barachiel's metamagic options are Consecrate Spell (+1), Purify Spell (+1) and Empower Spell (+2).

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[9+1/day]1: (Protection from Chaos), Bless, Command, Divine Favorx3, Eyes of the Avoralx2, Obscuring Mist, Vision of Heaven
[9+1/day]2: (Enthrall), Cure Moderate Wounds, Ease Painx2, Hold Personx2, Shield Otherx2, Zone of Truthx2
[9+1/day]3: (Protection from Energy), Blessed Sightx2, Blindness/Deafness, Invisibility Purge, Magic Circle Against Chaos, Prayer, Refreshment, Telepathy Tap, Wind Wall
[8+1/day]4: (Slow), Celestial Brilliance, Death Ward, Dimensional Anchorx3, Greater Status, Neutralize Poison, Sword of Conscious
[8+1/day]5: (Greater Command), Break Enchantment, Crown of Flamex2, Inquisitionx2, Mark of Justice, Sacred Guardian, Sicken Evil
[7+1/day]6: (Blade Barrier), Banishment, Crown of Brilliance, Geas/Questx2, Healx3
[7+1/day]7: (Purified Blade Barrier), Greater Restoration, Righteous Smite, Rain of Embersx2, Shield of the Archonsx3
[6+1/day]8: (Sequester), Crown of Glory, Fire Stormx2, Mass Cure Critical Wounds, Shield of Lawx2
[6+1/day]9: (Time Stop), Etherealness, Mass Healx4, Sublime Revelry
[6+1/day]10: (Consecrated Purified Empowered Blade Barrier), Celestial Valorx2, Energetic Healing, Empowered Fire Stormx2
[6+1/day]11: (Empowered Time Stop), Superb Dispellingx3, Empowered Purified Fire Stormx3
[5+1/day]12: (Empowered Time Stop), Burst of Gloryx2, Legion's Gatesx2, Wrath of the Heavens
[5+1/day]13: (Empowered Time Stop), Mass Energy Immunity, Purified Burst of Gloryx4
[5+1/day]14: (Empowered Time Stop), Empowered Wrath of the Heavensx2, Thunderous Voice, Radiant Stormx2
[5+1/day]15: (Empowered Time Stop), Final Penancex2, Purified Empowered Burst of Gloryx3
[4+1/day]16: (Empowered Time Stop), Purified Final Penancex2, Empowered Radiant Stormx2
[1+1/day]17: (Empowered Time Stop), Empowered Final Penance

Electrify Blade (Su)

Any metal weapon Barachiel wields crackles with electrical energy for as long as he holds the weapon. A weapon held by Barachiel deals an extra 7d6 points of electricity damage. This damage ignores resistance and immunity to lightning against chaotic or evil creatures.

Lightning Stroke (Su)

When holding a weapon charged with electrical energy from Electrify Blade, Barachiel may project a stroke of lightning towards any opponent within 700ft. This is a ranged touch attack and deals 210 points of electricity damage on a successful hit. Like with Electrify Blade, this damage ignores resistance and immunity to lightning against chaotic or evil creatures.

Aura of Menace (Su)

DC 51 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Barachiel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Barachiel may call up to 42 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Barachiel.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil, true seeing. At will-aid, aspect of the deity, blade barrier, calm emotions, comprehend languages, consecrate, contingency, continual flame, crown of brilliance, crown of glory, daylight, delay poison, dictum, dispel chaos, dispel evil, dream, enthrall, greater aspect of the deity, greater command, greater plane shift, greater teleport, hallow, heavenly lightning, hold monster, holy aura, holy smite, holy word, magic circle against chaos, magic circle against evil, mass bear's endurance, message, order's wrath, power word stun, protection from chaos, protection from energy, protection from evil, ray of hope, sanctuary, sending, sequester, shield of law, slow, summon monster 9 (lawful good creatures only), superb dispelling, time stop, tongues, vision of heaven. Caster level 42nd, caster level 43rd for good or lawful spells. The save DCs are 40 + spell level.

Alter Reality (Su)

Barachiel 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 manifests in a number of ways. Barachiel can use limited wish when doing so can help him promote holy messages, patience in holy tasks and the glory of Mount Celestia. Note that in the situation where Barachiel and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:
Good: +1 caster level to good spells.
Herald: +4 sacred bonus to diplomacy and intimidate, intimidate is always a class skill.
Law: +1 caster level to lawful spells.
Patience: 7/day as an immediate action, delay the effect of any spell on you for up to 10 rounds. This may be used after any saving throw the spell allows.

Divine Aura (Ex)

The save DC against Barachiel's divine aura is 30 and the radius is 700ft.

Immunities: Barachiel is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she 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. In addition to these, Barachiel is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Barachiel does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Barachiel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, Barachiel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as a beautiful trumpet blast. In this case, anyone within earshot of the sound can hear it.

Create Items: Barachiel can create any wondrous item with power related to messages and holiness; the maximum is 30,000 gold.

Portfolio Sense: Barachiel is aware of any act of messages, holy patience and perseverance that involves 500 or more people.


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.

For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

Daunting Challenge (Ex)

Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Bond of Loyalty (Ex)

Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your knight's challenge ability to make an additional saving throw against a mindaffecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

Loyal Beyond Death (Ex)

At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is -10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than -10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability.

Barachiel's Code

Instead of the knight's code, Barachiel uses the paladin's code of conduct.

If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

Shield Block (Ex)

Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

This shield bonus increases to +2 at 11th level and +3 at 20th level.

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.

Improved Shield Ally (Ex)

At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Impetuous Endurance (Ex)

Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.


Gear:
Spoiler: ShowHide


White Rose

This large longsword has a white rose motif, made of fine gold harvested from Jovar. It was said to be made by Gond, a persistent piece of lore even if little else about it is known. It is a large longsword+7, lightning blast. It grants a +7 sacred bonus to the save DCs of Barachiel's Knight abilities. Despite being a sword, White Rose is wielded with sublime skill by Barachiel. It counts as a shield as well, granting him a +2 shield bonus to armor class.

Holy Anointment

Barachiel does not wear armor into battle. However, he has been blessed by Zaphkiel. This protection is stronger than any mortal armor, shielding him from harm in every way. Barachiel gains a +21 armor bonus to armor class. Any creature that strikes Barachiel, be it by weapon or magic, must make a DC 51 Fortitude save or be ravaged by a triple strength celestial lightblood (3d4 dex primary, 3d4 secondary).

Valor's Trumpet

This silver trumpet is said to have been created by Erathaol ages ago, who simply said that Barachiel would need it one day. By blowing on it as a standard action, Barachiel can produce a note of sublime beauty and terror. All creatures except archons, and any that Barachiel chooses to exclude, must make a DC 51 Fortitude save or be paralyzed for 7 rounds. As a free action, Barachiel can command Valor's Trumpet to become a +7 large greatsword, axiomatic power. Those who have seen the trumpet being used often come away with the suspicion that there is more to the trumpet than this, but both Barachiel and Erathaol remain mute on this subject. Interestingly, many mortal sages hold that this trumpet will be blown on the last day of conflict between good and evil, to herald the victory (or defeat, depending on the source) of Good.

As one of the Hebdomad, Barachiel has access to great quantities of treasure and magical support should he need it. When going to battle, he often requisitions greater rods of metamagic and items that improve the DCs of his cleric spells.


Custom Material:
Spoiler: ShowHide


DIVINE KNIGHT
Prerequisite: Knight level 20th, Shield Block+3, Fighting Challenge(Loyal Beyond Death), Impetuous Endurance, Improved Shield Ally
Benefit: The deity gains Epic Shield Ally, Knight's Defense, Knight's Endurance, Knight's Presence and Knight's Will as bonus feats. The deity never provokes an AoO for making a charge attack.

HERALD OF CELESTIAL
Prerequisite: Herald Domain, member of the Hebdomad
Benefit: As the Herald of Celestia, Barachiel's words have the ability to support the righteous, undermine the wicked and convert evil. The save DC to resist any of these abilities is (DC 10 + 1/2 hd + cha modifier + divine rank; DC 51).
Herald's Call: Barachiel can emit a call of pure celestial glory, words that stir the spirit of all that hear them. Any creature within 70ft is affected. Lawful good creatures gain a +8 morale bonus on attack rolls, weapon damage rolls, skill and ability checks and saving throws. Neutral good or chaotic good creatures gain a +4 morale bonus to attack rolls and saving throws versus fear. Creatures that lawful neutral find themselves enthralled, doing nothing but listen to his words for as long as he speaks and for 7 rounds after he ceases (or until they are attacked or Barachiel makes an aggressive act towards them, such as an attack). Those of neutral and chaotic neutral alignment are enthralled as previous as well suffering a -4 penalty on ability checks, attack rolls, skill checks and saving throws. Creatures of any evil alignment are stunned for 7 rounds and suffer a -8 penalty to attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. Any negative effects allow a Will save to negate. The various penalties and bonuses last for 77 minutes unless noted otherwise. Using Herald's Call is a full round action and it may be used up to 7 times per day. This ability is mind-affecting and language dependent. Note that as a deity, Barachiel can communicate with any creature that has a language.
Message of Conversion: Barachiel is capable of offering a glimpse of heavenly glory and the chance for a creature to immediately choose to begin its redemption. As a full round action, Barachiel can show a different path to all non-good creatures within 70ft. These creatures are given the choice to accept this new path; if they choose to do so, they immediately become of good alignment. Those that accept are immediately tasked by Barachiel in how to atone for their past sins. While Barachiel can use this ability on the unwilling (a Will saving throw negates), he rarely does so, as he believes the unwilling will inevitably slide back into evil. As such, Barachiel usually waives any saving throw and allows the unwilling to resist uncontested. The tasks given by Barachiel are not light ones, but ones he believes the creature is able to accomplish. Barachiel is also capable of assigning another task if needed or if a previous task becomes impossible.

Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 30d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 14d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.

Thunderous Voice
Transmutation [Good]
Level: Brd 12, Clr 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By calling on the Thunderous Voice, your voice becomes like the pounding roar of a thunderstorm. This fills your voice with overpowering terror, granting you a +40 competence bonus to intimidation checks. As a standard action while under the effects of this spell, you may intone a condemnation of any evil creatures within 100ft. This unleashes a lightning bolt from you to the creature. Treat this as a Lightning Bolt spell, except that it only affects the creature and deals 20d6 points of damage. Half of this damage is electricity damage and half is divine power and thus not subject to resistance or immunity to electricity.

Material Component

A rod of lightning and a tiny horn

Final Penance
Necromancy [Good]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 evil creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When Final Penance is cast, the target creature's life force is torn apart by raw holy judgment. This deals 1d8 points of damage per caster level, to a maximum of 40d8. Against evil outsiders, it instead deals 1d10 points of damage per caster level, to a maximum of 40d10. A Fortitude save is allowed to halve the damage. If the creature is slain by this spell, its life energy explodes out in all directions, laced with holy power. This life force extends in all direction 100ft, healing good creatures an amount equal to the damage the target took from this spell.


Epic Knight [spoiler]

Epic Knight

Hit Die

d12

Skill Points at Each Level

2 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
21+21-
22+22-
23+23Bonus feat
24+24-
25+25Fighting challenge+5
26+26Bonus feat
27+27-
28+28-
29+29Bonus feat, shield block+4
30+30-

Knight's Challenge (Ex)

An epic knight continues to gain knight's challenges equal to 1/2 her level plus her Charisma modifier.

Fighting Challenge (Ex)

At 25th level and every 6 levels thereafter, the morale bonus to Will saves, attack rolls and damage rolls increases by 1.

Shield Block (Ex)

At 29th level and every 9 levels thereafter, the bonus to shield AC from shield block rises by 1.

Bonus Feats

An epic knight gains an epic bonus feat at level 23 and every 3 levels thereafter.

Epic Knight Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Shield Ally, Epic Toughness, Improved Combat Reflexes, Improved Whirlwind Attack, Knight's Defense, Knight's Endurance, Knight's Presence, Knight's Will, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Shield Barrier, Shield Evasion, Spellcasting Harrier, Superior Initiative, Two-Weapon Rend.

Knight's Presence [Epic]
Prerequisite: Fighting Challenge (Daunting Challenge), cha 19
Benefit: The DCs from your various fighting challenge abilities rises by 2. In addition, you may reduce the minimum Intelligence for your fighting challenge abilities to work by 1.
Special: You can select this feat more than once. The bonus to DCs stack. The bonus to minimum Intelligence stacks, to a minimum of 1.

Knight's Defense [Epic]
Prerequisite: Shield Block+3, Shield Evasion
Benefit: Your bonus from shield block rises by 2 and you gain a 25% miss chance whenever you use a shield. This applies to all attacks that target you, including spells, but not effects such as a spread or area attack.
Special: You can select this feat more than once. The bonus to shield block stacks. The miss chance stacks twice, to a maximum of 50%.

Knight's Will [Epic]
Prerequisite: Fighting Challenge (Loyal Beyond Death), con 25
Benefit: You may use your Loyal Beyond Death ability to delay the effects of abilities that would utterly destroy you, such as disintegration. While you are under the effect of loyal beyond death, effects that would destroy your body do not do so until you cease to use loyal beyond death. You still take the damage these effects would deal, and sufficient healing will still prevent your death.

Knight's Endurance [Epic]
Prerequisite: One of Epic Fortitude, Reflexes or Will, Impetuous Endurance
Benefit: Instead of automatically failing a saving throw on a natural 1, you treat the result as a 10 instead.

Epic Shield Ally [Epic]
Prerequisite: Improved Shield Ally
Benefit: You may now absorb all the damage directed at an adjacent ally. You need not use an immediate action to use your shield ally ability and may choose to absorb an attack as a free action. In addition, you now have the ability to absorb damage from spells and other effects (but not ongoing effects, such as being on fire or poisoned).
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 02:28:53 AM
Domiel's next. Notes as follows.

- Again, this stat block uses the BoED one as a baseline for inspiration. When suitable, SDAs and racial abilities are used to grant the powers in those stat blocks and the prestige class related to them. This doesn't matter much for Domiel.
- Domiel's the anti-undead specialist of the Hebdomad. The fact that he's a rogue is one of those strange little ironies, though he's capable of overcoming the typical rogue problems with undead. Tyranny's Fall essentially allows him to ignore that problem and then some. Anyway, the fact that he's a rogue is due to the fact that Slayer of Domiel is a rogue PrC. Simple enough.
- Domiel's gimmick is absurd offense (twelve attacks per round!) combined with the ability to stop the same tactic from working on him. I like how his runes tie into the Temperance domain, by the way.
- Shadowbane Stalker fits his to a T. It gives him amazing stealth abilities and continues his rogue abilities nicely.


Domiel
The Mercy-Bringer, Lord of Eternal Rest
Second of the Hebdomad
Symbol: An upthrust, flaming greatsword against a white diamond background
Home Plane: Mercuria, 2nd layer of Mount Celestia
Alignment: Lawful Exalted
Portfolio: Peaceful rest in death, eternal life, destruction of tyranny and undead
Worshipers: Crypt-keepers, good aligned rogues, slayers of Domiel
Cleric Alignments: LG, NG
Domains: Celestial, Good, Law, Life, Temperance
Favored Weapon: Tyranny's Fall (Greatsword)

Domiel is the guardian of eternal rest, temperance and the celestial promise of greater things beyond the toil of life. He protects those who oppose tyranny, the greatest enemy of rest and peace. He holds a special loathing for the undead, whom he views as abominations of the purest tyranny, a tyranny that lasts past death and impinges on eternity.

Movanic Deva 44//Rogue 10/Shadowbane Stalker 34

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 44d8+660 (1012 hp)
Initiative: +32 (always goes first)
Speed: 80ft, fly 240ft (perfect)
Armor Class: 70 (-1 size, +17 dex, +7 divine, +23 natural, +14 deflection)
Base Attack/CMB/CMD: +44/+61/109
Attack: Tyranny's Fall+73 (3d6+31 plus 2d6 holy plus 3d6 fire (6d6 on crit) plus 20d6 sneak attack and 2 str damage 17-20 x2)
Full Attack: Tyranny's Fall+73/+68/+63/+58 (3d6+31 plus 2d6 holy plus 3d6 fire (6d6 on crit) plus 20d6 sneak attack and 2 str damage 17-20 x2) and 2 wings+73/+68/+63/+58 (1d8+23 plus 20d6 sneak attack and 2 str damage)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities, sneak attack+20d6, crippling strike, sacred strike, divine blast 17/day (21d12).
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 59, immunity to acid, cold and petrification, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, divine traits, heavenly deflection, change shape, death ward, trapfinding, evasion, penetrating strike, battlesense, detect evil, sacred stealth+24, discover subterfuge+22, sacred defense.
Saves: Fort +56, Ref +58, Will +57 (+4 racial vs poison)
Abilities: Str 43, Dex 45, Con 40, Int 41, Wis 42, Cha 39
Skills: Concentration+69, Craft(Weaponsmithing)+69, Diplomacy+72, Disable Device+69, Escape Artist+71, Gather Information+72, Heal+70, Hide+84, Intimidate+72, Knowledge(Arcana)+69, Knowledge(A&E)+69, Knowledge(Dungeoneering)+69, Knowledge(Local: Mount Celestia)+69, Knowledge(Nature)+69, Knowledge(Planes)+69, Knowledge(Religion)+69, Listen+70, Move Silently+84, Perform(Song)+72, Search+69, Sense Motive+70, Spellcraft+69, Spot+70, Survival+70, Tumble+71, Use Magic Device+68, Use Rope+71
Feats: Words of Creation(B), Sacred Strike(1), Skill Focus(Hide)(3), Skill Focus(Move Silently)(6), Reach Spell(9), Invisible Spell(12), Quicken Spell(15), Improved Initiative(18), Quicken Spell-Like Ability(Mass Heal)(27), Darkstalker(36), Energize Spell(39), Combat Reflexes(42)
Epic Feats: Improved Sneak Attackx3(B), Lingering Damage(B), Sneak Attack of Opportunity(B), Epic Spell Capacity(21), Epic Skill Focus(Hide)(24), Epic Skill Focus(Move Silently)(SS14), Blinding Speed(SS18), Epic Quicken Spell-Like Ability(Mass Heal)(30), Epic Reputation(SS22), Multiaction(33), Improved Sneak Attack(SS26), Superior Initiative(SS30), Spellcasting Harrier(SS34)
Salient Divine Abilities: Area Divine Shield, Battlesense, Divine Blast, Divine Shield, Divine Sneak Attack, Extra Domain(Life), Final Rest, Gift of Life, Know Death, Life and Death, Mass Divine Blast, Supreme Initiative
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Domiel casts as a 44th level cleric with access to the Celestial, Good, Law, Life and Temperance domains.

Heavenly Deflection (Su)

At will as a free action, Domiel can deflect ranged attacks and certain spells by batting them away with his weapon. When a ranged attack, ray, or single-target spell would ordinarily hit or affect Domiel, he can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If Domiel succeeds, he deflects the attack. A deflected attack may be deflected or counterspelled, or Domiel may choose to return the attack onto the attacker. A reflected attack uses the same rolls as the initial attack.

Domiel must be aware of an attack in order to have a chance to deflect it.

Change Shape (Su)

Domiel can assume the form of any Small or Medium humanoid or animal.

Death Ward (Ex)

Domiel is under the constant protection of a Death Ward spell. This is an extraordinary ability and cannot be suppressed or dispelled.

Aura of Menace (Su)

DC 53 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Domiel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Domiel may call up to 44 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Domiel.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil, true seeing. At will-aid, animate objects, animate plants, atonement, blade barrier, blessed sight, call faithful servants, calm emotions, consecrate, death ward, dictum, dispel chaos, dispel evil, dispel magic, gate, greater dispel magic, greater plane shift, greater teleport, heavenly lightning, heavenly lightning storm, hide from undead, hold monster, holy aura, holy smite, holy word, iron body, lesser planar ally, lesser restoration, magic circle against chaos, magic circle against evil, mass heal, neutralize poison, order's wrath, plant growth, protection from chaos, protection from evil, reincarnate, regenerate, remove fear, shield of law, superb dispelling, summon monster 9 (lawful good creatures only), symbol of stunning, vision of heaven. Caster level 44th, caster level 45th for good or lawful spells. The save DCs are 41 + spell level.

Alter Reality (Su)

Domiel 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 manifests in a number of ways. Domiel can use limited wish when doing so can help him promote eternal rest, the overthrow of tyranny and the glory of Mount Celestia. Note that in the situation where Domiel and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:
Celestial: Smite evil 7/day, +4 to hit and +22 to damage.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Life: 7/day touch grants 1d6+22 temp HP, lasts 22 hours.
Temperance: Heal 1 HP per spell level of domain spells uncast when you prepare spells.

Divine Aura (Ex)

The save DC against Domiel's divine aura is 31 and the radius is 700ft.

Immunities: Domiel is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she 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. In addition to these, Domiel is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Domiel does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Domiel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, Domiel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as a stirring, powerful call. In this case, anyone within earshot of the sound can hear it.

Create Items: Domiel can create any wondrous item with power related to eternal rest and holiness; the maximum is 30,000 gold.

Portfolio Sense: Domiel is aware of any act of messages, holy patience and perseverance that involves 500 or more people.


Gear:
Spoiler: ShowHide


Tyranny's Fall

Tyranny's Fall is a longsword that eternally burns with holy fires. The blade looks mundane if well made, but is almost always obscured by the flames that surround it. Tyranny's Fall's origin is a matter of much conjecture. Legends vary from it being a gift from Bahamut, Torm or Tyr, to Domiel making it and cooling it in the breath of Bahamut, to it being the legbone of a lost archangel of metal and minerals. No matter the truth of it, Tyranny's Fall is an adamantine greatsword+7, fiery blast, holy and keen. Any attack Domiel makes (including his wing natural attacks) while using Tyranny's Fall counts as a sneak attack. These sneak attacks bypass the immunities and resistances of evil creatures and undead.

Runes of Creation

Domiel's skin is covered by unusual patterns and tattoos. These are in fact a unique type of runes, an attempt to forge the Words of Creation into a written form. The words represented on Domiel are 'Balance of Life'. These words represent temperance and acceptance of all that is good and pure in existence, joined by the rejection of excess. Each round Domiel can be affected by only one of each of the following type of attacks by a creature: melee attacks, ranged attacks, spell or spell like ability and supernatural ability. Further attacks of the same kind by that creature until the beginning of Domiel's next turn fail.

For example, a pit fiend hits Domiel with a claw attack, a wing attack and a bite attack. The claw attack deals damage as normal but the wing and bite attack have no effect, as they are both melee attacks. If the pit fiend then used a quickened fireball, Domiel would be vulnerable to it. A second quickened fireball in the same round would fail.  If another pit fiend then came up and hit Domiel with a claw and a wing, the claw would do normal damage while the wing would have no effect; that is, this ability distinguishes between different creatures. Abilities that miss, fail to penetrate Domiel's spell resistance, Domiel is immune to or otherwise fail do not count against the limit of this ability. For example, a pit fiend who casts fireball on Domiel and fails to penetrate his spell resistance could still affect Domiel with another spell that round. Abilities that hit multiple times, such as a Meteor Swarm spell, only the first attack affects Domiel. For example, a Scorching Ray's first ray would affect Domiel but the other two would not.

For the sake of this ability, magical attacks that are melee or ranged attacks count as spells or supernatural abilities rather than melee or ranged attacks. For instance, an orb of fire cast by a wizard would count as a spell rather than a ranged attack.

Wings

Domiel's wings have been enchanted. They have a +7 enhancement bonus to attack rolls and his wings are treated as having the multiattack, improved multiattack, rapidstrike and improved rapidstrike feats.


Custom Material:
Spoiler: ShowHide


FINAL REST
Prerequisite: Good domain, Life domain
Evil that Domiel slays is put to rest for all time, as fits his duties as the guardian of sacred death and eternal life. Any evil, living creature slain by Domiel's attacks, including spells, spell-like abilities, supernatural abilities and salient divine abilities, cannot be revived. Spells such as Resurrection, Reincarnate and similar spells all fail. An evil outsider is treated as being slain on its home plane and is likewise destroyed. Undead slain by Domiel cannot be restored or raised again as undead. Undead that rejuvenate or self revive, such as a ghost or a vampire, are automatically destroyed as well with no chance of recovery.

This ability can overcome by a deity using the Gift of Life, Life and Death or Mass Life and Death salient divine abilities. The deity must succeed on an opposed rank check against Domiel. Final Rest is ineffective against creatures with divine rank.


Epic Shadowbane Stalker [spoiler]

Epic Shadowbane Stalker

Hit Die

d8

Skill Points at Each Additional Level

6 + intelligence modifier.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
11+8Discover subterfuge+8+1 divine
12+9Sneak attack+4d6+1 divine
13+9Sacred stealth+12+1 divine
14+10Bonus feat, discover subterfuge+10+1 divine
15+11Sneak attack+5d6+1 divine
16+12-+1 divine
17+12Discover subterfuge+12+1 divine
18+13Bonus feat, sneak attack+6d6+1 divine
19+14Sacred stealth+16+1 divine
20+15Discover subterfuge+14+1 divine

Sacred Stealth (Su)

At 13th level and every 6 levels thereafter, the epic shadowbane stalker's bonus from Sacred Stealth rises by 4.

Discover Subterfuge (Ex)

At 11th level and every 3 levels thereafter, the epic shadowbane stalker's bonus from Discover Subterfuge rises by 2.

Sneak Attack (Ex)

At 12th level and every 3 levels thereafter, the epic shadowbane stalker's sneak attack rises by 1d6.

Bonus Feats

An epic shadowbane stalker gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Shadowbane Stalker Bonus Feat List

Use rogue list as base. Add cleric stuff. (Yes, I never got around to filling this in. Oh well.)
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 02:39:06 AM
Oh hey, he has an entire writeup done. I'll let that speak for itself for the most part.

Note that his main routine is summons and acting before you can act - even when you have surprise. One of his typical summons is included. He's the strongest of the first three members of the Hebdomad. This is entirely on purpose and for reasons that should be obvious. This is the point where 'deities are completely unfair' kicks in for real.

Incidentally, you may notice that two of the three Hebdomad have been angels instead of archons (even if they have the archon subtype). This is wholly on purpose. Celestia accepts anyone who is willing to devote themselves to it and they can rise as high as they can. It's entirely understated and a counterpoint to Baator's take on law, order and ambition.


Erathaol
The Seer of Celestia, Guardian of Possibilities
Third of the Hebdomad
Symbol: A silver dragon with a book in its mouth on a dark blue rectangular field
Home Plane: Venya, 3rd layer of Mount Celestia
Alignment: Lawful Good
Portfolio: Knowledge, the future, guidance
Worshipers: Seers, good-aligned divine oracles, prophets of Erathaol
Cleric Alignments: LG, LN, NG
Domains: Fate, Generosity, Good, Knowledge, Law, Oracle, Time
Favored Weapon: Forewarned (Quarterstaff)

Erathaol is the guardian of those who seek the future and knowledge for a better tomorrow. He guides seekers of wisdom to what they need to find, even if it is not what they wanted to find. The transient sage who seeks greater mysteries yet leaves the blessings of wisdom may be one of his followers, as would a learned king that attempts to divine the future to ensure his kingdom follows a righteous path.

The Seer of Celestia takes a quiet, often unseen hand in aiding those who wish to learn. He understands that a trickle of knowledge given wisely can lead to a great blossoming of goodness - but that knowledge misunderstood, too much knowledge or knowledge given unwisely can result in catastrophe. Hand in hand with knowledge is the intelligence to understand knowledge and the wisdom to use it properly. That must be properly cultivated and Erathaol teaches how to improve the mind as well as the soul. They are also taught not to be stingy with knowledge, but wise and generous as prudent with it. There is no sin in secrets held for a good reason.

It must also be understood that there is a plan in place for everything and everyone. Fate is a real force, something that the seekers of wisdom are taught to understand - and it is up to them to accept the path before them and live up to it. Those who can peer in the future or who are wise enough to predict it are taught that this is only half the battle. The path to the holy mountain is a hard one that must be be lived up to.

Followers of Erathaol are rare. As one of the Hebdomad he rarely takes mortal worshipers, instead preferring to aid the worthy anonymously. His worshipers are largely made of archons and angels that serve him directly. As such, there is no typical dress or habits. When a mortal comes to venerate him he is tested three times. Each test is a chance to leave this path for the path of another worthy deity. Should the seeker be determined to follow Erathaol's path, a celestial servant is sent to meet the seeker and instruct him in the proper ways to follow the path of the Seer.

History/Relationships

Erathaol is an ancient power, one of the Hebdomad. It is not clear if he is the original Erathaol, but if he is not, he has held the position for eons. Since time forgotten to all but the oldest, he has performed his duties and aided mortals from his underwater library-fortress of Xiranthador.

Barachiel is a close friend of Erathaol. The two enjoy games of strategy and companionship together. Erathaol offers knowledge of the rare threats to Mount Celestia to Barachiel, who in turns aids Erathaol when he requires agents better suited to being a sharp sword than a guiding sage. In contrast, Domiel and Erathaol are not as close. Domiel is too aggressive for Erathaol's tastes and Erathaol too passive for Domiel. The two paragons still respect each other greatly and get along well, but a distance remains.

Pistis Sophia's meditations hold value to Erathaol, and he finds he does much of his best thinking wandering the foggy valleys of Solania. In spite of this, the two do not often meet. A figure of serene composure and another of future visions have little need to meet often, as one is always at perfect calm and understanding while the other can see ahead to when they do meet. Erathaol and Raziel are closer than their attitudes would suggest. Erathaol greatly values the healing Raziel provides and promotes, while Raziel has learned many times that knowledge is as powerful as a blade. Sealtiel is distant from Erathaol, yet the work together in silent tandem. The knowledge to guide souls along eventually leads to Sealtiel's lofty perch at the precipice of the light of Chronias.

Of all the Hebdomad, Erathaol has seen the most of Zaphkiel. He has seen the deepest of them and has glimpsed the truth of Chronias the closest. He understands what Zaphkiel is most keenly, facts that often occupy his thoughts. He has never spoken a word of this to another - for he knows that none can be ready to understand this truth until they ascend to Chronias.

Beyond the Hebdomad, Erathaol is a relatively isolated power. He is best known in the courts of deities that value knowledge as much as he does. He is on good terms with Oghma, Azuth and Sehanine Moonbow. The latter surprises many, but the Guardian of the Possibilities has a great respect for the elven deity's dreams and mysticism. The reasons why are obscure and lost to knowledge. In contrast, Erathaol has a surprising dislike of Mystra. He finds part of her portfolio distasteful, in spite of sharing the bonds of knowledge. Why this bothers him so in spite of getting along with beings such as the chaotic Sehanine Moonbow is unclear, but like his affinity for Sehanine Moonbow, the roots are lost to the ages.

Erathaol counts all of evil as his sworn enemy, as well as the chaotic and difficult to predict slaad. He has few immediate and obvious enemies, as his role is a guide and anonymous supporter rather than a direct threat. His true enemies are those who use knowledge to evil ends, such as Shar or Mephistopheles. His battles against evil are pawn against seeker and Erathaol avoids confrontations unless no other avenue exists.

Dogma

Seek the wisdom to find the path of the righteous. Forge this wisdom with the fires of a strong mind and the waters of learned wisdom. Understand that evil is relentless and the gifts of knowledge are the key to defeating it. Use your knowledge well, but remember it makes you no better than those who are not so well learned. Blessed be the teachers of goodly wisdom.

Clergy and Temples

Erathaol has no formal temples or clergy.

Astral Deva 46//Archivist 21/Cosmic Descryer 25

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 46d8+598 (966 hp)
Initiative: +26 (always goes first, always gains surprise)
Speed: 80ft, fly 240ft (perfect)
Armor Class: 87 (-1 size, +15 dex, +7 divine, +23 natural, +12 deflection, +7 insight, +14 armor)
Base Attack/CMB/CMD: +46/+61/112
Attack: Forewarned+73 (1d8+28)
Full Attack: Forewarned+73/+68/+63/+58 (1d8+28)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities.
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 61, immunity to acid, cold and petrification, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, divine traits, lore, dark knowledge 10/day, lore mastery, superior planar summoning(+28 HD), naturalization(Baator, The Abyss, Limbo, Arborea, Pandemonium), enduring gate(8 days), cosmic connection 4/day, uncanny dodge.
Saves: Fort +52, Ref +61, Will +52 (+4 racial vs poison, +2 vs enchantment spells)
Abilities: Str 39, Dex 40, Con 36, Int 46, Wis 37, Cha 35
Skills: Appraise+74, Concentration+69, Decipher Script+76, Diplomacy+68, Forgery+74, Gather Information+68, Handle Animal+68, Knowledge(Arcana)+81, Knowledge(A&E)+79, Knowledge(Dungeoneering)+79, Knowledge(Geography)+79, Knowledge(History)+79, Knowledge(Local: Mount Celestia)+81, Knowledge(Local: Yalandir)+79, Knowledge(Nature)+79, Knowledge(N&R)+79, Knowledge(Planes)+81, Knowledge(Psionics)+79, Knowledge(Religion)+81, Listen+69, Profession(Sage)+69, Psicraft+74, Search+74, Sense Motive+69, Spellcraft+74, Spot+69, Survival+69, Tumble+71, Use Psionic Device+68, Use Rope+71
Feats: Improved Initiative(B), Words of Creation(B), Spell Focus(Conjuration)(1), Scribe Scroll(A1), Greater Spell Focus(Conjuration)(3), Augment Summoning(6), Empower Spell(9), Twin Spell(A10), Archivist of Nature(12), Maximize Spell(15), Master of Knowledge(18), Delay Spell(A20), Draconic Archivist(30), Quicken Spell(33), Repeat Spell(39), Easy Metamagic(Quicken Spell)(42)
Epic Feats: Epic Spell Focus(Conjuration)(21), Epic Spell Capacity(24), Improved Metamagic(CD5), Epic Master of Knowledge(27), Intensify Spell(CD10), Great Ability(Intelligence)(36), Enhance Spell(CD15), Improved Metamagic(CD20), Specialized Metamagic(Quicken Spell)(45), Spell Stowaway(Miracle)(CD25)
Salient Divine Abilities: Automatic Metamagic(Empower Spell), Automatic Metamagic(Maximize Spell), Automatic Metamagic(Twin Spell), Clearsight, Divine Precognition, Divine Summoner, Extra Domain(Fate), Extra Domain(Oracle), Extra Domain(Time), Know Secrets, Power of Truth, Supreme Initiative
Alignment: Lawful Good

Racial powers:
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Erathaol casts as a 46th level cleric with access to the Fate, Generosity, Good, Knowledge, Law, Oracle and Time domains.

Change Shape (Su)

Erathaol can assume the form of any Small or Medium humanoid or animal.

Lore (Ex)

Erathaol is a mater of knowledge far and wide. He is treated as having bardic knowledge as a 46th level bard (total modifier of +64). He may take ten on this roll, unlike mortal bards.

Aura of Menace (Su)

DC 52 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Erathaol's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Erathaol may call up to 46 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Erathaol.


Divine powers:
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Always active-detect chaos, detect evil. At will-aid, augury, bestow curse, blade barrier, calm emotions, clairaudience/clairvoyance, commune, contingency, deathwatch, detect secret doors, detect thoughts, dictum, discern lies, dispel chaos, dispel evil, divination, find the path, foresight, freedom of movement, geas/quest, gentle repose, greater plane shift, greater prying eyes, greater scrying, greater teleport, guards and wards, haste, hold monster, holy aura, holy smite, holy word, identify, legend lore, magic circle against chaos, magic circle against evil, mark of justice, mind blank, order's wrath, permanency, protection from chaos, protection from evil, prying eyes, scrying, shield of law, shield other, status, summon monster 9 (lawful good creatures only), teleport object, time stop, true seeing, true strike, vision. Caster level 46th, caster level 47th for good or lawful spells. The save DCs are 39 + spell level.

Alter Reality (Su)

Erathaol 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 manifests in a number of ways. Erathaol can use limited wish when doing so can help him promote wisdom for the future, knowledge and the glory of Mount Celestia. Note that in the situation where Erathaol and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:
Fate: Gain uncanny dodge.
Generosity: 7/day maximize any conjuration(healing) you cast.
Good: +1 caster level to good spells.
Knowledge: +1 caster level to divinations.
Law: +1 caster level to lawful spells.
Oracle: +2 caster level to divinations.
Time: Improved initiative as a bonus feat.

Divine Aura (Ex)

The save DC against Erathaol's divine aura is 29 and the radius is 700ft.

Immunities: Erathaol is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she 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. In addition to these, Erathaol is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Erathaol does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Erathaol can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of herself.

Remote Communication: As a standard action, Erathaol can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as the person's inner voice speaking aloud. In this case, anyone within earshot of the sound can hear it.

Create Items: Erathaol can create any wondrous item with power related to divination and wisdom; the maximum is 30,000 gold.

Portfolio Sense: Erathaol is aware of any act of messages, holy patience and perseverance that involves 500 or more people.


Archivist powers:
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Erathaol casts as a 44th level archivist. He has knowledge of any spell with the good or lawful descriptor, summonings, divinations and spells relating to time.

Dark Knowledge (Ex)

Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead. An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics

The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

Puissance

Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe

Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Dread Secret

By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge

Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Lore Mastery (Ex)

Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.


Cosmic Descryer powers:
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Superior Planar Summoning (Ex)

Beginning at 1st level, the cosmic descryer can increase the power of any of the following spells-elemental swarm, gate, greater planar ally, greater planar binding, summon monster IX, or summon nature's ally IX-to affect or summon outsiders of 4 Hit Dice higher than the spell's normal limit or conjure creatures with 4 Hit Dice of advancement. Every four levels thereafter, the cosmic descryer can increase the number of extra Hit Dice by 4.

Naturalization (Ex)

Starting at 2nd level, the cosmic descryer develops a natural affinity for one plane that she has visited. She chooses a plane she has visited. While on that plane, she is treated as being a native of that plane. She is immune to the natural conditions and traits of that plane unless she chooses otherwise. She may use her own alignment or the alignment of the plane (if any) for effects that target while on the plane. For example, a neutral evil cosmic descryer who chooses Arborea could have her alignment count as good and chaotic or evil for effects. She may choose which applies to her for each effect. At 7th level and every 5 levels thereafter, the cosmic descryer may choose another plane to gain these benefits on.

Enduring Gate (Su)

Starting at 3rd level, as a full-round action, the cosmic descryer can make any casting of the gate spell remain for a full day, rather than disappearing after 1 round per caster level. Every three levels thereafter, the cosmic descryer can increase the duration of gate by one additional day.

Cosmic Connection (Su)

At 4th level, the cosmic descryer may join with the massive energy of the multiverse once per day, plus one additional time per day every five levels thereafter. The cosmic descryer can remain connected for a number of minutes equal to his or her class level. While connected, the character is immune to critical hits, is a native on any plane he or she visits, and can use dimension door at will as a 20th-level caster. The cosmic descryer can draw off excess energy from the multiverse itself to increase his or her effective caster level or enhance any attack roll, saving throw, skill check, or ability check. Drawing off excess energy from the multiverse is dangerous, and it deals the cosmic descryer 10 points of damage for each +1 bonus applied to a single roll or +1 caster level on a single spell.


Gear:
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Forewarned

This quarterstaff is ivory white and looks slender, delicate and well made. One end tapers to ribbed tips and the other to a feathery end that vaguely resembles a mace. It is said this weapon is a paradox, taken from a time that no longer exists or ever existed. It is said to have knowledge of what could have been and what may come to be. It is said that it is the key to all the knowledge of Celestia and perhaps even the glorious realm of Chronias.

Forewarned functions as a quarterstaff+7. It grants Erathaol guidance to what is about to happen, granting him a +7 insight bonus to armor class and reflex saves. It has the ability to cast spells as a staff of divination and a staff of planar might. All spells cast this way are treated as quickened (even if the spell would normally have a casting time too long for quickening) and extended. Forewarned has unlimited charges.

Chronos Sapientia

Erathaol favors rich blue and purple robes, inlaid with arcane runes stitched with silver thread and sewn with pearls. These robes are a creation of his own, made through seven centuries of devoted spellcasting and invocations.

Chronos Sapientia grants a +14 armor bonus to armor class. It allows Erathaol to take a normal round's actions during a surprise round instead of only a standard action. This ability extends to any allies within 70ft of Erathaol that are also acting in the surprise round. Chronos Sapientia grants full immunity to any spell that would slow or stop Erathaol, such as slow, temporal stasis or time stop. Any time stop or similar effect cast within Erathaol's presence may be negated or Erathaol may choose to act normally during the effect. If he chooses to act normally, the two are able to fully affect each other while the time stop is active.

Contingency

Erathaol always has a special contingency active. It triggers when he is reduced to 25% or fewer hit points. Erathaol is targeted with a heal spell, except that it restores 700 hit points. He is targeted by a focused superb dispelling, except that it only affects spells of Erathaol's choice. Finally, 7 maximized and empowered summon monster 9 spells are immediately cast. Treat these as being cast by Erathaol. He may choose the creatures summoned and they act immediately.


Custom Material:
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Epic Master of Knowledge [Epic]
Prerequisite: Master of Knowledge, int 23
Benefit: You gain a +4 bonus to all knowledge checks. This stacks with the bonus from master of knowledge, skill focus and other such bonuses.

DIVINE PRECOGNITION
Prerequisites: Divine Rank 6, Supreme Initiative, Time Domain
Benefit: The deity is able to see into the immediate future, allowing them to react before a deed is committed. The deity is allowed a surprise round before any normal combat begins. The deity cannot be surprised and may act in a surprise round. In a battle where more than one deity has this ability, they all act in the surprise round.

DIVINE SUMMONER
Prerequisites: Able to cast summon monster 9 or summon nature's ally 9, Augment Summonings
Benefit: The creatures the deity summons with spells and spell-like abilities are empowered above normal creatures. They gain a sacred (if the deity is good or neutral) or profane (if the deity is evil) bonus to strength and constitution equal to the deity's divine rank. The deity may summon creatures as a standard action instead of a full round or one round action.


Sample Summon: [spoiler]

Note that Erathaol usually summons 7 of these (maximized empowered summon monsters) per spell. All the boosts from Erathaol are factored in.

Erathaol summon 1: 46 HD T-Rexes

Size/Type: Huge Animal
Hit Dice: 46d8+506+46+276 (1035 hp)
Initiative: +1
Speed: 40ft
Armor Class: 14 (-2 size, +1 dex, +5 natural)
Base Attack/CMB/CMD: +34/+57/68
Attack: Bite+53 (3d6+31)
Full Attack: Bite+53/+48/+43/+38 (3d6+31)
Space/Reach: 15ft/15ft
Special Attacks: Improved grab, swallow whole.
Special Qualities: Low-light vision, scent.
Saves: Fort +31, Ref +21, Will +16
Abilities: Str 53, Dex 12, Con 33, Int 2, Wis 15, Cha 10
Skills: Spot+51, Survival+51
Feats: Run(1), Toughness(3), Improved Natural Attack(Bite)(6), Track(9), Power Attack(12), Rapidstrike(15), Improved Rapidstrike(18), Improved Bull Rush(21), Awesome Blow(24)
Epic Feats: Great Ability(Strength)(27), Epic Toughness(30), Great Ability(Strength)(33), Epic Toughness(36), Pulverize(39), Great Ability(Strength)(42), Epic Toughness(45)
Alignment: Lawful Good
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 02:53:15 AM
The only change from canon is that Pistis Sophia also represents the power of the mind and psionics. Self perfection leads to that path; in spite of that, she is one of the few powers in Creation that deal with psionics at all. She mostly stands on her own merits and is self-sufficient.

Oh, it's worth noting that the various divine rules changes I mentioned in B1 prep aren't in use here. I used the stock template rather than bolting on half finished houserules. It shouldn't be hard to go back and change this if I ever need to.

One could make some cutting remarks that the one woman in the Hebdomad is barely a woman and is completely sexless and chaste. I'm not the type to, though if I had to do it I'd design at least one full woman in the Hebdomad.


Pistis Sophia
The Ascetic, Lady of Unhidden Truths
Fourth of the Hebdomad
Symbol: A white field banner
Home Plane: Solania, 4th layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Ascetism, purity, truth, psionics
Worshipers: Monks, truthseekers, psionic-users
Cleric Alignments: LG, NG
Domains: Celestial, Chastity, Good, Law, Meditation, Mind, Truth
Favored Weapon: Unarmed Strike

Throne Archon 56//Monk 56

Size/Type: Large Outsider (Archon, Good, Lawful, Psionic)
Divine Rank: 14
Hit Dice: 56d8+1120 (1568 hp)
Initiative: +32
Speed: 260ft, fly 420ft (perfect)
Armor Class: 109 (-1 size, +18 dex, +14 divine, +29 natural, +17 deflection, +20 wis, +11 monk, +1 dodge)
Base Attack/CMB/CMD: +56/+72/162
Attack: Unarmed Strike+100 (8d12+30 plus 2d6 axiomatic plus 4d6 holy plus ravage (DC 58, 1d6/2d6 dex) 18-20 x2)
Full Attack: Unarmed Strike+100/+100/+100/+100/+95/+90/+85 (8d12+30 plus 2d6 axiomatic plus 4d6 holy plus ravage (DC 58, 1d6/2d6 dex) 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Psionics, spell-like abilities, penitentiary gaze, ki strike(epic, lawful, adamantine), stunning fist 56/day(DC 80, +2 DC and staggered +1 round vs evil), divine blast 20/day (31d12), smite evil 14/day.
Special Qualities: Damage reduction 45/anarchic, epic, evil, slashing and silver, spell resistance 71, immunity to acid, cold, electricity, fire, petrification and sonic, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, divine traits, improved evasion, slow fall(any), purity of body, wholeness of body(112 hp), diamond body, abundant step, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body.
Saves: Fort +75, Ref +74, Will +75 (+4 racial vs poison, +2 vs enchantment)
Abilities: Str 40, Dex 46, Con 51, Int 52, Wis 50, Cha 45
Skills: Autohypnosis+93, Balance+91, Climb+88, Concentration+93, Diplomacy+96, Escape Artist+91, Gather Information+94, Handle Animal+90, Heal+93, Hide+91, Intimidate+94, Jump+180, Knowledge(All)+94, Listen+93, Move Silently+91, Psicraft+94, Ride+91, Search+94, Sense Motive+121, Spot+93, Survival+93, Swim+88, Tumble+91
Feats: Words of Creation(B), Combat Reflexes(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Ability Focus(Stunning Fist)(3), Touch of Golden Ice(6), Improved Disarm(M6), Improved Natural Attack(9), Sanctify Ki Strike(12), Fist of the Heavens(15), Holy Ki Strike(18), Intuitive Attack(24), Jaela's Gambit(27), Psionic Fist(36), Greater Psionic Fist(39)
Epic Feats: Exceptional Deflection(B), Infinite Deflection(B), Keen Strike(B), Reflect Arrows(B), Righteous Strike(B), Epic Manifesting(21), Improved Stunning Fist(M23), Blinding Speed(M26), Improved Stunning Fist(M29), Improved Intuitive Attack(30), Improved Stunning Fist(M32), Epic Ability Focus(Stunning Fist)(33), Improved Stunning Fist(M35), Improved Stunning Fist(M38), Improved Stunning Fist(M41), Epic Disarm(42), Energy Resistance(Fire)(M44), Psionic Crush(45), Energy Resistance(Electricity)(M47), Multiaction(48), Energy Resistance(Sonic)(M50), Holy Strike(51), Improved Stunning Fist(M53), Epic Reputation(54), Improved Stunning Fist(M56)
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Battlefield Decimation Strike, Clearsight, Divine Blast, Divine Blessing(Intelligence), Divine Blessing(Wisdom), Divine Celerity, Divine Monk, Divine Shield, Extra Domain(Celestial), Extra Domain(Meditation), Extra Energy Immunity(Electricity), Extra Energy Immunity(Fire), Extra Energy Immunity(Sonic), Increased Damage Reduction, Mass Divine Blast, Power of Truth, Strike of Humility, Sunder and Disjoin
Alignment: Axiomatic Exalted

Racial powers:
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Pistis Sophia manifests as a 56th level psion. She has access to the psychometabolism and telepathy disciplines. 

Power points: 2749

[1 pp]1: Call to Mind, Force ScreenA, Inertial ArmorA, Offensive PrecognitionA, Offensive PrescienceA, VigorA
[3 pp]2: Constrictor's Touch, Empathic TransferA, Swarm of CrystalsA, Zone of AlertnessA
[5 pp]3: Heavy EarthA, Hostile Empathic TransferA, TouchsightA
[7 pp]4: Empathic FeedbackA, Psionic Freedom of Movement, Telekinetic ManeuverA, Trace TeleportA
[9 pp]5: Celestial ConduitA, Crystal Body, Ectoplasmic Shambler, Mind Probe
[11 pp]6: Psionic DisintegrateA, Psionic Restoration, PsychometryA
[13 pp]7: Divert Teleport, Energy WaveA, Psionic Moment of Prescience
[15 pp]8: Psionic Mind Blank, Matter Manipulation, True Metabolism
[17 pp]9: Affinity Field, Psionic Etherealness, Psionic HealA, Timeless Body 2
[21 pp]10: 3
[24 pp]11: 3
[27 pp]12: 3
[30 pp]13: 3
[33 pp]14: 3
[36 pp]15: 3
[39 pp]16: 3
[42 pp]17: 3
[45 pp]18: 3
[48 pp]19: 3
[51 pp]20: 3
[54 pp]21: 3

Penitentiary Gaze (Su)

Any nonlawful good creature within 30 feet of Pistis Sophia that meets her eyes must succeed on a Will saving throw (DC 55) or temporarily fall under her influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack Pistis Sophia) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Pistis Sophia can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral: The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral: Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 30 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 60 points of damage.

Aura of Menace (Su)

DC 62 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Pistis Sophia's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Pistis Sophia may call up to 56 hit dice of archons or lawful good angels three times per day. Alternately, she can call the same another three times per day. Finally, once per day, she may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Pistis Sophia.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil. At will-aid, antimagic field, astral projection, blessed sight, blade barrier, brain spider, break enchantment, call faithful servants, calm emotions, comprehend languages, consecrate, detect thoughts, dictum, discern lies, dispel evil, dispel evil, find the path, force shapechange, gate, greater plane shift, greater teleport, heavenly lightning, heavenly lightning storm, hold monster, holy aura, holy smite, holy word, illusion purge, interposing hand, lesser planar ally, lesser restoration, lesser telepathic bond, locate object, magic circle against chaos, magic circle against evil, magic vestment, mass true seeing, mind blank, order's wrath, owl's wisdom, probe thoughts, protection from chaos, protection from evil, repulsion, see invisibility, shield of faith, shield of law, spell immunity, spell resistance, summon monster 9 (lawful good only), telepathic bond, tongues, true seeing, vision, vision of heaven, weird, zone of truth. Caster level 56th, caster level 57th for good or lawful spells. The save DCs are 51 + spell level.

Alter Reality (Su)

Pistis Sophia 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. Pistis Sophia can use wish when doing so can help her promote truth, revelations, purity and the glory of Mount Celestia. Note that in the situation where Pistis Sophia and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:
Celestial: Smite evil 1/day, +4 to hit and +28 to damage.
Chastity: 14/day dispel a single spell on you as if by dispel magic with a +56 modifier.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Meditation: 14/day add empower to a spell for free.
Mind: +2 bluff, diplo and sense motive checks.
Truth: +1 divinations caster level, +26 bonus to sense motive.

Divine Aura (Ex)

The save DC against Pistis Sophia's divine aura is 41 and the radius is 14000ft.

Immunities: Pistis Sophia is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Pistis Sophia is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

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

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

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

Create Items: Pistis Sophia can create any wondrous item with power related truth or purity; the maximum is 200,000 gold.

Portfolio Sense: Pistis Sophia is aware of any act of ascetism, truth, purity or of the power of the mind.


Monk powers:

Gear:
Spoiler: ShowHide


Pistis Sophia wears nothing and carries no gear with her. Her unarmed strikes are treated as having a +10 enhancement bonus due to her Divine Monk salient divine ability.


Custom Material: [spoiler]
Ascetic's Awakening
Psychometabolism [Good]
Level: ?
Display: Mental, Visual
Manifesting Time: 1 round
Range: Touch
Target: Non-evil mortal touched
Duration: 1 min/level
Power Points: TBD

You evoke a direct connection to the foggy hills of Solania and expose the target to the glory of Pistis Sophia. This causes the target to undergo an immediate metamorphosis. The target's skin becomes sky blue as they become vaguely feminine in features. They are possessed by a powerful calm and appear completely serene. The target is immune to effects that would induce negative emotions within her, such as fear, rage, crushing despair or similar effects. In addition to this, Ascetic's Awakening grants the following benefits to the target.

- +4 insight bonus to all ability scores.
- A +7 insight bonus to armor class.
- True seeing, as per psionic true seeing.
- The target gains the following powers as psi-like abilities with a manifester level equal to his hit dice: Constrictor's Touch, Empathic Transfer, Celestial Conduit, Psionic Heal and Timeless Body. Each ability may only be used once for the duration of this power.

This power is taxing on the target. They are exhausted once the duration expires.

For the sake of this ability, a mortal is any creature that is not an outsider, undead, elemental, construct or fey.

Mistdawn Crystal
Metacreativity (Creation)
Level: ?
Display: Auditory, Material and Visual
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Crystal shard
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: No
Power Points: TBD

When you manifest this power, a sleek and sharp crystal shard appears in your hand. It appears to be a misty white with rays of yellow sunshine peeking through. You throw it at a target in range, this requires a ranged touch attack roll. A creature struck by the Mistdawn Crystal takes xd6+x points of piercing damage. The creature struck must make a Will save. Failure results in them finding themselves in a misty mountain valley. They may wander as they please, but are unable to escape the valley by any means. In truth the creature is trapped in a mental prison and is treated as blinded. While the creature's vision is fooled, their other senses are unaffected. This blindness is not normal blindness but a form of mental delusion and is thus not subject to cure blindness/deafness or similar cures. A creature so afflicted is permanently blinded unless they receive the benefits of a wish, miracle or reality revision spell or power.

Augment

For every additional power point you spend, this power's damage increases by 1d6+1.
For every 2 additional power points you spend, this power's save DC increases by 1.

Psionic Heal
Psychometabolism (Healing)
Level: Egoist 9
Display: Material
Manifesting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance Yes (harmless)
Power Points: 17

Psionic Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 170 hit points.

Psionic Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

Augment

For each additional power point you spend, the hit points recovered by this spell increase by 10.

Improved Intuitive Attack [Epic, Exalted]
Prerequisite: Intuitive Attack, wis 19
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on weapon damage rolls.

Psionic Crush [Epic, Psionic]
Prerequisite: Greater Psionic Fist, str 21, base attack bonus+21
Benefit: When you use your psionic fist feat, you also deal damage to the target's power point reserve. They take damage to their power point reserve equal to the damage the attack dealt. For example, an attack that deals 50 points of damage also deals 50 points of power point damage.

BATTLEFIELD DECIMATION STRIKE
Prerequisite: Divine Celerity, Divine Monk
Benefit: As a standard action, the deity may make a single melee attack against all creatures within its movement range. The deity does not provoke attacks of opportunity to do so, nor does the deity seem to move. This is resolved as one attack, hitting and missing different creatures as normal. The deity may exclude creatures as she sees fit.

STRIKE OF HUMILITY
Prerequisite: Sunder and Disjoin, Divine Monk, Truth Domain
Benefit: Pistis Sophia is capable of destroying the symbols of greed and insecurity she rejects. As a standard action, Pistis Sophia may make a single melee attack against a target. If this attack successfully deals damage, the target must make a Fortitude save (DC 10 + 1/2 hit dice + Wis modifier + divine rank; DC 71). If the Fortitude save is failed, all equipment, magical items, clothing and gear on or being used by the target are treated as being disintegrated. Any illusory effects on the target are dispelled and the target is forced into its natural form if it is not already in it. Artifacts are not subject to being destroyed by Strike of Humility. Pistis Sophia must succeed on an opposed rank check to affect another deity with this ability. A Strike of Humility may also be a Stunning Fist attempt. Resolve the Strike of Humility and any destroyed equipment before the Stunning Fist attempt.
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 02:59:26 AM
Raziel is a fiery crusader and also a patron of healing. I like that the Hebdomad's grand crusader also sees to the injured and maimed after the crusades. This addition to his flavor is based on the BoED mentioning him seeing to hospitals within Mertion.

Raziel
The Firestar, Great Father of Crusades
Fifth of the Hebdomad
Symbol: A field of fire with a horizontal longsword in the middle
Home Plane: Mertion, 5th layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Holy war, crusades, restoration of warriors, purification through fire
Worshipers: Paladins, fists of Raziel, good-aligned warriors, healers
Cleric Alignments: LG, NG
Domains: Courage, Fire, Good, Healing, Law, Protection, War, Zeal
Favored Weapon: Holy Crusader (Longsword)

Solar 58//Paladin 58

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 14
Hit Dice: 58d10+1276 (1856 hp)
Initiative: +29
Speed: 80ft, fly 240ft (perfect)
Armor Class: 125 (-1 size, +15 dex, +14 divine, +31 natural, +21 deflection, +19 armor, +16 shield)
Base Attack/CMB/CMD: +58/+80/140
Attack: Holy Crusader+107 (2d6+57 plus 2d6 holy plus 2d6 axiomatic plus 3d6 holy and 1 negative level (9d6 and 3 negative levels on crit) plus 3d6 axiomatic and 1 negative level (9d6 and 3 negative levels on crit) plus 2d6 bleed plus 4d6 on crit plus cower on crit(DC 60 Will) plus 1d4+1 str damage on crit(DC 60 Fort) 17-20 x3)
Full Attack: Holy Crusader+107/+102/+97/+92 (2d6+57 plus 2d6 holy plus 2d6 axiomatic plus 3d6 holy and 1 negative level (9d6 and 3 negative levels on crit) plus 3d6 axiomatic and 1 negative level (9d6 and 3 negative levels on crit) plus 2d6 bleed plus 4d6 on crit plus cower on crit(DC 60 Will) plus 1d4+1 str damage on crit(DC 60 Fort) 17-20 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, smite evil/chaos 18/day, turn undead 28/day (28d6 plus 3d6, DC 58), divine blast 24/day (35d12).
Special Qualities: Damage reduction 40/anarchic, epic, evil and silver, spell resistance 73, immunity to acid, cold, electricity, fire and petrification, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, low-light vision, regeneration 114, divine traits, detect evil, divine grace, lay on hands(1218 hp), aura of courage, divine health, special mount, remove disease 18/week, firesense 140ft.
Saves: Fort +102, Ref +95, Will +99 (+4 racial vs poison)
Abilities: Str 52, Dex 41, Con 54, Int 48, Wis 48, Cha 52 
Skills: Appraise+94, Balance+90, Concentration+97, Diplomacy+100, Escape Artist+90, Handle Animal+96, Heal+94, Intimidate+100, Knowledge(All)+94, Listen+94, Perform(Oratory)+100, Perform(Song)+100, Profession(Healer)+94, Profession(General)+94, Ride+90, Search+94, Sense Motive+94, Spellcraft+94, Spot+94, Survival+94, Use Magic Device+96
Feats: Weapon Focus(Longsword)(B), Words of Creation(B), Axiomatic Smite(1), Power Attack(3), Battle Blessing(6), Resounding Blow(9), Quell the Profane(12), Divine Might(15), Divine Shield(18), Awesome Smite(24), Divine Defiance(27), Improved Critical(Longsword)(30), Combat Reflexes(33), Extra Turning(36), Purify Spell(39), Consecrate Spell(42), Holy Warrior(45), Imbued Healing(48), Exalted Turning(51), Empower Turning(54), Quicken Turning(57)
Epic Feats: Great Smiting(B), Improved Aura of Courage(B), Widen Aura of Courage(B), Epic Spell Capacity(21), Epic Reputation(P23), Crush Demon(P26), Holy Strike(P29), Spectral Strike(P32), Overwhelming Critical(P35), Devastating Critical(P38), Axiomatic Strike(P41), Epic Divine Might(P44), Persistent Divine Might(P47), Armor Skin(P50), Enhance Mount(P53), Planar Turning(P56)
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Automatic Metamagic(Purify Spell), Battlesense, Divine Armor Mastery, Divine Blast, Divine Fire Mastery, Divine Paladin, Elemental Might(Fire), Divine Shield, Extra Domain(Courage), Extra Domain(Healing), Extra Domain(War), Extra Energy Immunity(Electricity), Gift of Life, Lay Quest, Mass Divine Blast, Sunder and Disjoin, Wound Enemy
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Raziel casts as a 58th level cleric with access to the Courage, Fire, Good, Healing, Law, Protection, War and Zeal domains.

Regeneration (Ex)

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

Aura of Menace (Su)

DC 67 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Raziel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Raziel may call up to 58 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Raziel.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect evil, true seeing. At will-aid, antimagic field, blade barrier, bless, burning hands, calm emotions, cloak of bravery, commune, consecrate, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dictum, dismissal, dispel chaos, dispel evil, divine power, elemental swarm(fire only), fire seeds, fire shield, fire storm, flame strike, foresight, greater cloak of bravery, greater dispel magic, greater heroism, heal, helping hand, heroes feast, heroism, hold monster, holy aura, holy smite, holy word, incendiary storm, lion's roar, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, miracle, order's wrath, power word blind, power word stun, prismatic sphere, produce flame, protection from chaos, protection from energy, protection from evil, regenerate, remove fear, repulsion, resist energy, sanctuary, shield of law, shield other, spell immunity, spell resistance, spiritual weapon, summon monster 9(lawful good only), valiant fury, wall of fire. Caster level 58th, caster level 59th for good, healing or lawful spells. The save DCs are 55 + spell level.

Alter Reality (Su)

Raziel 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 manifests in a number of ways. Raziel can use wish when doing so can help him promote crusades, holy war and the glory of Mount Celestia. Note that in the situation where Raziel and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:

Courage: +4 morale vs fear aura for allies. (Obsolete with aura of courage)
Fire: Turn water creatures 24/day.
Good: +1 caster level to good spells.
Healing: +1 caster level to healing spells.
Law: +1 caster level to lawful spells.
Protection: 14/day, touch and grant +29 resistance bonus to next save.
War: Free weapon focus(longsword).
Zeal: Take 20 14/day without increasing time needed.

Divine Aura (Ex)

The save DC against Raziel's divine aura is 45 and the radius is 14000ft.

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

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

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

Communication: Raziel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within fourteen miles of himself.

Remote Communication: As a standard action, Raziel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as her the voice of a figure that inspires courage in the creature. In this case, anyone within earshot of the sound can hear it.

Create Items: Raziel can create any wondrous item with power related crusades, war or healing; the maximum is 200,000 gold.

Portfolio Sense: Raziel is aware of any act of holy war, protection or fiery purification.


Paladin powers:
Spoiler: ShowHide


Raziel casts as a 58th level paladin with access to the Courage, Fire, Good, Healing, Law, Protection, War and Zeal domains.

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 x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

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

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

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

Turn Undead (Su)

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

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove Disease (Sp)

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


Gear:
Spoiler: ShowHide


Holy Crusader

This cold iron longsword is said to be forged from iron harvested from souls liberated from Dispater's Iron Tower, quenched in the headwaters of the River Oceanus and left to lie in the light of Chronias for seven centuries. More knowledgeable sources know that this is a subtle lie put forth by Cyric. Higher ranking archons go to considerable lengths to discredit this lie whenever they find it. Moreover, servants of Dispater treat it with scorn and seek to correct this falsehood - as well as the servants of Bane, for reasons that are unclear but likely tie into the shared disdain the two deities hold for one another. The reasons behind this lie are unknown and Cyric has done nothing to acknowledge it.

The truth is that Holy Crusader is one of two twin blades. At the dawn of time, Tyr and Raziel sought weapons suitable for the first paladins - themselves. It is said that the two journeyed far and wide, seeking the holiest of holy places. In time they saw much and found many sacred swords, but none were right. No sword seemed worthy or right in their hands. Raziel grew wrathful as the search continued, yet Tyr stayed calm. The Maimed God instead sat down and focused his mind. Softly he called for Raziel to join his will with Tyr's own. Together they focused their sacred vows into material form. From this two blades were created, Justicar and Holy Crusader. Justicar is a sword of justice, dedicated to upholding all that is right in Creation. Tyr claimed this blade for his own. Holy Crusader is a sword of crusades, the summation of the Holy Mountain's will to defeat the hordes of evil. Raziel claimed this blade for his own and it has been at his side ever since.

It is known that holy avengers and holy devastators are patterned on the two blades. Indeed, it is said that both swords can give birth to these weapons, though the details of this are unclear and likely tied to the powers of the two deities.

Holy Crusader is a cold iron longsword+14, holy power and axiomatic power. It grants spell resistance 70 and damage reduction 21/epic and evil to all allies within 70ft. As a free action once per round, Raziel may use it to cast greater dispel magic with a +58 check modifier. At Raziel's option, any time a spell with the evil descriptor is dispelled by Holy Crusader, the creature the spell was cast on is consumed by holy flames. These flames deal 1d6 points of damage per level of the spell dispelled. Spells not cast on creatures do not trigger this ability.

Majesty

Raziel wears a majestic mithral breastplate into battle. It is red with a black stripe down the center and carved with tiny reliefs of angels. This armor's originates from the forges of Jovar and was forged by a legendary celestial. Accounts differ on which celestial gave form to this armor. The most commonly mentioned are Sealtiel, Eblis and Torm are all suggested. Strangely enough, Lliira's name occurs as well. Why isn't clear, as she has no ties to Mount Celestia nor any reason to create such an artifact. In reality, no one angel created Majesty. In fact, no angel had a role in forging it.

In truth, righteous paladins and heroes are known to come visit the Firestar for council. When each paladin first met Raziel, he would take them to an unremarkable lump of mithral. He would invite them each to strike it with a forge hammer and anoint with with holy waters from the healing springs of Mertion, all while telling of their heroic deeds and what they sought wisdom for. After 77,777 years and the stories of 77,777 paladins had been told Raziel took the beaten lump to his chest. It spread out over his body, forging itself into Majesty. It is armor tempered in the hard won wisdom and glories of legendary paladins.

Majesty is a mithral breastplate+14. The stories that forged the armor created an absolute belief within it that Good would never falter and always triumph. Attacks, spells and abilities that count as evil, have the evil descriptor or are otherwise powers of darkness only have half potency against Raziel. He only takes half damage, the duration of negative effects is halved, penalties are halved and so on. The blessings of healing water and the promises of redemption told in the stories empower the armor further, tripling Raziel's rate of regeneration while worn.

Raziel's Shield

This nameless shield is enchanted with potent protective magics. It seemingly has no story to it beyond simply being Raziel's shield. If this is a story of its own or if there is a story to it is not known. In any case, it functions as a heavy steel shield+14.


Custom Material: [spoiler]

Axiomatic Strike [Axiomatic, Epic]
Prerequisite: Axiomatic Strike, cha 25
Benefit: Any weapon you wield is treated as an axiomatic weapon (is lawfully-aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability stacks with similar abilities.

Epic Divine Might [Divine, Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, you deal twice your charisma modifier as bonus damage.

Persistent Divine Might [Divine, Epic]
Prerequisite: Divine Might, cha 21
Benefit: When you use Divine Might, it lasts for a number of rounds equal to your charisma modifier.

Enhance Mount [Epic]
Prerequisite: Special Mount
Benefit: Your special mount gains a +2 bonus to strength and constitution, as well as a +1 bonus to attack rolls and armor class.
Special: You may select this feat more than once. Its effects stack.
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 03:02:50 AM
If you want basic information on the Red Knight, go read her Faiths and Pantheons writeup. Better yet, dig up the 2nd edition's Powers and Pantheons. The writeup in there is an expanded version of the 3rd edition writeup. I'll be touching on a few more points of interest for her.

Demons

Yes, demons hate everyone and everything. They have an infinite capacity to hate, loathe and despise. Yet when the Red Knight comes up, they seem to find new and exceedingly vitriolic ways to hate. Demons consider the Red Knight to be nothing more than a whorish devil, an erinyes playing at being a warrior. The constant plans, strategies and tactics are indistinguishable from diabolic tactics in the Blood War to the typical demon. Her early crusade against Balum cemented this opinion and it has not changed in the eons since then. The Red Knight cares little for their hate, instead aiding those who use sound tactics and strategy against demons.

She has particular strife with Fraz Urb'Luu, Demon Prince of Deception. The cause for this hatred is unclear, but it is generally accepted that the Red Knight initiated hostilities. She has been silent on the cause of it, as have the auguries and divinations. Fraz Urb'Luu's skill at deception and lies is not automatically opposed to the Red Knight; in fact, lies and deceptions are a part of skilled warfare. As such, some greater plan is assumed by the sages. Perhaps the defeat of Fraz Urb'Luu will grant the Red Knight greater dominion on this aspect of warfare.

Devils

It's inconceivable for a devil to pay homage to any force beyond the Lords of the Nine or the Peerages of Hell. Devils are wholly consumed with the perfect iron order of Baator. In spite of this, many older and wiser devils deeply respect the Red Knight. As the goddess of planning and tactics, she represents the essence of Baator's warplans against the Abyss. Her defeat of the Demon Lord Balum is worthy of praise, moreso as several devils participated in the Red Knight's crusade. These devils did nothing but laud the Red Knight's skills during debriefing, something that did not go unnoticed by Hell's hierarchy. While many view her as ethically soft and misguided, none disrespect her skills.

It's worth noting that the Dark Eight have several schemes to both draw the Red Knight to lawful evil and have her supplant Tempus as the God of Warfare. Such would be a tremendous boon to Baator and a cosmic approval of their tactics over the hordes of the Abyss. The Red Knight is naturally aware of these plans and quietly foils them. While the Red Knight appreciates many of the diabolical plans and battles of the Blood War, she has no interest in serving Baator. She finds the efforts of the Dark Eight offensive - and has once made her displeasure known to a previous Zapan, who did not survive his chastisement. That the Red Knight slew this Zapan is not known to the Dark Eight, and thus their schemes continue.

It is said that Asmodeus and the Red Knight are both aware, and aware that they are aware, and making contingency plans about the other being aware that they are aware...and so forth and so on. Asmodeus would indeed like to make her bend the knee to him, but is content to leave her unchallenged. In the event Tempus is ever destroyed or dethroned, the Red Knight taking over would be to order's advantage, even if she makes no further move towards Baator. In truth, both are aware of each other's plans for each other and make countermeasures accordingly. Though neither would easily admit it, they find it an enjoyable past time. In the rare cases that a devil comes to venerate the Red Knight, the two engage in a grand game of chess with the offending devil as the prize.

Gond

Gond is no warrior, but the Red Knight cultivates a warm relationship with him. After all, what strategist does not dream of a new weapon to decimate their foes? She seeks to harvest the stable creations of the Wonderbringer and apply them to practical warfare. Likewise, Gond sees this as a chance for practical field testing for many of his inventions. As such, they get along well - with the one proviso that the Red Knight does not spread the means of creating his new works without his permission.

Sune

Tempus finds Sune to be a flighty and unworthy foe, even if what she represents is at odds with war. It can be safely said that the Red Knight agrees with this. While her heart is not made of stone and lead, she is strident in her disdain of Sune. This exceeds the quiet disregard that Tempus holds for Sune and is an active dislike. She has spoken out against Lady Firehair on more than one occasion, cold, calm and venomous in her words. In return, Sune freely implies and states that the Red Knight is a frigid woman who has filled her heart with steely armor, and hates her because she is afraid of her own beauty and femininity.

There is a grain of truth to Sune's accusations. In many cultures women do not serve as warriors, but instead only chase past-times that Sune would approve of. The Red Knight has seen many promising warriors, generals and commanders lost due to never having a chance to realize their talent. This cements the Lady of Strategy's disdain for Sune, as often the stereotypical female role robs warfare of capable generals. But the large majority of her disdain does come from simply representing incompatible ideals - that and the fact the Red Knight is not willing to ignore her like Tempus.

Waukeen

The Golden Lady and the Red Knight are strange friends on first glance. War disrupts commerce; dead customers can buy nothing more. In spite of this, both have learned to appreciate how they compliment each other. War is good for business and can clear away stagnant economic conditions, serving as a panacea and setting up periods of prosperity in the aftermath. Likewise, an army is tied to its logistical chain, and merchants can enhance and ease logistics. Far better to be on good terms with them than have them oppose your army - even if it takes opening the purse strings. As a result, both powers have been known to work together when it is to their advantage. They often disagree and have mismatching temperaments, but they endure and have formed a genuine friendship.

The Red Knight
The Lady of Strategy, the Grandmaster of the Lanceboard
Demigoddess
Symbol: Red knight chess piece with stars for eyes
Home Plane: Warrior's Rest
Alignment: Lawful Neutral
Portfolio: Strategy, planning, tactics
Worshipers: Fighters, gamesters, monks, strategists, tacticians
Cleric Alignments: LE, LG, LN
Domains: Competition, Law, Nobility, Planning, War
Favored Weapon: Checkmate (Longsword)

Marshal 37//Fighter 10/Tactical Soldier 27

Size/Type: Medium Outsider (Lawful)
Divine Rank: 4
Hit Dice: 35d10+555 (925 hp)
Initiative: +26
Speed: 60ft, fly 200ft (perfect)
Armor Class: 89 (+10 dex, +4 divine, +19 natural, +11 deflection, +12 insight, +14 armor, +9 shield)
Base Attack/CMB/CMD: +37/+60/116
Attack: Checkmate+74 (1d8+34 plus 4d6 on crit 17-20 x3)
Full Attack: Checkmate+74/+69/+64/+59 (1d8+34 plus 4d6 on crit 17-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, offensive strike, unbalancing blow, reciprocal strike.
Special Qualities: Damage reduction 20/bludgeoning, epic and silver, immunity to fire and sonic, spell resistance 52, divine traits, minor auras+11, major auras+7, grant move action 9/day, evasion, battlesense, flanker, interpose, defensive shield, delayed cleave.
Saves: Fort +50, Ref +45, Will +36
Abilities: Str 36, Dex 31, Con 40, Int 35, Wis 30, Cha 32
Skills: Appraise+56, Bluff+59, Concentration+59, Craft(Armorsmithing)+56, Craft(Weaponsmithing)+56, Diplomacy+62, Gather Information+59, Handle Animal+55, Heal+54, Intimidate+59, Knowledge(Geography)+56, Knowledge(History)+56, Knowledge(Planes)+56, Knowledge(Religion)+56, Knowledge(Tactics)+68, Listen+54, Ride+54, Sense Motive+54, Spot+54, Survival+54
Feats: Extend Spell(B), Weapon Focus(Longsword)(B), Power Attack(1), Combat Reflexes(H), Cleave(F1), Skill Focus(Diplomacy)(M1), Combat Expertise(F2), Improved Combat Expertise(3), Mounted Combat(F4), Ride-By Attack(6), Spirited Charge(F6), Calvary Charger(F8), Improved Bull Rush(F10), Improved Trip(12), Improved Sunder(F12), Sidestep(TS2), Improved Disarm(15), Improved Critical(Longsword)(18), Weapon Specialization(Longsword)(21), Melee Weapon Mastery(Slashing)(24), Shield Specialization(27), Shield Ward(30)
Epic Feats: Gloom Aura(B), Lasting Aura(B), Multiaura(B), Radiant Aura(B), Widen Aura(B), Overwhelming Critical(M23), Devastating Critical(TS23), Dire Charge(M26), Legendary Rider(TS26), Epic Reputation(M29), Spellcasting Harrier(TS29), Blinding Speed(M32), Epic Disarm(TS32), Shield Barrier(33), Epic Sunder(M35), Epic Trip(TS35), Shield Evasion(36)
Salient Divine Abilities: Battlesense, Bonus Domain(Law), Bonus Domain(Nobility), Divine Armor Mastery, Divine Marshal, Divine Shield, Increased Damage Reduction, Mistress of Tactics
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-augury, blade barrier, calm emotions, clairaudience/clairvoyance, deathwatch, demand, detect scrying, dictum, discern lies, dispel chaos, divine favor, divine power, enthrall, flame strike, foresight, geas/quest, greater command, greater scrying, greater visage of the deity, heroes' feast, hold monster, magic circle against chaos, magic vestment, magic weapon, moment of prescience, order's wrath, power word blind, power word stun, prayer, protection from chaos, regenerate, remove fear, repulsion, righteous might, shield of law, spiritual weapon, status, storm of vengeance, summon monster 9 (lawful only), time stop, zeal, zealot pact. Caster level 37th. The save DCs are 35 + spell level.

Alter Reality (Su)

The Red Knight 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. The Red Knight can use limited wish when doing so can help her promote strategy, intelligent warfare and planning. Note that in the situation where the Red Knight 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:
Competition: +1 bonus to opposed rolls.
Law: +1 caster level to lawful spells.
Nobility: 4/day as a standard action, inspire allies with a +2 morale to attacks, damage, ability checks and skill checks. Lasts 11 rounds.
Planning: Extend spell as a bonus feat.
War: Weapon Focus(Longsword) as a bonus feat.

Divine Aura (Ex)

The save DC against the Red Knight's divine aura is 25 and the radius is 40ft.

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

The Red Knight does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: The Red Knight can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within seven miles of herself.

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

Create Items: The Red Knight can create any wondrous item with power related to strategy or tactics; the maximum is 4,500 gold.

Portfolio Sense: The Red Knight is aware of any act of strategy, tactics and planning that involves 1,000 or more people.


Marshal powers:
Spoiler: ShowHide


Auras (Ex)

The Red Knight has access to all Marshal auras.

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.


Tactical Soldier powers:
Spoiler: ShowHide


Flanker (Ex)

A tactical soldier can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She may designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.

Interpose (Ex)

A tactical soldier gains this ability, usable three times per day, at 3rd level. When an enemy threatens her in melee and makes a successful attack against an adjacent ally of hers, the tactical soldier may take the damage (and other effects) of the blow as if she had been hit instead.

Defensive Shield (Ex)

Starting at 4th level, whenever a tactical soldier fights defensively, she provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal —4 penalty (but her attack rolls still do).

Offensive Strike (Ex)

Starting at 5th level, in times of urgency a tactical soldier can lower all her defenses to make a very aggressive attack. When making an offensive strike, the tactical soldier gains a +4 bonus on melee attack rolls and damage rolls for 1 round. Until her next turn, however, she is wide open to physical and magical attacks. All successful attack rolls made against the tactical soldier are automatic threats, and all saving throws the tactical soldier makes against spells automatically fail.

Delayed Cleave (Ex)

Starting at 7th level, if the last creature a tactical soldier hit in melee is dropped by someone other than her, and the tactical soldier still threatens that creature's square, she may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply.

Unbalancing Blow (Ex)

Starting at 8th level, a tactical soldier can use a full-round action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square. This ability works only on creatures up to one size category larger than the tactical soldier.

Reciprocal Strike (Ex)

A 10th-level tactical soldier can make an attack of opportunity (subject to normal restrictions) against a foe that successfully attacks an ally of the soldier and deals damage. She can use this ability three times per day.


Gear:
Spoiler: ShowHide


Checkmate

Checkmate appears to be a metallic, ruby-red colored longsword of superb make and craftsmanship. It catches the light and glistens with it, and if you look long into the reflections, scenes of past battles and gambits can be seen. Checkmate was a gift from Tempus to the Red Knight and is a crystallized memento of eons of past wars. It is a longsword+6 that grants the Red Knight a +10 bonus to CMB and CMD checks.

Castling

Castling is a blood red set of full plate armor. It appears in pristine condition, no matter how many battles it sees. It is said that the Red Knight was once mortal and was promoted to divinity by Tempus. According to this legend, the Red Knight went to the fiercest war in all Creation to hone her new divine powers. She joined the Blood War on the side of law and soon led a small, pan-order crusade into the Abyss. She won many victories against overwhelming odds, eventually laying siege to the castle of Balum, Demon Lord of the Hordes. With three masterful gambits she outmaneuvered his hordes of demons, circumvented the defenses around his castle and forced him into single combat. In a tremendous battle the Red Knight laid Balum low. With a single swing of Checkmate she shattered his castle and body apart, forever slaying the demon.  In the wake of this victory, the power of order and the Red Knight transformed the shattered castle and tore it away from the Abyss. It transformed into a suit of armor and has been worn by the Red Knight since.

Castling is glassteel full plate armor+6, heavy fortification. The gauntlets of the armor are locked gauntlets, preventing the Red Knight from being disarmed. Castling imbues the Red Knight with the endurance of a fortress, granting her a +4 bonus to Constitution. Castling prevents the Red Knight from being moved (such as by a bull rush) unless she wishes to be moved.

Queen's Move

Queen's Move is a ruby red shield that the Red Knight favors. Nothing of its legend is known, and there is curiously little lore surrounding it. It bears the standard of the Red Knight and functions as a heavy steel shield+6. It grants the benefits of the Mobility feat to the Red Knight and any mount she rides, except that the dodge bonus to armor class is doubled.

As a deity, the Red Knight has access to far more treasure should she require it. She favors items that increase her already formidable armor class, attacks and combat maneuvers.


Custom Material: [spoiler]

Epic Trip [Epic]
Prerequisite: Improved Trip, str 23
Benefit: You gain a +6 bonus on the CMB check you make to trip your opponent, as well as a +6 bonus to CMD to resist being tripped. This stacks with the bonus from Improved Trip. When you deal damage to a creature you tripped with your extra attack from Improved Trip, they must make a Fortitude save (DC 10 + 1/2 hit dice + strength modifier) or be unable to move or rise from being prone for one round. They may still act otherwise.

DIVINE MARSHAL
Prerequisite: Marshal level 20th
Benefit: The deity gains Gloom Aura, Lasting Aura, Multiaura, Radiant Aura and Widen Aura as bonus feats. The deity knows all major and minor marshal auras.

MISTRESS OF TACTICS
Prerequisite: Planning and War domains, Battlesense, int 31
Benefit: The Red Knight is said to know every plan, strategy and tactic in Creation. This insight grants her full knowledge of any plans she desires to know, including those used against her. This allows her to apply her intelligence modifier as an insight bonus to attack rolls, weapon damage rolls, initiative checks, armor class and knowledge(tactics) checks. Any foe that the Red Knight attacks in melee is considered to be flanked for her attacks and the attacks of any allies she commands.
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 03:10:09 AM
Redid him for gestalt. I bumped up him a few HD to 40 and factored in some buffs to his statblock, but he's otherwise more or less the same. He'd be a decent boss fight for Alicia+Seira straight up, though homefield advantage and his tactics (see in custom material and misc) lets him swing several CR above his stats. Anyone who wants to seriously beat him has to be able to blow him away in one round or counter his tactics effectively.

Tor Salinus may be an insane genocidal dragon, but he's still a super-humanly intelligent alpha predator.


Tor Salinus, the Brine Dragon.

Sand Dragon 40//Fighter 40

Spells active: Shield, Eagle's Splendor, Bite of the Werebear, Salt Armor, Superior Resistance

Size/Type: Colossal Dragon
Hit Dice: 40d12+520+40+400 (1440+20 hp)
Initiative: +10
Speed: 30ft, burrow 20ft, fly 150ft (clumsy), salt glide 240ft
Armor Class: 72 (-8 size, +2 dex, +53 natural, +1 dodge, +4 shield, +10 armor)
Base Attack/CMB/CMD: +40/+64/77
Attack: Bite+56 (4d8+24 plus 3d6 dessication)
Full Attack:Bite+56/+51/+46 (4d8+24 plus 3d6 dessication) and 2 claws+56 (4d6+12 plus 3d6 dessication) and 2 wings+56 (2d8+12 plus 3d6 dessication) and tail slap+56 (4d6+36 plus 3d6 dessication)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, dessication, frightful presence, spell-like abilities, spells.
Special Qualities: Tremorsense 240ft, damage reduction 20/epic, immunity to cold, force, energy drain, ability damage, ability drain, salt glide 240ft, salt vision, crystal veins, regeneration 10, lifesense 300ft, master of salt, darkvision 120ft, low-light vision, spell resistance 48.
Saves: Fort +37, Ref +30, Will +30
Abilities: Str 58, Dex 15, Con 36, Int 22, Wis 22, Cha 30
Skills:   
Feats: Blind-Fight(B), Eschew Material Components(B), Clinging Breath(1), Power Attack(F1), Improved Initiative(F2), Lingering Breath(3), Combat Reflexes(F4), Multiattack(6), Improved Bull Rush(F6), Awesome Blow(F8), Improved Multiattack(9), Glide-By Attack(F10), Rapidstrike(Bite)(12), Dodge(F12), Mobility(F14), Arcane Strike(15), Spring Attack(F16), Improved Rapidstrike(Bite)(18), Bounding Assault(F18), Rapid Blitz(F20), Toughness(21), Quicken Spell(24)
Epic Feats: Superior Initiative(F22), Spellcasting Harrier(F24), Epic Toughness(F26), Automatic Metamagic(Quicken Spell)(27), Armor Skin(F28), Automatic Metamagic(Quicken Spell)(30), Epic Toughness(F30), Armor Skin(F32), Automatic Metamagic(Quicken Spell)(33), Epic Toughness(F34), Epic Reflexes(36), Armor Skin(F36), Epic Toughness(F38), Great Strength(39), Epic Toughness(F40)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


At will-choking salt, dispel water, haboob, saltstorm, superb dispelling, wall of salt. Caster level 40th. The save DCs are Charisma based.

Spells

Tor Salinus casts as a 20th level sorcerer with access to the Thirst Domain. His spells are automatically quickened.

Spells per day: 6/8/8/7/7/7/7/7/7/6

Spells known:

0: Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
1: Parching Touch, Nerveskitter, Obscuring Mist, Shield, Sunstroke, True Strike.
2: Desiccate, Eagle's Splendor, False Life, Ghoul Touch, Mirror Image, Web.
3: Tormenting Thirst, Displacement, Haste, Protection From Energy, Vampiric Touch.
4: Dispel Water, Dimensional Anchor, Enervation, Fire Shield, Greater Invisibility.
5: Blight, Cone of Cold, Feeblemind, Flesh to Salt, Mass Dessicate.
6: Symbol of Thirst, Chain Lightning, Superior Resistance, True Seeing.
7: Vitrify, Bite of the Werebear, Greater Scrying, Greater Teleport
8: Horrid Wilting, Breath Weapon Admixture, Mind Blank, Salt Armor.
9: Energy Drain, Mage's Disjunction, Time Stop, Wish.

Breath Weapon (Ex)

Billowing cone of flaying salt and negative energy, deals 26d6 dessication damage and 7 negative levels. A DC 43 Reflex save halves the damage and negative levels. The save DC is Constitution based.

Salt Glide (Ex)

Tor Salinus can glide through salt as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing Tor Salinus flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.

Salt Vision (Ex)

Tor Salinus can see through salt as if it was transparent. This includes any natural terrain within Quasi-Elemental Plane of Salt.

Crystal Veins (Ex)

A lattice of Salt's crystal veins cover Tor Salinus' body, preventing a formidable defense. First of all, the crystals shred apart any force spell or effect directed at Tor Salinus. He destroys effects such as Wall of Force or Resilient Sphere by passing through them and is not impeded, as well as being immune to all force damage.

Any creature that strikes Tor Salinus with a melee or natural weapon(But not reach weapons) suffers 5d10 damage. Non epic, non artifact weapons also take this damage, which ignores hardness, for each strike they make. In addition, the creature must make a DC 43 Reflex save. Roll 1d100 and inflict additional injury on a failed Reflex save:

1-20: Right leg severed and take 10d10 extra damage.
21-40: Left leg severed and take 10d10 extra damage.
41-60: Right arm severed and take 10d10 extra damage.
61-80: Left arm severed and take 10d10 extra damage.
81-90: Body bisected horizontally at the hips, lose both legs and suffer 20d10 extra damage.
91-100: Body rent into three or more parts, lose limbs and suffer an additional 40d10 extra damage.

Finally, the crystal veins are enchanted to absorb elemental damage directed at Tor Salinus. Any non-sonic source of elemental damage of 30 points or greater causes remnants of that energy type to dance around Tor Salinus for 10 rounds. He gains resistance 30 to that element during this time. If exposed to a different element, the previous element discharges, dealing 10d6 damage of that elemental type in a 100ft radius around Tor Salinus. Reflex DC 43 halves this damage. Tor Salinus is not effected by this discharge.

However, the crystal veins are vulnerable to sonic damage. If Tor Salinus suffers 100 points of sonic damage in a single attack, the veins shatter. The shrapnel from this deals 20d6 damage to Tor Salinus and any creature within 100ft. A reflex save DC 43 halves this damage. This shrapnel functions as normal crystal veins, cutting right through force effects and solid material, thus, cover grants no bonus against this attack.

Once broken, the crystal veins slowly heal over 10 minutes. During this time, all benefits from the crystal veins are lost.

The save DC is Constitution based.

Regeneration (Ex)

No forms of damage deal lethal damage to Tor Salinus while within Salt. When outside of Salt his regeneration is ineffective.

Lifesense (Su)

Tor Salinus notices and locates living creatures within 300 feet, just as if it possessed the blindsight ability. He also senses the strength of their life force automatically, as if he had cast deathwatch.

Master of Salt (Ex)

Long ago, Tor Salinus slaughtered and devoured the Archomental of Salt. Since then there has been no Archomental to claim Salt, only the endless rampages of Tor Salinus.  His single-minded purpose has shaped and been shaped by Salt in that time. While not a true archomental, he does gain certain benefits from his almost rulership of Salt. Tor Salinus has maximum HP per HD, is treated as having divine rank 0 for the sake of effects, gains access to the Thirst Domain's spells and can shape the salt around him freely, as if it was his divine realm. Tor Salinus does not need to eat, drink or breathe.

Desiccation (Ex)

Tor Salinus deals an extra 3d6 points of desiccation damage on each natural attack he makes.


Gear:
Spoiler: ShowHide


Tor Salinus has no need for gear against the vast majority of his foes. The rare foe who escapes and comes back for a second round, or who shows himself to be extremely dangerous before the first battle, will provoke Tor Salinus to use his three Ioun Stones.

Dusty Rose Prism: +6 insight bonus to armor class.
Pink and Pale Blue Rhomboid: +4 insight bonus to constitution and strength.
Lavender and Green Ellipsoid: Absorbs 8th level or lower magic.

Tor Salinus can safely be assumed to have access to any non-epic item and several epic items, as well as a few artifacts. If pushed that far, Tor Salinus will not hesitate to use them.


Custom Material and Misc: [spoiler]

Salt Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures up salt as hard as iron, covering your body in it. This protection grants you a +10 armor bonus to armor class.

Material Component

A handful of salt

Tactics:

Hit and run: Tor Salinus uses salt glide and salt vision to ambush enemies. Glide by, hit three times with the bite, fire a quickened breath or spell and glide away in the same turn. Survivors will likely hold and wait for the next assault. Instead, Tor Salinus will collapse the roof above them to crush them with a cave in. Any straggling survivors who won't die from suffocation and crushing trauma can be picked off at leisure. In the even this tactic fails in a non-repeatable way, Tor Salinus merely repeats the same cave in tactic. If it fails in a repeatable way, he burrows away and uses his control of Salt to have crystal veins manifest and slice up his enemies.

To beat Tor Salinus, a way to force him to battle is needed. Should a party have a way to force Tor Salinus to direct, stand up battle, he resorts to arcane strike fueled full attacks, quickened breath and Horrid Wiltings. If the enemy looks to be able to manage this, he resorts to flesh to salt, time stop, wish and similar tactics. If reduced to 1/4th of his HP or less (360 hp), Tor Salinus teleports or glides away, heals up and presses the battle on his terms. This includes dipping into his horde as well as his ioun stones. Tor Salinus can safely be assumed to have access to any non-epic item and several epic items, as well as a few artifacts. If pushed that far, Tor Salinus will not hesitate to use them.

Tor Salinus is insane and homicidal but he is not stupid. He is an alpha predator with a super human intellect and acts as such. While he has an all consuming hatred for living or undead creatures, he is capable of analyzing a situation and acting appropriately. He can and will retreat, use guerrilla tactics, fight dirty and use any advantage he can. The only thing he won't do is summon, call or use other creatures in battle. Tor Salinus fights alone.
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 03:18:30 AM
His divine tab hasn't been added, but oh well. Anyway, Ty-h'kadi is mentioned in Dragon 353 as an ally of Chan. He is the lord of the storm elementals and possessed of a fearsome rage. It often consumes him and only Chan can bring him out of it. Frenzied Berserker was a slam dunk based on that.

Most archomentals that aren't an elemental prince of Good or Evil tend to be obscure at best. Most of the elemental planes have a lot that goes on that's simply alien to anyone who isn't a native or elemental.

Speaking of elementals, I'll post primal elementals in a day or two. They need flavor since the position they hold and the reason they exist is complicated.


Ty-h'kadi
Lord of the Storms, Prince of Thunder and Lightning, Unstoppable Fury
Archomental
Symbol: A black stormcloud with lightning striking down from it
Home Plane: Stormgard, Palace of Storms
Alignment: Chaotic Neutral
Portfolio: Storms, storm elementals, fury
Worshipers: Storm elementals, lunatics, frenzied berserkers
Cleric Alignments: CE, CN, CG
Domains: Air, Chaos, Destruction, Storm, Windstorm, Wrath
Favored Weapon: Stormwrath (Falchion)

Notes: Allies are Chan. Yan-C-Bin isn't quite an enemy or an ally; it's a complicated relationship since normally someone like Ty-h'kadi would align with him. He's largely conflated with Talos and not without reason. Ty-h'kadi is a former servant - though this is largely unknown and forgotten - and damned close to being an aspect or proxy. The only reason they're kept separate is that Akadi has stopped Talos from meddling directly into Air's affairs. Talos has had enough on his plate to let it lie for a few eons. Is largely unknown out of Air and not even all of Air knows him. Most mortals who find him assume he's an aspect or name for Talos.

Storm Elemental 37//Barbarian 10/Frenzied Berserker 27

Size/Type: Gargantuan Elemental (Air, Chaotic)
Divine Rank: 2
Hit Dice: 37d12+444+37+144 (1073 hp)
Initiative: +9
Speed: 130ft, fly 320ft (perfect)
Armor Class: 53 (-4 size, +7 dex, +21 natural, +2 divine, +7 deflection, +10 armor)
Base Attack/CMB/CMD: +38/+59/77
Attack: Stormwrath+62 (4d6+46 plus 3d6 electricity (6d6 on crit) 15-20 x2)
Full Attack: Stormwrath+62/+57/+52/+47 (4d6+46 plus 3d6 electricity (6d6 on crit) 15-20 x2) or rage and frenzy Stormwrath+72/+72/+67/+62/+57 (4d6+66 plus 3d6 electricity (6d6 on crit) 15-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Shock, thunder and lightning, rage 3/day, frenzy 13/day, inspire frenzy 11/day,
Special Qualities: Elemental traits, air mastery, damage reduction 20/-, darkvision 120ft, electricity and sonic healing, spell resistance 72, divine traits, improved uncanny dodge, trap sense+2, fearsome gaze, supreme cleave, deathless frenzy, improved power attack, greater frenzy, tireless frenzy, supreme power attack, airsense 20ft.
Saves: Fort +35, Ref +22, Will +21
Abilities: Str 50, Dex 25, Con 34, Int 22, Wis 23, Cha 24
Skills: Balance+47, Craft(Storms)+46, Hide+35, Intimidate+64, Knowledge(Arcana)+46, Knowledge(Local: Air)+46, Knowledge(Nature)+46, Knowledge(Planes)+46, Listen+46, Move Silently+47, Spot+46, Survival+46
Feats: Power Attack(1), Cleave(3), Destructive Rage(6), Intimidating Rage(9), Diehard(FB1), Great Cleave(12), Combat Reflexes(15), Toughness(18), Reckless Rage(21)
Epic Feats: Mighty Frenzy(FB13), Great Strength(24), Deathless Body(FB16), Great Strength(27), Damage Reduction(FB19), Spellcasting Harrier(30), Epic Toughness(FB22), Pulverize(33), Terrifying Rage(FB25), Epic Toughness(36)
Salient Divine Abilities: Divine Air Mastery, Elemental Might(Air), Extra Domain(Air), Extra Domain(Destruction), Extra Domain(Windstorm), Increased Spell Resistance
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Shock (Su)

Once per round as a free action, Ty-h'kadi can deliver an electrical shock to a single opponent within 30 feet. This deals 20d4 points of electricity damage and allows a DC 46 Fortitude save for half damage. The save DC is Constitution based and includes a +6 racial bonus.

Thunder and Lightning (Su)

Once per round as a full round action, Ty-h'kadi can unleash a blast of thunder and peal of lighting. The thunder deals 20d6 points of sonic damage to all creatures within 120ft of Ty-h'kadi. The lightning is a 240ft long line that deals 32d6 points of electricity damage. The thunder allows a DC 46 Fortitude save to half and the lightning allows a DC 46 Reflex save to halve. The save DCs are Constitution based and include a +6 racial bonus.

Air Mastery (Ex)

Airborne foes take a -4 penalty on attack and damage rolls against Ty-h'kadi.

Electricity and Sonic Healing (Ex)

Ty-h'kadi takes no damage from sonic and electricity damage. He instead heals damage equal to the damage that would otherwise be inflicted. Damage in excess of his maximum hit points is gained as temporary hit points. These temporary hit points last for 1 hour. Ty-h'kadi can absorb up to three times his maximum hit points in temporary hit points with any further excess being lost.


Barbarian powers:
Spoiler: ShowHide


Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

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

Trap Sense (Ex)

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

Improved Uncanny Dodge (Ex)

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

Damage Reduction (Ex)

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


Frenzied Berserker
Spoiler: ShowHide


Frenzy (Ex)

A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier.

To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.

At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can't use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another's action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.

While frenzied, the character cannot use any Charisma, Dexterity, or Intelligence based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally. During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).

When a frenzy ends, the frenzied berserker is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.

Supreme Cleave (Ex)

At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.

Deathless Frenzy (Ex)

At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Improved Power Attack (Ex)

Beginning at 5th level, a frenzied berserker gains a +3 bonus on her melee damage rolls for every –2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

Inspire Frenzy (Su)

Beginning at 6th level, a frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier, regardless of whether they remain within 10 feet of her. A frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.

Greater Frenzy (Ex)

Starting at 8th level, the character's bonus to Strength during a frenzy becomes +10 instead of +6.

Supreme Power Attack (Ex)

A 10th-level frenzied berserker gains a +2 bonus on her melee damage rolls for every –1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every –1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.

Tireless Frenzy (Ex)

A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts.


Gear:
Spoiler: ShowHide


Stormwrath

Stormwrath is not a sword. It is a jagged lightning bolt that Ty-h'kadi favors for combat. The magic of the archomental gives it a solid edge and the sharpness of honed steel.

Stormwrath is a gargantuan falchion+6, lightning blast and keen. It grants a +5 bonus to attack rolls against opponents in metal armor, made of metal or the like. As Stormwrath is nothing more than a lightning bolt, it cannot be sundered or broken. Ty-h'kadi can call Stormwrath to his hand as a free action.

Ty-h'kadi also uses bracers of armor+10.
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 06:57:05 PM
Flavor and information
Spoiler: ShowHide


Primal elementals are the apex of elementals, a class above even the elemental monoliths. Unlike the elemental monoliths, primal elementals are born as such and never advance from lesser elementals gaining power. They are created by the elemental planes and are commanded only the supreme elemental deity of each plane. They are rarely known to mortals, who generally assume elemental monoliths are supreme amid the creatures of the Inner Planes.

Ecology

As creatures that do not need to eat, breath or sleep, primal elementals have no desire for food. They live outside of the food chain of their respective planes. They are more intelligent than their elemental kin, yet are the least social of any of them. They avoid contact with lesser elementals whenever possible. What interactions they do have are with powerful entities who can contact them, archomentals and the elemental gods. While possessing incredible power, they are softer spoken than their kin. They understand diplomacy as well as intimidation and generally avoid conflict.

Should they deal with a lesser elemental, they will conclude the business as soon as possible. They issue commands to them and these commands are always followed to the elemental's full ability. Those few lesser elementals that intentionally disturb a primal elemental rouse their wrath, resulting in a quick and violent end for that elemental. This is one of the few things known to arise the wrath of a primal elemental.

Creatures capable of contacting or contracting the elemental are dealt with carefully. Primal elementals have a tenuous understanding of matters not related to their element and are thus cautious. Those who offer the right incentives - usually the great advancement of the elemental's element over its opposing type, such as promoting water over fire - will find a primal elemental willing to deal with them.

Archomentals find primal elementals obedient only so far as what they desire promotes their element. Attempts draw primal elementals into matters of good, evil or other things unimportant to the elements results in a refusal and sometimes a fight. This usually results in a subdued or slain primal elemental, yet they refuse to bend on this issue. This includes primal elementals who serve an archomental directly by order of an elemental god.

The elemental deities (Kossuth, Akadi, Grumbar and Istishia) command the primal elementals. These mighty beings are their kings and lords, as the primal elementals answer only to them. All of the curious behavior of primal elementals comes from the commands of the elemental gods. The primal elementals are charged with overseeing the most fundamental aspects of their planes. They manage and control things that are alien save to the elementals and natives of their elemental planes. To do this perfectly, they must be free of the contamination of good, evil, law, chaos or other factors that have bled into the elemental planes. As such, primal elementals exist in a form of stasis by the will of the elemental gods. They are unable to advance or grow stronger, yet are free of any chance of being contaminated with outside forces.

Environment

Primal elementals are found in places of great elemental power within their plane. They are seldom seem unless a being threatens harm to these locations. Even lesser elementals of the opposing type will be directly ignored, though the primal elemental will summon lesser elementals to deal with them for the affront. Primal elementals encountered outside of these places are always on some manner of business or contract.

Typical Physical Characteristics

Primal elementals are colossal sized elementals. They tower over other elementals and grow larger as they get older.

Alignment

Always neutral. Primal elementals are unable to change alignment by command of the elemental gods.

Advancement

As a result of commands placed on them, primal elementals are unable to advance. They are incapable of gaining further hit dice or levels. This restriction is only lifted if they gain divine rank 1 or higher, such as becoming an archomental or similar station. It's worth noting that there is no known archomental that is also a primal elemental. Generally, archomentals are drawn from elder elemental stock or rarely from elemental monoliths.

Gestalt

Primal elementals completely favor classes and prestige classes that fit the perceptions of the element. For example, a fire elemental may take barbarian for its flaming hot anger while an earth elemental may take fighter and dwarven defender to be better at being a gigantic defensive pile of stone.


Primal Air Elemental

Size/Type: Colossal Elemental (Air)
Hit Dice: 40d8+320+40+80 (760 hp)
Initiative: +27
Speed: Fly 200ft (perfect)
Armor Class: 49 (-8 size, +19 dex, +25 natural, +3 dodge)(10% miss chance)
Base Attack/CMB/CMD: +30/+49/78
Attack: Slam+41 (8d6+19)
Full Attack: 2 slams+41 (8d6+19)
Space/Reach: 30ft/30ft
Special Attacks: Air mastery, primal magic, whirlwind.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved evasion, elemental traits.
Saves: Fort +20, Ref +37, Will +21
Abilities: Str 32, Dex 49, Con 26, Int 14, Wis 17, Cha 19
Skills: Balance+62, Diplomacy+47, Hide+62, Intimidate+47, Listen+46, Sense Motive+46, Spot+46, Tumble+62
Feats: Improved Initiative(B), Weapon Finesse(B), Combat Reflexes(1), Flyby Attack(3), Combat Expertise(6), Improved Natural Attack(Slam)(9), Iron Will(12), Dodge(15), Mobility(18), Improved Flyby Attack(21), Toughness(24)
Epic Feats: Improved Weapon Finesse(B), Superior Initiative(B), Blinding Speed(27), Epic Will(30), Epic Toughness(33), Epic Dodge(36), Self Concealment(39)
Alignment: Neutral

Air Mastery (Ex)

Airborne creatures take a -6 penalty on attack and damage rolls against a primal air elemental.

Primal Magic (Sp)

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

Whirlwind (Su)

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

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

The whirlwind deals 6d8 points of damage to creatures and requires a DC 49 Reflex save to avoid the damage, being held suspended in the whirlwind or to escape. The save DC is Dexterity based, instead of Strength based.

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

Improved Evasion (Ex)

This ability functions as the monk ability of the same name.

Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 06:57:22 PM
Primal Earth Elemental

Size/Type: Colossal Elemental (Earth)
Hit Dice: 40d8+360+40+160 (880 hp)
Initiative: -2
Speed: 50ft
Armor Class: 47 (-8 size, -2 dex, +47 natural)
Base Attack/CMB/CMD: +30/+58/66
Attack: Slam+42 (8d6+30)
Full Attack: 2 slams+42 (8d6+30)
Space/Reach: 30ft/30ft
Special Attacks: Earth mastery, primal magic, push.
Special Qualities: Damage reduction 28/- spell resistance 48, darkvision 120ft, improved mettle, earth glide, elemental traits.
Saves: Fort +33, Ref +10, Will +21
Abilities: Str 51, Dex 6, Con 28, Int 14, Wis 17, Cha 19
Skills: Climb+63, Diplomacy+47, Intimidate+47, Jump+71, Listen+46, Search+45, Sense Motive+46, Spot+46
Feats: Power Attack(1), Endurance(3), Steadfast Determination(6), Improved Natural Attack(Slam)(9), Great Fortitude(12), Improved Bull Rush(15), Awesome Blow(18), Toughness(21)
Epic Feats: Epic Toughness(24), Damage Reduction(27), Great Ability(Strength)(30), Pulverize(33), Epic Fortitude(36), Epic Toughness(39)
Alignment: Neutral

Earth Mastery (Ex)

An earth elemental gains a +6 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Primal Magic (Sp)

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

Earth Glide (Ex)

A primal earth elemental may glide through the earth like its lesser kin. Unlike them, it may move through metal freely.

Push (Ex)

A primal earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's CMB checks. A primal elemental triples the distance he bull rushes an opponent as well as tripling the distance he can knock an opponent with his awesome blow feat.

Improved Mettle (Ex)

If a primal earth elemental succeeds on a Fortitude or Will save that allows a reduced effect on a successful save, it takes no effect at all. If it fails the save, it takes the reduced effect, as if it had passed the save normally.
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 06:57:39 PM
Primal Fire Elemental

Size/Type: Colossal Elemental (Fire)
Hit Dice: 40d8+320 (640 hp)
Initiative: +25
Speed: 120ft
Armor Class: 45 (-8 size, +12 dex, +30 natural, +1 dodge)
Base Attack/CMB/CMD: +30/+49/72
Attack: Slam+39 (8d6+17 plus 12d6 fire)
Full Attack: 2 slam+39 (8d6+17 plus 12d6 fire)
Space/Reach: 30ft/30ft
Special Attacks: Burn, primal magic.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved evasion, immunity to fire, elemental traits.
Saves: Fort +20, Ref +41, Will +21
Abilities: Str 32, Dex 45, Con 26, Int 14, Wis 17, Cha 19
Skills:  Balance+60, Diplomacy+47, Intimidate+47, Jump+89, Listen+46, Sense Motive+46, Spot+46, Tumble+60
Feats: Improved Initiative(B), Weapon Finesse(B), Combat Reflexes(1), Iron Will(3), Dodge(6), Mobility(9), Spring Attack(12), Lightning Reflexes(15), Bounding Assault(18), Improved Natural Attack(Slam)(21), Searing Spell-Like Ability(Primal Magic)(24), Suppress Weakness(27), Overcome Weakness(30)
Epic Feats: Improved Weapon Finesse(B), Superior Initiative(B), Epic Searing Spell-Like Ability(Primal Magic)(33), Epic Will(36), Epic Reflexes(39)
Alignment:

Burn (Ex)

A primal fire elemental sets its foes ablaze like its lesser kin. It functions as the burn of lesser elementals except as noted. It inflicts an extra 12d6 points of fire damage per natural attack and the save DC to resist being set on fire is 47 and is Dexterity based, not Constitution based. Finally, a creature set on fire by a primal fire elemental takes 3d6 points of fire damage per round instead of 1d6 points of fire damage.

Primal Magic (Sp)

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

Improved Evasion (Ex)

This ability functions as the monk ability of the same name.
Title: Re: Beastiary
Post by: Anastasia on March 26, 2013, 06:57:54 PM
Primal Water Elemental

Size/Type: Colossal Elemental (Water)
Hit Dice: 40d8+440+40+240 (1040 hp)
Initiative: +6
Speed: 40ft, swim 260ft
Armor Class: 46 (-8 dize, +6 dex, +38 natural)
Base Attack/CMB/CMD: +30/+53/70
Attack: Slam+37 (8d6+15)
Full Attack: 2 slams+37 (8d6+15)
Space/Reach: 30ft/30ft
Special Attacks: Drench, primal magic, vortex, water mastery.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 120ft, improved mettle, elemental traits.
Saves: Fort +33, Ref +18, Will +29
Abilities: Str 40, Dex 22, Con 33, Int 14, Wis 17, Cha 19
Skills: Diplomacy+47, Intimidate+47, Jump+62, Listen+46, Move Silently+50, Sense Motive+46, Spot+46, Swim+66
Feats: Combat Reflexes(1), Iron Will(3), Power Attack(6), Endurance(9), Steadfast Determination(12), Improved Natural Attack(Slam)(15), Toughness(18), Rapid Swimming(21), Swimby Attack(24)
Epic Feats: Epic Toughness(27), Epic Will(30), Epic Fortitude(33), Epic Toughness(36), Epic Toughness(39)
Alignment: Neutral

Drench (Ex)

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

Primal Magic (Sp)

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

Vortex (Su)

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

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

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

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

Improved Mettle (Ex)

If a primal water elemental succeeds on a Fortitude or Will save that allows a reduced effect on a successful save, it takes no effect at all. If it fails the save, it takes the reduced effect, as if it had passed the save normally.
Title: Re: Beastiary
Post by: Anastasia on March 28, 2013, 03:12:05 PM
I'm not happy with how Gond turned out. While some of his mechanics came out well, the final product felt sloppy and lacking. I'm planning on redoing this from scratch some day, probably with a custom epic PrC to help streamline and fix some of the inherent problems. It's not a priority, as the final product here left a bad taste in my mouth. If you ignore all that he's functional at least.

His gear's also not done. As the god of smithing, creation and invention, I figure he's one of the few deities really loaded for bear on gear. His gear that is there is also a mess, as it never went past a first draft before I decided I wasn't happy with the overall product.


Gond
Spoiler: ShowHide

Wonderbringer, Lord of all Smiths
Intermediate Deity
Symbol: A toothed metal, bone or wood cog with four spokes
Home Plane: House of Knowledge
Alignment: Neutral
Portfolio: Artifice, crafts, construction, smithwork
Worshipers: Blacksmiths, crafters, engineers, inventors, woodworkers
Cleric Alignments: Any
Domains: Artifice, Craft, Earth, Fire, Forge, Knowledge, Metal, Planning
Favored Weapon: Craftmaster (Warhammer)

Fighter 10/Master 50//Artificer 60

Size/Type: Medium Outsider
Divine Rank: 15
Hit Dice: 10d10+50d6+1080+60+120 (1660 hp)
Initiative: +36
Speed: 60ft, fly 200ft (perfect)
Armor Class: 121 (+17 dex, +15 divine, +30 natural, +15 deflection, +44 armor)
Base Attack/CMB/CMD: +47/+72/119
Attack: Craftmaster+103 (2d8+53 plus 3d8 fire (15d8 on crit) plus 2d8 fire per successful hit after the first plus 8d6 on crit 19-20 x5)
Full Attack: Craftmaster+103/+103/+98/+93/+88 (2d8+53 plus 3d8 fire (15d8 on crit) plus 2d8 fire per successful hit after the first plus 8d6 on crit 19-20 x5)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, energy burst(15d10 fire, DC 70), divine blast 18/day(30d12), infusions.
Special Qualities: Damage reduction infinite/special, immunity to fire and acid, spell resistance 75, tremorsense 150ft, heatsense 150ft, fast healing 35, primary focus(craftsman), knack(item of distinction(armor), item of distinction(weapon), item of renown, item of fame, item of glory, item of legend, word of mouth), secondary focus(sage), skill mastery, artificer knowledge, artisan bonus, disable trap, item creation, craft homunculus, metamagic spell trigger, metamagic spell completion.
Saves: Fort +71, Ref +66, Will +68
Abilities: Str 60, Dex 44, Con 47, Int 54, Wis 40, Cha 40 
Skills: Appraise+100, Balance+95, Bluff+93, Climb+113, Concentrate+96, Craft(All not listed otherwise)+129, Craft(Alchemy)+142, Craft(Armorsmithing)+142, Craft(Blacksmith)+142, Craft(Carpentry)+142, Craft(Gemcutting)+142, Craft(Leatherworking)+139, Craft(Pottery)+139, Craft(Shipbuilding)+142, Craft(Stonemasonry)+142, Craft(Trapmaking)+139, Craft(Weaponsmithing)+142, Decipher Script+100, Diplomacy+93, Disable Device+100, Disguise+93, Escape Artist+95, Forgery+100, Gather Information+93, Handle Animal+93, Heal+93, Intimidate+93, Knowledge(All base 10)+102, Listen+93, Search+100, Sense Motive+93, Spellcraft+100, Spot+93, Swim+113, Use Magic Device+93, Use Rope+95
Feats: Extend Spell(B), Skill Focus(Craft: Carpentry)(B), Weapon Focus(Warhammer(B), Power Attack(1), Scribe Scroll(A1), Improved Initiative(F1), Improved Sunder(H), Brew Potion(A2), Improved Bull Rush(F2), Versatile Craftsman(3), Craft Wondrous Item(A3), Exceptional Artisan(A4), Toughness(F4), Craft Magic Arms and Armor(A5), Combat Brute(6), Craft Wand(A6), Weapon Specialization(Warhammer)(F6), Extraordinary Artisan(A8), Melee Weapon Mastery(Bludgeoning)(F8), Improved Homunculus(9), Craft Rod(A9), Improved Critical(Warhammer)(F10), Smith's Focus(12), Craft Staff(A12), Craft Construct(A12), Skill Focus(Craft: Armorsmithing)(M2), Forge Ring(A14), Smith's Fire(15), Skill Focus(Craft: Weaponsmithing)(M5), Attune Magic Weapon(A16), Smith's Rhythm(18), Skill Focus(Craft: Alchemy)(M8), Extra Rings(A20), Skill Focus(Craft: Gemcutting)(M11), Skill Focus(Craft: Shipbuilding)(M14), Skill Focus(Craft: Stonemasonry)(M17), Skill Focus(Craft: Blacksmithing)(M20)
Epic Feats: Great Ability(Strength)(21), Epic Infusions(A23), Pulverize(24), Epic Crafting(A26), Great Ability(Intelligence)(27), Additional Magic Item Space(Armor)(A29), Great Ability(Constitution)(30), Additional Magic Item Space(Amulet)(A32), Overwhelming Critical(33), Epic Skill Focus(Craft: Armorsmithing)(M23), Additional Magic Item Space(Headband)(A35), Devastating Critical(36), Epic Skill Focus(Craft: Weaponsmithing)(M26), Epic Skill Focus(Craft: Alchemy)(A38), Improved Item of Legend(39), Improved Item of Legend(M29), Epic Skill Focus(Craft: Gemcutting)(A41), Epic Toughness(42), Weapon of Myth(M32), Epic Skill Focus(Craft: Shipbuilding)(A44), Great Ability(Strength)(45), Armor of Myth(M35), Epic Skill Focus(Craft: Stonmasonry)(A47), Great Ability(Strength)(48), Epic Skill Focus(Craft: Blacksmithing)(M38), Epic Skill Focus(Craft: Carpentry)(A50), Great Ability(Strength)(51), Improved Item of Legend(M41), Epic Skill Focus(Craft: Leatherworking)(A53), Improved Item of Legend(54), Improved Item of Legend(M44), Epic Skill Focus(Craft: Trapmaking)(A56), Improved Item of Legend(57), Improved Item of Legend(M47), Epic Skill Focus(Craft: Pottery)(A59), Improved Item of Legend(60), Improved Item of Legend(M50)
Salient Divine Abilities: Alter Form, Alter Size, Craft Artifact, Craftshield, Create Object, Divine Blast, Divine Shield, Divine Earth Mastery, Divine Fast Healing, Divine Fire Mastery, Divine Skill Focus(Craft: All), Elemental Might(Fire), Elemental Might(Earth), Energy Burst(Fire), Extra Domain(Earth), Extra Domain(Fire), Extra Domain(Planning), Increased Damage Reduction, Master Crafter, Supreme Damage Reduction, Versatile Artisan
Alignment: Neutral

Master powers: [spoiler]

Primary Focus (Ex)

At 1st level, masters choose which broad category of talents they are most proficient in, out of the four given below. This becomes their primary focus, and determines their class skills, and which focus group they may select their knacks from as they advance. In addition, masters add a +2 competence bonus to all skill checks made with their key skill (Craft, Perform, Professional, or Knowledge).

Knack (Ex)

Beginning at 1st level, masters acquire specific abilities as they advance, which belong to groups associated with the four master foci. These abilities are known as knacks. Some knacks have prerequisites, which must be met before they can be taken. Some knacks can be taken only once, while others may be taken multiple times, with cumulative effects. Masters may choose knacks only from a list associated with their primary or secondary focus.

Secondary Focus (Ex)

At 7th level masters may add a secondary focus from one of the other categories they have not yet selected as their primary focus, adding that category's class skills to their own class skill list and gaining a +2 competence bonus to the key skill of the new category. The competence bonus to the master's primary focus key skill increases to +4.

Skill Mastery (Ex)

At 10th level, masters select a number of skills from their class list equal to 3 + their Intelligence modifier. When making a skill check using one of these skills, masters may take 10 even if stress and distractions would normally prevent them from doing so.

Word of Mouth (Ex)

The master craftsman's skill at his craft becomes widely known. Select a Craft skill. With this knack, a week's worth of dedicated work earns the master craftsman a number of steel pieces equal to his Craft check, rather than half his Craft check.

This knack may be taken more than once. Each time, it applies to a different Craft skill.

Item of Distinction (Ex)

With this knack, the master craftsman learns how to more efficiently create masterwork items. Select a Craft skill. Masterwork items created with this Craft skill are known as items of distinction. Items of distinction function like other masterwork items, but the additional cost to create them is halved. An item of distinction can be recognized as such with a successful DC 15 Appraise check.

This knack can be taken more than once. Each time, it applies to a different Craft skill.

Item of Renown (Ex)

With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are twice as effective as standard masterwork items - weapons confer a +2 bonus to attack rolls, armor check penalty is lessened by 2, and skill bonus items confer a +4 bonus. These items of renown must be created with the Craft skill specified by the master's item of distinction knack, take twice as long to create, and cost the same amount as standard masterwork items.

Item of Fame (Ex)

With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are three times as effective as standard masterwork items - weapons confer a +3 bonus to attack rolls, armor check penalty is lessened by 3, and skill bonus items confer a +6 bonus. These items of fame must be created with the Craft skill specified by the master's item of distinction knack, take three times as long to create, and the additional cost to create them is tripled (+900 steel for weapons of fame, +450 steel for armor of fame, etc).

Item of Glory (Ex)

With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are four times as effective as standard masterwork items - weapons confer a +4 bonus to attack rolls, armor check penalty is lessened by 4, and skill bonus items confer a +8 bonus. These items of glory must be created with the Craft skill specified by the master's item of distinction knack, take four times as long to create, and the additional cost to create them is quadrupled (+1200 steel for weapons of glory, +600 steel for armor of glory, etc).

Item of Legend (Ex)

With this knack, the master craftsman reaches the pinnacle of his ability to create superior items. The master craftsman can create masterwork items that are five times as effective as standard masterwork items - weapons confer a +5 bonus to attack rolls, armor check penalty is lessened by 5, and skill bonus items confer a +10 bonus. These items of legend must be created with the Craft skill specified by the master's item of distinction knack, take five times as long to create, and the additional cost to create them is quintupled (+1500 steel for weapons of legend, +750 steel for armor of legend, etc).


Artificer powers:
Spoiler: ShowHide


Artificer Knowledge (Ex)

An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.

The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.

An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.

Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.

Disable Trap (Ex)

An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.

An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.

An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Item Creation (Ex)

An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a lst-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check - his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.

An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.

Magic items created by an artificer are considered neither arcane nor divine.

Craft Homunculus (Ex)

At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image for the basic homunculus described in the Monster Manual.) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. An artificer can use this ability to construct other types of homunculi (such as the ones found on the Eberron Campaign Setting and Magic of Eberron). The same rules apply.

If an artificer gives a basic homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, -2 Dex, damage increases to 1d6). The homunculus also gains 10 extra hit points for being a Small construct.

An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

Retain Essence (Su)

At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 - 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 × 20) into his craft reserve.

Metamagic Spell Trigger (Su)

At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.

Metamagic Spell Completion (Su)

At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 × the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 × 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.

Skill Mastery (Ex)

At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.


Gear: [spoiler]

Craftmaster

Earthbone Steel Warhammer+12, fiery blast and speed. Any creature struck must make a DC 80 Fortitude save or be subject to Gond's Revision. Gond's Revision is the ability for Gond to revise and improve any work he deems fit - even creatures. He may change any one of the creature's race, type, subtype(s), age or miscellaneous details (such as height, weight, gender and so on). He may elect to instead switch two ability scores of the creature, two feats or two memorized spells or spells known. A creature can be affected by Gond's Revision only once per round. Gond must succeed on an opposed rank check to affect another power with this ability. If the change would be against the deity's portfolio, the defending deity gains a +3 bonus to the opposed rank check. Changes made by Gond last for 24 hours. The creature is then allowed a second Fortitude save. Success reverts the changes and failure makes them permanent.

Gond's Grand Mobile Forge

This 'forge' consists of three items. They work together to make Gond a moving forge of fire and metal, nearly invulnerable on the battlefield. These items are a suit of glassteel full plate armor+10, enchanted forge fires and a suit of earthbone steel full plate armor+10. Each suit of armor is personally forged by Gond with the finest work. The armor inflicts no armor check penalty, maximum dexterity cap or arcane spell failure.

The glassteel armor floats around Gond. It stays in perfect place, a mobile field of moving, transparent armor. Gond wears the earthbone steel armor as normal. In the space between the suits of armor divine flames roar, eternally burning bright. The suits of armor's armor bonus stack for a total +44 armor bonus to armor class. Together they grant the heavy fortification ability. The flames keep Gond heated, granting him immunity to cold. Any creature that attacks Gond successfully causes an eruption of flame to consume him. This deals 35d10 points of fire damage to the attacker with a DC 70 Reflex save to halve.

Forgeflame Helmet

This helmet allows Gond to focus the fires of his Energy Burst salient divine ability to a 60ft line of fire. This line of fire is highly focused and is treated as being maximized, dealing 150 points of fire damage to all creatures. The reflex save for Energy Burst is unchanged.

Magnification Lenses

These lenses are fitted into the Forgeflame Helmet. They render Gond immune to blindness, though this is not their primary function. These lenses greatly magnify Gond's sight, allowing him to see at a range of up to 15 miles. He can see at perfect clarity and can focus his vision on any point there without difficulty.

Amulet of Crystallized Fortune

This amulet is Gond's efforts at crafting luck into a material form. It can be used to cast Improvisation once per minute as a spell-like ability with a caster level of 40.

Amulet of the Craftsman

This amulet is filled with eons of crafting wisdom. It grants a +30 bonus to up to 5 craft checks per day.

Versatile Craftsman [General]
Prerequisite: Craft 5 ranks
Benefit: Pick a number of Craft categories equal to your Intelligence bonus (minimum 1). For the purpose of making Craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Craft category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Craft category. You gain new categories of your choice if your Intelligence bonus permanently increases. In addition, you gain a +2 bonus on a combined Craft check when using two or more forms of Craft at the same time, such as creating an alchemist's sword. In such cases, add the bonus to the higher of your two Craft skill modifiers.

Smith's Focus [General]
Prerequisite: Craft(Weaponsmithing, Armorsmithing or Blacksmithing) 8 ranks, Weapon Focus(Warhammer), str 13, int 13
Benefit: You gain a +1 competence bonus to attack and damage rolls with a warhammer against targets wearing metal armor or who are comprised primarily of metal.
Special: A fighter may select Smith's Focus as one of his fighter bonus feats.

Smith's Rhythm [General]
Prerequisite: Smith's Focus, str 17, int 17
Benefit: When you make a full attack action with a warhammer, each attack that connects beats down your foe's defenses, granting a cumulative +2 bonus on attack rolls until the end of your current turn.
Special: A fighter may select Smith's Rhythm as one of his fighter bonus feats.

Smith's Fire [General]
Prerequisite: Smith's Rhythm
Benefit: Your powerful hammer maintains some of the heat of the forge deep within it. For each +2 bonus your attack gains from Smith's Rhythm, you deal a cumulative +1d6 points of fire damage. If the warhammer has the flaming, flaming burst or fiery blast properties, the extra fire damage from both those properties and this feat increases to d8s.
Special: A fighter may select Smith's Fire as one of his fighter bonus feats.

Improved Item of Legend [Epic]
Prerequisite: Item of Legend
Benefit: Your items are of unearthly quality. The bonus to weapon attack rolls increases by 1, the reduction in armor check penalty increases by 1 and the bonus to skill boosting items increases by 2.
Special: You may select this feat more than once. Its benefits stack.

Weapon of Myth [Epic]
Prerequisite: Item of Legend, Craft(Weaponsmithing) 24 ranks
Benefit: Your masterwork weapons are beyond all compare. The bonus to hit from them now applies to damage rolls with the weapon. The critical hit range of any masterwork weapon you create rises by 1. Finally, any weapon you make counts as epic to bypass damage reduction, despite being non-magical.

Armor of Myth [Epic]
Prerequisite: Item of Legend, Craft(Armorsmithing) 24 ranks
Benefit: Your masterwork armor is beyond all compare. Armor you make has no armor check penalty. Apply the normal bonus to armor check penalty to the maximum dexterity cap of the armor instead.

CRAFTSHIELD
Prerequisite: Supreme Damage Reduction
Benefit: Gond cannot be harmed by any weapon that has been crafted, forged or created. He is treated as having infinite damage reduction against them and any special properties of the weapon are likewise negated against him. Natural weapons and other types of weapons that have not been forged, crafted or created can damage Gond normally. He has no innate damage reduction against them.

VERSATILE ARTISAN
Prerequisites: Divine Skill Focus(Craft), Master Crafter, Craft Domain, Versatile Craftsman
Benefit: Gond is the source of all crafting within Creation. He is treated as having maximum skill ranks (63) in every possible craft skill. Should he come across a new type of crafting, he immediately is treated as having maximum ranks in it. In addition, Divine Skill Focus (Craft) applies to all of his craft skills.
Title: Re: Beastiary
Post by: Anastasia on March 28, 2013, 03:17:57 PM
Elyssa was an exercise in turning a class feature into something interesting. Think Galatea. I wanted to avoid the little girl thing, but ultimately decided a young, innocent girl would be an interesting contrast to Gond. On the other hand it really is a terrible stereotype, so I dunno. For that matter, I may be unhappy with her only because I'm unhappy with how Gond turned out. Whatever.

It's not mentioned anywhere on the sheet, but she has DvR0. She's not a true deity, just gifted with a fragment of Gond's power. The sheet's not quite complete, but the gist of it all is there. Also no gestalt, as she's technically in the same position as familiars and animal companions. She really straddles the line here, so DvR0 was in part a way to compensate for that.


Elyssa, 58 HD Homunculus.

Size/Type: Small Outsider (Augmented Construct)
Hit Dice: 58d10+696+20+58+116 (1470 hp)
Initiative: +12
Speed: 30ft, climb 20ft, swim 20ft, fly 80ft (perfect)
Armor Class: 98 (+1 size, +12 dex, +38 natural, +13 deflection, +9 dodge, +15 armor)
Base Attack/CMB/CMD: +58/+74/118
Attack: Elyssa's Hammer+87 (1d6+35)
Full Attack: Elyssa's Hammer+87/+82/+77/+72 (1d6+35)
Space/Reach: 5ft/5ft
Special Attacks: Poison, sneak attack+5d6.
Special Qualities: Living construct, construct traits, divine traits, darkvision 120ft, low-light vision, damage reduction 30/adamantine and epic, spell resistance 75, improved homunculus, evasion, trapfinding, fast healing 6.
Saves: Fort +49, Ref +49, Will +48
Abilities: Str 44, Dex 35, Con 34, Int 30, Wis 32, Cha 37
Skills: Appraise+71, Bluff+74, Concentration+73, Craft(All)+71, Disable Device+71, Diplomacy+74, Gather Information+74, Hide+73, Knowledge(All base 10)+71, Listen+72, Move Silently+73, Search+71, Spot+72
Feats: Power Attack(B), Cleave(B), Great Cleave(B), Weapon Focus(Heavy Mace)(B), Dodge(1), Versatile Craftsman(3), Mobility(6), Spring Attack(9), Bounding Assault(12), Toughness(15), Rapid Blitz(18)
Epic Feats: Epic Toughness(21), Final Blitz(24), Epic Dodge(27), Epic Trapfinding(30), Fast Healing(33), Improved Spell Resistance(36), Blinding Speed(39), Multiaction(42), Polyglot(45), Epic Dodge(48), Fast Healing(51), Epic Dodge(54), Epic Dodge(57)
Alignment: Neutral

Living Construct (Ex)

Elyssa began life as Gond's homunculus. Over time he poured more power into her, granting her independence and her own personality. Over time the two saw each other as father and daughter. In the fullness of time Gond changed Elyssa's body, granting it life combined with the benefits of being a construct. Elyssa has a soul and a constitution score, as well as all outsider traits. She also retains all construct traits. For the sake of effects, Elyssa counts as either an outsider or a construct, whichever is more favorable to her.

Improved Homunculus (Ex)

Elyssa has selected evasion, flier, strongx8 and sneak attackx5, climber, swimmer, durable and telepathy range.

Elyssa's Hammer: Heavy Mace+10. Can cast mass heal (CL 25th) as a swift action once per minute.
Elyssa's Smock: Grants a +15 armor bonus.
Warrior's Pride: This ring was made by Gond using the crystallized concept of a powerful warrior. It grants Elyssa the benefits of the Power Attack, Cleave, Great Cleave and Weapon Focus(Heavy Mace) feats.

Elyssa carries a variety of potent consumables, such as a bead that duplicates a summon elemental monolith spell and a silver hammer token that is capable of summoning Gond.
Title: Re: Beastiary
Post by: Anastasia on April 01, 2013, 04:29:54 PM
Sealtiel
The Defender, The Final Warden, The Silent
Sixth of the Hebdomad
Symbol: A seven level ziggurat on a golden field, surrounded by a white sunburst
Home Plane: Jovar, 6th layer of Mount Celestia
Alignment: Axiomatic Exalted
Portfolio: Defense, holy pilgrims, humility, enlightenment
Worshipers: Defenders of Sealtiel, those who seek Chronias, good aligned fighters and defenders
Cleric Alignments: LG
Domains: Endurance, Good, Humility, Insight, Law, Protection, Purification, Travel
Favored Weapon: Hand of the Supplicator (Greatclub)

Sealtiel is the patron of defenders and those who take the long journey to reach Chronias atop Mount Celestia. A shining star above that is silent and remote, Sealtiel nonetheless guides any who seek Chronias and watches over their journey. In a sense, any who seek the truth of law and good together are his followers, as are those who defend others for holy causes.

The Defender is a reserved power that rarely intervenes directly. His inactivity is not out of apathy nor of malice. Instead, he understands that a soul's journey to ascend the holy mountain must be one they walk themselves. Each lesson on the way is a hard won fruit, spoiled easily by having another provide it. He is an indirect source of strength to those who follow this path. To the exhausted he offers endurance, to the stained he offers purification, to the lost he offers insight and to all he offers protection. Above all, he enables the continuance of the journey towards glittering Jovar and brilliant Chronias.

The Final Warden teaches mortals to be unafraid of death or martyrdom. Do not rush to it, do not embrace it. But when the day comes, as an old man abed or a young warrior fighting for a holy cause, do not fear it. It is only another step on the journey.

Sealtiel has almost no mortal clerics. Aside from the typical Hebdomad humility and preference for the Gods of Righteousness to steer mortal souls in worship, he is only willing to teach his holy rites to mortals who reach him on Jovar. Yet therein is the paradox, for a mortal who has reached there of his own deeds may well feel the pull of Chronias. Those mortals pure of mind and purpose enough to seek Sealtiel in this manner often find themselves drawn to the Bridge of Al-Sihal instead, passing into eternal Chronias. Those few who do come to him find no further obstacle to taking up his service. As a result of this, most of Sealtiel's clerics are archons and angels that directly serve him.

History/Relationships

Sealtiel is ancient beyond measure. It is generally accepted he is the one and only Sealtiel, as he rarely leaves Jovar and is the most powerful of the Hebdomad, save for Zaphkiel. He spends most of his time in Yetsira, overseeing the holy forges and the defenses of Jovar. The latter is not a strenuous duty, as vanishingly few threats make it as that far.

Sealtiel has a strong mentor-student relationship with Barachiel. They get along well, with most of their contact being when Sealtiel comes to Lunia to advise Barachiel on matters of defense. While Sealtiel is the mentor of the two, he learns greatly from Barachiel as well. The lord of Lunia has far more actual experience in defending a celestial realm, due to the fact Jovar is far more isolated than Lunia. This comradeship extends to their servants, as Defenders of Sealtiel often accompany Heralds of Barachiel as guardians.

While Domiel's slayers do not usually require or desire the aid of Sealtiel's defenders, the two paragons are extraordinarily close. Domiel's sternness becomes brotherly caring and his smile invariably brings joy to Sealtiel. Be it standing atop the ziggurat of Yetsira or wandering the tomb-dotted expanses of Mercuria, the two are found discussing matters small and large.

In comparison, Erathaol and Sealtiel can be said to mutually respect one another. Erathaol greatly admires Sealtiel's purity and the wisdom that grants him a seat next to the ultimate holiness while Sealtiel marvels at the depth of understanding he sees in Erathaol's soul. While he does not know for certain, Sealtiel is (correctly) convinced Erathaol has seen deeper into the glories of the Illuminated Heaven than he has. This manifests in Sealtiel deferring to Erathaol, humbly seeking his wisdom despite his higher station.

Meanwhile, Pistis Sophia is a a study of differences. Sealtiel and Pistis Sophia both have power regarding truth and wisdom.  Yet while Sealtiel guides towards a journey to external glory, Pistis Sophia guides towards a journey to internal empowerment. Simply, Sealtiel leads towards perfection from outside while Pistis Sophia leads to perfection from within. Yet there is no conflict between them. After all, inner revelation and perfection is but another aspect needed to reach Jovar and thus Chronias. A soul has to be as innocent and pure as Pistis Sophia to ascend towards Chronias; a creature without self perfection cannot withstand the holiness of the Illuminated Heaven.  Their relations match this. On the surface they do not seem compatible, yet they have a silent and time-tested bond of understanding and friendship.

Raziel and Sealtiel have relatively few interactions despite being neighbors. They see each other as two halves of the same whole, but this simple truth results in them pursuing far different tacks in serving Mount Celestia. While a knight is off crusading, a vigilant guardsman must be defending those left behind. They trust each other to fulfill what the other must with perfect confidence.

As the Final Warden before the ultimate glories of Mount Celestia, Sealtiel regularly deals with Zaphkiel. For most business Sealtiel is summoned to Al-Sihal, where Zaphkiel makes his will known through the guardian solar Xerona. Grave matters cause Zaphkiel to come to Yetsira, though this is rare and is invariably joined with great miracles. These visits have basked Sealtiel with more of the light of the Illuminated Heaven than any other soul, save for Xerona. Yet despite this he never looks too deeply into these final glories. His duties exist and until they are finished for all time, he is not worthy to grasp the final truths of Mount Celestia. Sealtiel often says to Zaphkiel that those who have gone on to him have exceeded him.

Beyond the Hebdomad, Sealtiel has strong ties to to the Triad. He gets along well with all of them and Ilmater in particular. They regularly walk together in disguise in Jovar and places beyond. From Ilmater, Sealtiel learned of endurance and perseverance. It was long councils with Ilmater that caused the Defender to take on the burdens of endurance and ultimately the Endurance Domain. He views Ilmater as a great and wise teacher, one who can teach without speaking a single word. Sealtiel needs only look on Ilmater to gain a new insight to the nature of endurance and noble suffering.

Sealtiel has also forged a strong relationship with the Dwarf Father Moradin. Dwarven petitioners and spirits of sufficient purity are encouraged to visit Jovar's celestial forges, and likewise archon smiths come to visit Dwarfhome's smithies. This relationship has greatly benefited both groups and as a result of this, Sealtiel and Moradin meet routinely. Their relationship is not warm, but it is a cool one based on cooperation. Moradin is willing to grudgingly admit that Sealtiel is an amazing defender and warrior even by dwarven standards. Sealtiel respects this and understands Moradin's gruffness, knowing that is it a fundamental manifestation of dwarven nature. As a result Sealtiel lives up to his title as the Silent, following Moradin and watching as he trains his chosen. He says little, watching and in turn learning from the greater deity. He has learned well that Moradin is a teacher without compare.

Other deities rarely see Sealtiel save when they come to Jovar on business. This limits his relations with them, but he has made a few allies. Gond, despite not embracing righteousness, is a friend of Sealtiel's. As the source of all crafting in Creation, Sealtiel has given him permission to visit Jovar when he wishes. There are no secrets of forging to hide, for Gond already knows them all. Gond occasionally sees great potential in a celestial smith and offers them an apprenticeship. The fact that Gond usually pairs them with a fiend 'to make sure they're motivated' isn't mentioned.

Beyond that, he has met and enjoys polite relations with Mystra, Archomental Chan, Clangeddin Silverbeard, Marthammor Duin, Lathander, Alicia Reynes and Seira.

Sealtiel counts all of evil as his enemies. He has a preference towards opposing the Yugoloths, who he believes to be the most destructive fiends of all. The interference of greater Yugoloths is one of the few things that will cause Sealtiel to directly intervene in mortal affairs. Besides the fiends of the Nadir, Sealtiel's other enemy is his fallen brother, Eblis. Sealtiel opposes his schemes with eternal patience. He moves to limit and stop his brother's depredations, working instead for cause events that will weaken the grasp evil has on the fallen angel's heart. Sealtiel believes that even Eblis can be redeemed and taught to overcome his pride. While he could go forth, confront and most likely defeat Eblis, he loves his brother too much to slay him.

Dogma

Walk forward in humble righteousness. It is a long journey and overweening pride shall only make it longer. Never be afraid to stop your journey for a good cause or to protect another, for the ultimate path will never be lost to the holy. Work hard with your own two hands and use your own two feet to progress farther in life. The most important journies are ones you can only make yourself.

Clergy and Temples

As a result of his dearth of clerics, Sealtiel has no formal church. In spite of this, he has many orders of Defenders of Sealtiel. He generally instructs them to work with other deities and protect worthy causes. As such, the Defenders are generally known as knight-errants and future martyrs by the less generous.

Throne Archon 60//Fighter 10/Defender 50

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 14
Hit Dice: 10d10+50d12+1380+60+240 (2380 hp)
Initiative: +29
Speed: 160ft, fly 480ft (perfect)
Armor Class: 118 (-1 size, +15 dex, +14 divine, +31 natural, +18 deflection, +20 dodge, +21 sacred)(64% miss chance)
Base Attack/CMB/CMD: +60/+84/182
Attack: Hand of the Supplicator+110 (2d8+48+49)
Full Attack: Hand of the Supplicator+110/+105/+100/+95 (2d8+48+49)
Space/Reach: 10ft/10ft (70ft with Hand of the Supplicator)
Special Attacks: Penitentiary gaze, spells, spell-like abilities, divine radiance(14d8/28d12).
Special Qualities: Damage reduction 51/-, spell resistance 77, immunity to acid, cold, electricity, fire, petrification and sonic, aura of menace, indelible imprint, protective aura, summon archons, tongues, darkvision 120ft, low-light vision, divine traits, defensive stance 25/day, improved uncanny dodge, trap sense+12, mobile defense.
Saves: Fort +80, Ref +72, Will +77
Abilities: Str 56, Dex 40, Con 57, Int 48, Wis 51, Cha 47
Skills: Appraise+97, Climb+100, Concentration+100, Craft(Armorsmithing)+96, Craft(Bowmaking)+96, Craft(Weaponsmithing)+97, Diplomacy+95, Gather Information+95, Handle Animal+95, Heal+97, Hide+92, Intimidate+95, Knowledge(All)+97, Listen+97, Move Silently+92, Ride+92, Sense Motive+97, Spellcraft+96, Spot+97, Swim+100, Use Magic Device+95
Feats: Words of Creation(B), Power Attack(1), Dodge(F1), Endurance(F2), Combat Reflexes(3), Toughness(F4), Diehard(6), Hold The Line(F6), Stand Still(F8), Supernatural Instincts(9), Combat Expertise(F10), Improved Combat Expertise(12), Improved Trip(15), Allied Defense(18), Quicken Spell(57), Purify Spell(60)
Epic Feats: Epic Spell Capacity(21), Epic Dodge(24), Armor Skin(D15), Epic Trip(27), Blinding Speed(30), Bulwark of Defense(D20), Multiaction(33), Damage Reduction(D25), Epic Endurance(36), Epic Toughness(39), Spellcasting Harrier(D30), Improved Combat Reflexes(42), Supernatural Disruption(45), Damage Reduction(D35), Improved Spell Resistance(48), Damage Reduction(D40), Damage Reduction(51), Aura of Allied Defense(54), Epic Toughness(D45), Damage Reduction(D50) 
Salient Divine Abilities: Alter Form, Alter Size, Area Divine Shield, Automatic Metamagic(Quicken Spell), Clearsight, Divine Dodge, Divine Radiance, Divine Shield, Extra Domain(Endurance), Extra Domain(Purification), Extra Domain(Travel), Extra Energy Immunity(Electricity), Extra Energy Immunity(Fire), Extra Energy Immunity(Sonic), Fortify, Lay Quest, Possess Mortal, Power of Truth, Stride, Stop Movement
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Sealtiel casts as a 60th level cleric with access to the Endurance, Good, Humility, Insight, Law, Protection, Purification and Travel domains.

Penitentiary Gaze (Su)

Any nonlawful good creature within 30 feet of Sealtiel that meets his eyes must succeed on a Will saving throw (DC 58) or temporarily fall under his influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack Sealtiel) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Sealtiel can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral: The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral: Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 30 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 60 points of damage.

Aura of Menace (Su)

DC 65 Will negates, -4 morale penalty to armor class, attacks and saves for one day. Creatures that succeed on the saving throw are immune to Sealtiel's Aura of Menace for 24 hours. The save DC is Charisma based and includes a +7 sacred bonus.

Indelible Imprint (Su)

When one of the Celestial Hebdomad is slain, the dying paragon releases holy energy to brand its murderer for all time. The instant the paragon dies, all creatures within 700ft who have dealt damage to the paragon within the past day must make a Will save (DC 77). Those that succeed suffer no other effect. Those that fail receive an unsightly rune on their face that marks them as the murderer of a member of the Hebdomad to any lawful good outsider. They automatically fail any bluff, diplomacy or intimidate checks against lawful good outsiders. These outsiders will take any means to capture or slay the branded creature. Lawful good outsiders who attempt to bring a creature bearing the Indelible Imprint to justice enjoy a +7 sacred bonus to all attack rolls, saving throws, armor class, checks and ability scores for as long as they battle the branded creature. This results from the direct intercession of Mount Celestial and the Hebdomad through the outsider.

This mark may only be removed by a wish or miracle cast by a 49th level spellcaster or a deity who succeeds on an opposed rank check against the slain paragon.

Deities are not immune to the Indelible Imprint, but are allowed an opposed rank check to negate it when the paragon dies. If the deity fails this check and then fails the saving throw, they cannot remove it with their own power. The save DC is set and does not draw on any ability score.

Summon Archons (Su)

Sealtiel may call up to 60 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Hebdomad. The other member of the Hebdomad is not obligated to answer and they are automatically aware of the circumstances surrounding Sealtiel.


Divine powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect chaos, detect evil. At will-aid, antimagic field, astral projection, augury, bear's endurance, bestow curse, blade barrier, calm emotions, castigate, commune, dance of the unicorn, deific vengeance, dictum, dimension door, dispel chaos, dispel evil, divination, endure elements, energy drain, enervation, find the path, fires of purity, fly, foresight, globe of invulnerability, greater arcane sight, greater teleport, greater visage of the deity, hold monster, hold person, holy aura, holy smite, holy word, iron body, locate object, longstrider, magic circle against chaos, magic circle against evil, mass bear's endurance, mass owl's insight, mind blank, moment of prescience, nimbus of light, order's wrath, phase door, prismatic sphere, protection from chaos, protection from energy, protection from evil, ray of exhaustion, recitation, reduce person, refreshment, repulsion, righteous wrath of the faithful, sanctuary, shield of law, shield other, spell immunity, spell resistance, spell turning, stoneskin, summon monster 9(lawful good creatures only), sunburst, sustain, symbol of weakness, teleport, true strike, waves of fatigue. Caster level 60th, caster level 61st for good and lawful spells. The save DCs are 52 + spell level. 

Alter Reality (Su)

Sealtiel 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 manifests in a number of ways. Sealtiel can use wish when doing so can help him promote protection, humility and the glory of Mount Celestia. Note that in the situation where Sealtiel and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:

Endurance: 14/day gain a +30 enhancement bonus to Constitution as a free action for 1 minute. (Net +6 con)
Humility: +1 caster level to divinations.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Protection: 14/day touch and grant +30 resistance bonus to next save.
Purification: +1 caster level to abjurations.
Travel: 30 rounds/day act as if under freedom of movement.

Divine Aura (Ex)

The save DC against Sealtiel's divine aura is 42 and the radius is 14000ft.

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

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

Sealtiel does not automatically fail on a natural attack roll or saving throw roll of 1. He automatically receives a 20 on any check he makes.

Communication: Sealtiel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within fourteen miles of himself.

Remote Communication: As a standard action, Sealtiel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as meditative silence that yields wisdom and the exact message he wishes to send. In this case, no other creature can hear it or understand the message.

Create Items: Sealtiel can create any wondrous item with power related to protection, holy pilgrimages and defense; the maximum is 200,000 gold.

Portfolio Sense: Sealtiel is aware of any act of protection, sacred journey and enlightenment.


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: ShowHide


Hand of the Supplicator

Hand of the Supplicator is a plain greatclub of wood and is visually unremarkable. Magical examination shows no trace of enchantment on it nor any supernatural properties. Yet when held by Sealtiel, it blazes with blinding holy light akin to the glory of Chronias. It is said that in the beginning of all, Zaphkiel came forth to Sealtiel and charged him to defend the path to Chronias. Sealtiel readily accepted this duty and thus Zaphkiel took a great key and locked away all the paths to Chronias, save for the Bridge of Al-Sihal. He then gave the key to Sealtiel, instructing him in the way that Chronias may still be reached. This key is the Hand of the Supplicator.

Hand of the Supplicator is a large greatclub+14, brilliant energy. Unlike common brilliant energy weapons, Hand of the Supplicator is fully effective against nonliving materials when Sealtiel wills it to be so. When Sealtiel attacks with this mighty club, it shines with the pure light of Chronias, dealing an extra 49 points of damage. In addition, Hand of the Supplicator has unique powers relating to its role as a key.

With this artifact, no door or path is barred to Sealtiel. Locks undo themselves in his presence, paths reveal themselves, manacles pop open and so forth. Magical locks, wards and barriers are like suppressed or dispelled (Sealtiel's choice) in his presence. Defenses of all kinds are bypassed, including traps of both magical and mundane nature. This power can be freely suppressed by Sealtiel and never undoes a defense to his benefit, nor to the benefit of those that serve him. When used as a weapon, Hand of the Supplicator likewise opens the way to Sealtiel's strikes, granting him supernatural reach. When wielding Hand of the Supplicator, Sealtiel has a reach of 70ft. Unlike a reach weapon, he threatens all squares in his range and is able to use Hand of the Supplicator against adjacent foes. This reach is deceptive, as Sealtiel appears to swing normally, yet his blows land true at a distance. It is also said that this weapon can create portals to Chronias, though this is unconfirmed.

Likewise, Hand of the Supplicator can bar the way into Jovar. Any creature that attempts to Gate, Teleport or otherwise appear in Jovar (or within 7 miles of Sealtiel if he is not in Jovar) can be countered or rerouted by Sealtiel as a free action. A countered spell is considered countered and fizzles. A rerouted spell can drop its travelers in any destination within Celestia Sealtiel wills or into the Astral Plane. These powers overlap with Sealtiel's divine abilities to control travel to his domain. When these two powers overlap, Sealtiel may use whichever he prefers. Sealtiel can further seal or destroy any portal leading to or from Celestia as a free action. He may seal or destroy a portal anywhere on Jovar, but portals elsewhere on Celestial require his presence.  He may unseal or restore portals affected this way as a free action.

Archon lore holds that on the final day, Sealtiel will use the Hand of the Supplicator to open forth Chronias to all Creation and bring the victory of Mount Celestia. It is often linked with Barachiel's Valor's Trumpet. According to lore, Barachiel will sound a song that echos from Lunia to Jovar and signal that it is time to unseal Chronias. From there the Triad and the other deities that stand with Celestia will guide the light and truth of Chronias to mortals, who in turn will spread it to every corner of Creation. Evil will be consumed or redeemed and chaos will be eliminated or brought to a final settlement with law and good.

Of course, no other realm agrees with this. Moreover, the various deities of lawful good tend to place much more emphasis on their roles and importance, or at least their followers do for the more humble ones.

Beyond this, the humble Sealtiel wears no other equipment. However, the glories of Chronias he has seen forever shield him, granting him a +21 sacred bonus to armor class.


Custom Material:
Spoiler: ShowHide


Supernatural Disruption [Epic]
Prerequisite: Supernatural Instincts, dex 23
Benefit: When you successfully deal damage on an AoO caused by a supernatural ability (from your Supernatural Instincts feat), the target must make a concentration check or lose the action, as if it was a disrupted spell. The DC for this check is equal to the damage you inflict with your AoO. Supernatural abilities disrupted in this way are lost and wasted, plus if the ability has a limited number of uses, this disrupted use counts against the limit for it.

Aura of Allied Defense [Epic]
Prerequisite: Allied Defense, Improved Combat Reflexes, cha 25
Benefit: Whenever you use the combat expertise feat, all allies within 20ft of you gain the same bonus to armor class (but not the penalty to attack rolls). This replaces (does not stack) the bonus from allied defense.

FORTIFY
Prerequisite: Endurance Domain, Protection Domain
Benefit: Sealtiel is the Lord Protector of the heavenly fortress of Pax Exaltea. From this duty he gains incredible abilities to protect and strengthen fortresses and other structures. Sealtiel strengthens whatever building or fortification he occupies, regardless of its size. Walls, doors, and objects within or attached to the structure have seven times the normal hardness and hit points, and their break DCs increase by +70. Objects within the stronghold also gains a saving throw against spells when unattended as if they were on Sealtiel's person. In addition, any good character defending the fortification gains a +14 deflection bonus to AC and a +14 resistance bonus on saves. Such creatures also gain the benefit of a mind blank spell (caster level 60th).

STOP MOVEMENT
Prerequisite: Travel Domain
Benefit: As a standard action, the deity may attempt to prevent up to one creature per divine rank from moving. The deity must be able to see the creatures to affect them and must succeed on an opposed rank check to affect another deity. If the creature falls a Will save (DC 10 + 1/2 hit dice + divine rank + Charisma modifier), the creature's movement speed is reduced to zero. This applies to all types of movement they possess. In essence, the creature cannot move of its own volition. The creature can still be moved by outside forces, such as another person pushing them. This effect lasts for one day, though the deity can end the effect as a free action. Stop Movement can be removed by another deity who succeeds on an opposed rank check.
Title: Re: Beastiary
Post by: Anastasia on April 08, 2013, 01:13:39 PM
Ilmater. I had a lot of ideas with him while working on the Hebdomad, so I decided to write him up. For specific information go read Faiths and Pantheons, or better yet 2nd edition's Faiths and Avatars. I chose not to write any flavor for him. He's been mentioned by Sealtiel and Empress Sulia's writeups, but the default flavor is already strong. Plus, I find Ilmater more compelling when talking about him indirectly. Writing good flavor for him is tough as all hell.

Anyway, notes and then flavor follow.

- His domains are unchanged from 3.5 Forgotten Realms. They're about the only domains that fit well.
- His classes are from the Faiths and Pantheons writeup. They're the best fit anyway barring Healer. I didn't want to fiddle with an epic Healer and I feel Paladin fits him too.
- Monk of the Undying Way is one of those monk style variants. In addition to new feats and few other things, I changed it so that it grants mettle and improved mettle versus evasion and improved evasion. Mettle fits Ilmater far better.
- Legendary Dreadnaught's tweaking can be seen below. It's a bit tweaked up for being an epic PrC. Ilmater fits the endurance-based parts of Legendary Dreadnaught to a T. As for the offensive parts? It's easy to forget Ilmater has Strength as a domain. He rarely offers anything but understanding and mercy, but he can be tremendously strong when stirred to battle.
- Ilmater's hit points and damage reduction are extremely high on purpose. When you count in his Eternal Martyr SDA, I'm fairly certain he has the most hit points of any creature in Creation. As his entire purpose revolves around enduring the pain of others, this is wholly intentional. Speaking of Eternal Martyr, the negative HP equal to full HP aspect is from his 2nd edition avatar. I wholeheartedly agree with it and feel it fits.
- Speaking of Eternal Martyr and Empress Sulia, they both have similar SDAs revolving around extended life. Ilmater gets a practical HP doubling while Empress Sulia auto-resurrects once per day. This is on purpose. They're different aspects of the same idea.
- Pain Mastery is insane on Ilmater. It fits him flawlessly so I chose to use it anyway. There should be some cap, probably at +12. That's 300 points of damage and non-epic creatures rarely can take any more damage than that. I didn't worry about it for this. Otherwise, he could end up with 300+ Strength near death.


Ilmater
The Crying God, the Broken God, the One Who Endures
Intermediate Deity
Symbol: Pair of white hands bound at the wrist with a red cord
Home Plane: House of the Triad
Alignment: Lawful Exalted
Portfolio: Endurance, suffering, martyrdom, perseverance
Worshipers: The lame, the oppressed, the poor, monks, paladins, serfs, slaves
Cleric Alignments: LG, LN, NG
Domains: Endurance, Good, Healing, Law, Strength, Suffering
Favored Weapon: An open hand (unarmed strike)

Monk 21 (Undying Way)/Legendary Dreadnaught 37//Paladin 58

Size/Type: Medium Outsider (Good, Lawful)
Divine Rank: 13
Hit Dice: 21d10+37d12+1740+58+1044 (3496 hp)
Initiative: +31
Speed: 130ft, fly 270ft (perfect)
Armor Class: 109 (+14 dex, +13 divine, +28 natural, +20 deflection, +20 wis, +4 monk)
Base Attack/CMB/CMD: +58/+82/163
Attack: Unarmed Strike+105 (4d12+46 plus 2d6 holy plus 2d6 axiomatic 18-20 x2)
Full Attack: Unarmed Strike+105/+105/+105/+100/+95/+90 (4d12+46 plus 2d6 holy plus 2d6 axiomatic 18-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Ki strike(magic, lawful, adamantine), smite evil 17/day, turn undead 23/day (28d6; DC 57), spells, stunning fist 30/day (DC 61), unstoppable 16/day.
Special Qualities: Damage reduction 71/-, spell resistance 73, immunity to fire and acid, divine traits, improved mettle, slow fall(any), purity of body, wholeness of body(42 hp), diamond body, abundant step, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body, aura of good, detect evil, divine grace, lay on hands(1160 hp), aura of courage, divine health, battlescarred paladin, remove disease 18/week, unmovable 16/day, fast healing 132.
Saves: Fort +107, Ref +91, Will +107 (+2 vs enchantment)
Abilities: Str 58, Dex 38, Con 70, Int 44, Wis 50, Cha 50 
Skills: Balance+88, Concentration+106, Climb+98, Diplomacy+94, Escape Artist+88, Handle Animal+94, Heal+94, Hide+88, Knowledge(All)+91, Listen+94, Move Silently+88, Sense Motive+94, Spellcraft+91, Spot+94, Tumble+88
Feats: Power Attack(1), Improved Bull Rush(H), Improved Unarmed Strike(M1), Toughness(M1), Endurance(M2), Steadfast Determination(3), Pain Mastery(6), Diehard(M6), Battle Blessing(9), Stunning Fist(12), Divine Might(15), Gift of Grace(18), Improved Initiative(27), Pain Touch(30), Deflect Arrows(33), Extend Spell(36), Improved Natural Attack(Unarmed Strike)(39), Combat Reflexes(42), Jaela's Gambit(45),
Epic Feats: Axiomatic Strike(B), Exceptional Deflection(B), Great Smiting(B), Improved Aura of Courage(B), Infinite Deflection(B), Keen Strike(B), Reflect Arrows(B), Widen Aura of Courage(B), Great Ability(Constitution)(21), Epic Toughness(P23), Epic Spell Capacity(24), Holy Strike(P26), Damage Reduction(LD5), Spectral Strike(P29), Force Breaker(LD10), Epic Toughness(P32), Epic Toughness(P35), Damage Reduction(LD15), Epic Toughness(P38), Planar Turning(P41), Damage Reduction(LD20), Epic Toughness(P44), Damage Reduction(LD25), Epic Toughness(P47), Epic Endurance(48), Epic Toughness(P50), Improved Stunning Fist(51), Damage Reduction(LD30), Epic Toughness(P53), Great Ability(Strength)(54), Epic Toughness(P56), Damage Reduction(LD35), Pulverize(57)
Salient Divine Abilities: Alter Size, Area Divine Shield, Divine Monk, Divine Blast, Divine Blessing(Constitution), Divine Fast Healingx4, Divine Paladin, Divine Shield, Eternal Martyr, Extra Domain(Strength), Gift of Life, Ilmater's Mercy, Indomitable Strength, Lay Quest, Life and Death, Possess Mortal
Alignment: Lawful Exalted

Divine powers:
Spoiler: ShowHide


Spell-like abilities

At will-aid, bane, bear's endurance, bestow curse, blade barrier, bull's strength, calm emotions, clenched fist, crushing hand, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, dictum, dispel chaos, dispel evil, endure elements, energy drain, enervation, enlarge person, feeblemind, globe of invulnerability, grasping hand, harm, heal, hold monster, holy aura, holy smite, holy word, horrid wilting, iron body, magic circle against chaos, magic circle against evil, magic vestment, mass bear's endurance, mass cure critical wounds, mass cure light wounds, mass heal, order's wrath, protection from chaos, protection from evil, refreshment, regenerate, righteous might, shield of law, spell immunity, spell turning, stoneskin, summon monster 9(lawful good only), sustain, waves of exhaustion. Caster level 58th. The save DCs are 53 + spell level.

Alter Reality (Su)

Ilmater 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 manifests in a number of ways. Ilmater can use wish when doing so can help him promote endurance, protection from sadism, taking on the pain of others and helping those in pain. Note that in the situation where Ilmater and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:

Endurance: 13/day gain a +29 enhancement bonus to Constitution as a free action for 1 minute. (Net +6 con)
Good: +1 caster level to good spells.
Healing: +1 caster level to healing spells.
Law: +1 caster level to lawful spells.
Strength: 13/day gain a +29 enhancement bonus to Strength as a free action for 1 round.  (Net +6 str)
Suffering: 13/day pain touch, -2 str/dex for 1 minute.

Divine Aura (Ex)

The save DC against Ilmater's divine aura is 43 and the radius is 13000ft.

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

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

Ilmater does not automatically fail on a natural attack roll or saving throw roll of 1. He automatically receives a 20 on any check he makes.

Communication: Ilmater can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within thirteen miles of himself.

Remote Communication: As a standard action, Ilmater can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as a whimpering cry or howling din. In this case, anyone within earshot can hear it or understand the message.

Create Items: Ilmater can create any wondrous item with power related to suffering, martyrdom or endurance; the maximum is 200,000 gold.

Portfolio Sense: Ilmater is aware of any act of martyrdom, suffering or pain.


Monk powers:
Spoiler: ShowHide


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.

Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Timeless Body (Ex)

Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.

Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self

At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.


Legendary Dreadnaught powers:
Spoiler: ShowHide


Unstoppable (Ex)

At 1st level, the legendary dreadnought can concentrate his or her power, gaining a +20 bonus on his Strength check to break or burst a door or item twice per day, plus two additional times per day every five levels thereafter. As a special use of this ability, the legendary dreadnought can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll.

Unmovable (Ex)

At 2nd level, the legendary dreadnought can concentrate his or her power, making him or herself unmovable twice per day, plus two additional times per day every five levels thereafter. This power grants the character a +20 bonus on any one of the following:

A CMD check made to avoid being grabbed with the improved grab ability.

A CMD check to avoid the effects of a bull rush, trip attempt, or similar effect.

A CMD check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case.

Shrug off Punishment (Ex)

The legendary dreadnought gains a +2 bonus to Constitution at 3rd level and +2 more every five levels thereafter.

Thick Skinned (Ex)

At 4th level, the legendary dreadnought gains damage reduction 5/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself. The damage reduction improves by 5 points every five levels thereafter.


Paladin powers:
Spoiler: ShowHide


Ilmater casts as a 58th level paladin with access to the Endurance, Good, Healing, Law, Strength and Suffering domains.

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 x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

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

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

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

Turn Undead (Su)

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

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

Remove Disease (Sp)

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


Gear:
Spoiler: ShowHide


Ilmater wears a non-magical breechcloth. He does not bother or have interest in magical items of any sort. Unlike other deities he has no reserve of magical items; should he require one and he cannot create it himself, he will ask others for it. An avatar is sent to an unwitting mortal with the item and humbly requests to borrow it. Those with the compassion and generosity to allow Ilmater to borrow it will find themselves blessed. The next time the giver is reduced to zero hit points, maimed or otherwise greatly pained, the blessings of Ilmater will instantly restore them to full vitality.


Custom Material
Spoiler: ShowHide


Legendary Dreadnought

Hit Die

d12

Requirements

Base Attack Bonus

+21

Skills

Intimidate 15 ranks

Feats

Toughness, Improved Bull Rush

Epic Feats

Great Ability (Strength or Constitution)

Class Skills

The legendary dreadnaught's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Swim (Str).

Skill Points at Each Level

2 + intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecial
1+1Unstoppable 2/day
2+2Unmovable 2/day
3+3Shrug off punishment
4+4Thick skinned
5+5Bonus feat
6+6Unstoppable 4/day
7+7Unmovable 4/day
+8+8Shrug off punishment
+9+9Thick skinned
+10+10Bonus feat

Unstoppable (Ex)

At 1st level, the legendary dreadnought can concentrate his or her power, gaining a +20 bonus on his Strength check to break or burst a door or item twice per day, plus two additional times per day every five levels thereafter. As a special use of this ability, the legendary dreadnought can attempt to break a wall of force (Strength DC 32, and the character applies his or her unstoppable bonus to this check as well). Alternatively, the legendary dreadnought can apply the +20 bonus to a single attack roll.

Unmovable (Ex)

At 2nd level, the legendary dreadnought can concentrate his or her power, making him or herself unmovable twice per day, plus two additional times per day every five levels thereafter. This power grants the character a +20 bonus on any one of the following:

A CMD check made to avoid being grabbed with the improved grab ability.

A CMD check to avoid the effects of a bull rush, trip attempt, or similar effect.

A CMD check against any effect that would move the character either physically or magically.

Any one saving throw. If an effect that would move the character either physically or magically does not normally allow a saving throw, the legendary dreadnought can use this ability to gain a Will saving throw. He or she still gains the +20 bonus on the saving throw in such a case.

Shrug off Punishment (Ex)

The legendary dreadnought gains a +2 bonus to Constitution at 3rd level and +2 more every five levels thereafter.

Thick Skinned (Ex)

At 4th level, the legendary dreadnought gains damage reduction 5/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and this ability itself. The damage reduction improves by 5 points every five levels thereafter.

Bonus Feats

A legendary dreadnaught gains an epic bonus feat at level 5 and every 5 levels thereafter.

Legendary Dreadnaught Bonus Feat List

Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Fortitude, Epic Prowess, Epic Toughness, Epic Will, Fast Healing, Force Breaker, Great Ability(Strength or Constitution only), Overwhelming Critical, Penetrate Damage Reduction

Force Breaker [Epic]
Prerequisite: Unstoppable 2/day, str 25
Benefit: You can break walls of force and similar force effects without using Unstoppable. The DC to do so remains the same, though you do not gain Unstoppable's +20 bonus when doing so. In addition, a successful melee attack against a creature with a force effect granting it a bonus to armor class automatically ends the effect.

ETERNAL MARTYR
Prerequisite: Endurance Domain, Suffering Domain, con 45
Benefit: Ilmater is the deity of suffering, the pinnacle of the courageous and holy man that takes the burdens of others onto himself. It is said he bears the suffering of all those who pray to him for relief, reflected in the form of his broken bodied avatars. Ilmater knows pain and lives with pain, having endurance far beyond mortal or immortal limits. He is immune to any negative effects from pain. He still feels the pain, but he can function through it. Likewise, he can endure for almost forever. Ilmater must be reduced to negative hit points equal to his maximum hit points to be slain. Ilmater is not disabled at zero hit points and is not unconscious at -1 hit points or less. In essence, Ilmater can act normally when at zero or less hit points. Finally, Ilmater is immune to nonlethal damage. 

ILMATER'S MERCY
Prerequisite: Eternal Martyr, con 51
Benefit: Ilmater can take the pain and suffering of any creature. He can do this for any creature that prays to him (an opposed divine rank check is required if the creature is in another deity's divine realm) or that he can see or hear otherwise. As a free action he may take on their pain. This restores the creature to full hit points as well as removing any negative conditions and ability damage. Ilmater takes damage equal to the hit points taken. Negative conditions are inflicted on Ilmater; if he is immune, he takes 15 points of damage per condition instead. Ability score damage and drain inflicts 3 points of damage to Ilmater per point restored. No matter the damage taken, Ilmater's form remains as it is - a broken body. He does not suffer the loss of limbs or body parts, though the victim is healed of them regardless.
Title: Re: Beastiary
Post by: Anastasia on April 20, 2013, 01:09:03 PM
Unlike the Hebdomad, the power, divine rank and overall presentation of each Lord of the Nine varies on their political situation. Bel isn't the strongest or the weakest Lord of the Nine despite being lord of the highest layer. Dispater's stronger than him (and stronger than the majority) and Mammon is weaker, for instance. Bel in particular has a mix of strong combat experience and personal power marred by a bad political situation. He has high hit dice for his station and potential more akin to an intermediate power but only DvR6. It's a fairly precarious DvR6 too, thanks to Zquujaj and then the Lifasa fiasco. While Bel was able to shield himself from the worst of the latter's fall out by scapegoating Abigor, his position has still been further undermined.

Notes are as follows.

- Bel bears an intentional resemblance to Zquujaj's design. More aptly, Zquujaj resembles Bel. This is wholly intentional and the reasons why should be obvious. Pale Night supporting a warlord that may well be a match for Bel is potentially catastrophic for Hell. A demon lord that can match Bel's planning and hatred and exceed it with demonic hordes could well lead to Bel's defeat. The Pale Mother's support has rendered Zquujaj safe from Bel's various efforts to exterminate him in the Abyss, only making the situation more dire.

- There's also a resemblance to the Red Knight. This was alluded to in the Red Knight's flavor section, as diabolical tactics by nature and need heavily emphasize planning, tactics and overall excellence. The fact that Bel's stronger than the Red Knight doesn't imply that he's superior to her within those fields as much as that Tempus still retains great power within them. The Red Knight is only an assistant demigod and a balance to Garagos. I'd put Red Knight's maximum potential within this field as superior to Bel's. Bel does have incredible potential in hatred and destruction that the Red Knight doesn't possess, however.

- Finally, it's worth comparing Barachiel and Bel. Bel's stronger in most ways that matter save for a single divine rank. Again, this is intentional, as Avernus needs far more of an investment in defense than Mount Celestia. You don't see Arborea launching endless crusades against Lunia, do you? In case of an invasion? It's more likely that the more lawful Heavens would assist while the chaotic ones help out as the please, but certainly don't interfere against Celestia. Likewise, the rest of the Hebdomad would selflessly and sincerely help Barachiel in case of an invasion. The Lords of the Nine would send what they're required to and use the situation to their advantage, thus undermining Bel.

- Bel's otherwise a souped up fighter/marshal that beats the everliving hell out of his enemies. Genocidal strike can wipe out hundreds of ravening demons as he slaughters the commanders. He can fill the task of shock trooper exceedingly well thanks to this. He can also leads troops thanks to his potent marshal skills and act as a caster with his various SLAs and alter reality. He can basically fulfill any role on the battlefield save perhaps healer. He's best when he gets into the middle of a battle and maims his opponents.


Bel
Warlord of Avernus, Usurper
Lord of the First
Symbol: A greatsword engulfed in green flames, set on a hellfire red background
Home Plane: Avernus, the 1st Hell
Alignment: Axiomatic Vile
Portfolio: War, genocide, defense
Worshipers: Fighters, warmongers, blood war soldiers serving Baator, paladins of tyranny
Cleric Alignments: LE, NE, LN
Domains: Destruction, Evil, Hatred, Law, Planning, War
Favored Weapon: Abyssbane (Greatsword)

Pit Fiend 51//Fighter 26/Marshal 25

Size/Type: Huge Outsider (Devil, Evil, Lawful)
Divine Rank: 6
Hit Dice: 26d10+25d8+1020+51+102 (1633 hp)
Initiative: +30
Speed: 100ft, fly 280ft (perfect)
Armor Class: 88 (-2 size, +16 dex, +6 divine, +23 natural, +16 deflection, +19 armor)
Base Attack/CMB/CMD: +51/+74/122
Attack: Abyssbane+99 (4d6+60 plus 3d6 hellfire (9d6 on crit) plus +8/+8d6 vs demons plus 3d6 hellfire (9d6 vs chaotic evil) plus 1 vile plus 4d6 on crit 17-20 x3)
Full Attack: Abyssbane+99/+94/+89/+84 (4d6+60 plus 3d6 hellfire (9d6 on crit) plus +8/+8d6 vs demons plus 3d6 hellfire (9d6 vs chaotic evil) plus 1 vile plus 4d6 on crit 17-20 x3) and 2 wings+70 (3d6+10 plus 3d6 hellfire (9d6 vs chaotic evil)) and bite+70 (6d6+10 plus 3d6 hellfire (9d6 vs chaotic evil) plus poison(DC 55) plus disease (DC 55)) plus tail slap+70 (3d8+10 plus 3d6 hellfire (9d6 vs chaotic evil) plus improved grab)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, aura of hell, improved grab, constrict+2d8+42.
Special Qualities: Damage reduction 40/anarchic, epic, good and silver, spell resistance 66, immunity to cold, fire and poison, resistance to acid 30, regeneration 17, see in darkness, telepathy 500ft, summon devils, divine traits, minor aura+16, major aura+5, grant move action 6/day.
Saves: Fort +64, Ref +60, Will +60
Abilities: Str 53, Dex 43, Con 51, Int 42, Wis 42, Cha 42 
Skills: Appraise+76, Balance+76, Bluff+80, Concentration+80, Craft(Armorsmithing)+76, Craft(Siege Engines)+76, Diplomacy+83, Forgery+76, Gather Information+80, Handle Animal+76, Heal+76, Intimidate+80, Knowledge(A&E)+76, Knowledge(Arcana)+76, Knowledge(Local: Avernus)+76, Knowledge(Nature)+76, Knowledge(K&R)+76, Knowledge(Planes)+76, Knowledge(Religion)+76, Knowledge(Tactics)+76, Listen+76, Ride+76, Search+76, Sense Motive+76, Spellcraft+76, Spot+76, Survival+76, Use Magic Device+76 
Feats: Dark Speech(B), Extend Spell(B), Weapon Focus(Greatsword)(B), Power Attack(1), Combat Reflexes(F1), Improved Initiative(F2), Mindsight(3), Weapon Specialization(Greatsword)(F4), Combat Expertise(6), Improved Sunder(F6), Melee Weapon Mastery(Slashing)(F8), Flyby Attack(9), Greater Weapon Focus(Greatsword)(F10), Multiattack(12), Toughness(F12), Greater Weapon Specialization(Greatsword)(F14), Improved Multiattack(15), Improved Critical(Greatsword)(F16), Vile Martial Strike(18), Weapon Supremacy(Greatsword)(F18), Improved Combat Expertise(F20), Skill Focus(Diplomacy)(M1)
Epic Feats: Gloom Aura(B), Lasting Aura(B), Multiaura(B), Radiant Aura(B), Widen Aura(B), Dire Charge(21), Epic Weapon Focus(Greatsword)(F22), Blinding Speed(24), Epic Weapon Specialization(Greatsword)(F24), Overwhelming Critical(F26), Devastating Critical(27), Multiaction(30), Demonslayer(33), Superior Initiative(36), Spellcasting Harrier(39), Epic Reputation(42), Penetrate Damage Reduction(Cold Iron)(45), Epic Toughness(48), Epic Sunder(M23), Penetrate Damage Reduction(Silver)(51)
Salient Divine Abilities: Alter Size, Battlesense, Divine Blast, Divine Marshal, Divine Weapon Focus, Divine Weapon Mastery, Divine Weapon Specialization, Extra Domain(Destruction), Extra Domain(Planning), Genocidal Strike, Mass Divine Blast
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Disease (Su)

Devil chills; immediate onset; DC 55; 2d4/2d4 vile Strength drain. The save DC is Constitution based.

Poison (Su)

DC 55; 2d6/4d6 vile Constitution drain. The save DC is Constitution based.

Improved Grab (Ex)

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

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

Aura of Hell (Ex)

The presence of a Lord is so vile that it causes lesser beings to cower or pay homage to the might of its evil. All within 900 feet of a Lord must succeed in a Will save equal to 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 56. Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of the devil. They can defend themselves normally but take no actions.
Induce Fear: Affected beings become panicked and suffer a –9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Lord of the Nine makes them frightened, and they flee from it as quickly as they can.

The Lord can make its servants, worshipers, beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. Other Lords of the Nine, and beings possessing divine rank equal to or greater than that of the Lord, are immune to the Aura of Hell. The Aura of Hell replaces any existing fear aura and divine aura of the devil.

Summon Devils (Su)

Bel may call up to 51 hit dice of devils three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may call a Duke of Hell in his service. The Duke is aware of the situation but must answer the summons.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect good. At will-antipathy, augury, bestow curse, blade barrier, blasphemy, calm emotions, contagion, clairaudience/clairvoyance, create undead, deathwatch, desecrate, detect scrying, dictum, disintegrate, dispel chaos, dispel good, divine power, doom, earthquake, flame strike, forbiddance, foresight, greater plane shift, greater scrying, greater teleport, harm, heroes feast, hold monster, inflict critical wounds, inflict light wounds, inflict mass cure light wounds, magic circle against chaos, magic circle against good, magic vestment, magic weapon, order's wrath, power word blind, power word stun, protection from chaos, protection from good, rage, righteous might, scare, shatter, shield of law, spiritual weapon, status, storm of vengeance, summon monster 9(lawful evil only), time stop, unholy aura, unholy blight, vision. Caster level 51st. The save DCs are 42 + spell level.

Alter Reality (Su)

Bel 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 manifests in a number of ways. Bel can use limited wish when doing so can help him promote warfare, genocide and the crushing of enemies. Note that in the situation where Bel 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.

Inflict Wounds (Su)

Bel may cast any inflict wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:
Destruction: 6/day smite, +4 attack and +25 damage.
Evil: +1 caster level to evil spells.
Hatred: 6/day choose opponent, gain +2 profane bonus to attacks, saves and AC for 1 minute.
Law: +1 caster level to lawful spells.
Planning: Extend spell as bonus feat.
War: Weapon focus (greatsword) as a bonus feat.

Immunities: Bel is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she 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. In addition to these, Bel is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Bel does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Bel can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within six miles of himself.

Remote Communication: As a standard action, Bel can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as a harsh, croaking demand. In this case, anyone within earshot of the sound can hear it.

Create Items: Bel can create any wondrous item with power related to warfare and planning; the maximum is 30,000 gold.

Portfolio Sense: Bel is aware of any act of war, genocide or destruction that involves 500 or more people.


Marshal powers:
Spoiler: ShowHide


Auras (Ex)

Bel has access to all Marshal auras.

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:
Spoiler: ShowHide


Abyssbane

Bel's rise to power came through endless excellence in warfare coupled with increasingly adroit political maneuvers and timely betrayals. These came to a climax in the Four Cross, where Bel ultimately devastated the forces of the Abyss so greatly that Avernus saw no battles for a decade. As a reward and a sign of his favor, Asmodeus gifted Abyssbane to Bel. It is a greatsword carved from a titanic block of Nessian cold iron rather than forged, simmered in the blood of 9,999 demons tortured into recanting chaos and polished by the hand of the Lord of the Ninth himself. This is a matter of public record and part of Bel's official mythos put forth by various propaganda ministries within Hell. As such, it is generally well known. Unlike most diabolical propaganda, this is largely considered to be accurate by scholars outside of Hell.

Abyssbane is a huge cold iron greatsword+9, hellfire blasting and demon dread. Any demon struck by Abyssbane must make a DC 62 Fortitude save or lose any damage reduction (except damage reduction/-), spell resistance and immunity to poison for 9 rounds. A demon need only save against Abyssbane once per round, no matter how many times it is struck.

Belt of Screaming Angels

This belt is aptly named, for it is a belt made of a dozen still living angel's heads. These celestials are trapped in Bel's thrall and damned to suffer. As a free action once per nine rounds, the belt may unleash a dreadful, deafening howl of lament-filled agony. This is treated as a greater shout spell with a caster level of 54 and a save DC of 54. Unlike greater shout, it affects all creatures except devils within a 90ft radius of Bel and deals 27d6 points of sonic damage. This is treated as a supernatural ability and is thus not subject to spell resistance.

There have been repeated attempts by the forces of the heavens to free the celestials trapped in the belt. As of now, Bel has defeated all but one effort to capture the belt. The one effort that succeeded was beset by a shrieking curse of devastating potency. The heroes suffered the effects of the belt's greater shout every round until they were obliterated. Should a creature or group of creatures besides Bel have the Belt of Screaming Angels without his consent, they suffer the effects of the belt's shout every round. This persists even if the belt is stored in another dimension, stasis or otherwise removed from the victim.

Bel has access to a great deal of other treasure as Lord of the First. He routinely wears epic bracers of armor+19 and anything else that bolsters his defenses or physical attacks.


Custom Material: [spoiler]

DIVINE MARSHAL
Prerequisite: Marshal level 20th
Benefit: The deity gains Gloom Aura, Lasting Aura, Multiaura, Radiant Aura and Widen Aura as bonus feats. The deity knows all major and minor marshal auras.

GENOCIDAL STRIKE
Prerequisite: Hatred Domain, War Domain, str 35
Benefit: Bel's furious defense of Avernus is matched only by his undying hatred of his enemies. The Lord of the First can channel this power into his strikes, causing his foes to burst into hellfire. Bel deals an extra 3d6 points of hellfire damage per attack. When attacking demons or other chaotic evil creatures, his hate becomes all encompassing and the flames of Avernus burn his foes away. He instead deals 9d6 points of hellfire damage per attack to such creatures; in addition, any other chaotic evil creature within 900ft is burned by these flames, taking 3d6 points of hellfire damage per successful attack. There is no save against this damage.
Title: Re: Beastiary
Post by: Anastasia on April 21, 2013, 05:00:37 PM
Authorities
Spoiler: ShowHide


The Authorities of Celestia are a special rank within Celestia. They are the direct servants of the Hebdomad and the deities of Lawful Good, roughly akin to the Dukes of Hell, lesser Demon Lords or the 77+7 Archangels of Elysium. (http://www.soulriders.net/forum/index.php/topic,101729.msg1036129/topicseen.html#msg1036129) It is said that seven serve each member of the Hebdomad save Zaphkiel. The last seven serve the seven virtues instead of Zaphkiel.

An Authority follows one of the Hebdomad or a Lawful Good deity. As these two groups exist in cooperation and harmony, they share servants in these matters. No matter who they serve, each Authority is associated with one of the Hebdomad and layer of Celestia. For example, Vel Custos worships Tyr while he serves Barachiel and Lunia. Despite being associated with a layer, the duties of an Authority take them far and wide across Celestia.

Authorities are granted the following powers to better execute their duties:

- True seeing. This is an always active spell-like ability.
- The ability to summon archons. They may summon archons or lawful good angels three times per day, and call the same another three times per day. They may call up to their hit dice per summon. They may attempt to summon a fellow Authority once per day, though they are not obligated to answer the call and are aware of the circumstances surrounding their fellow Authority.
- Authorities have maximum hit points per hit die. They are treated as divine rank zero for effects, though they have no actual divine rank.
- One special ability on par with a salient divine ability. This may convert a previous racial or class ability or be created out of whole cloth.
- The teleport special quality, as if the creature was an archon.
- The ability cast miracle once per day as a spell-like ability.

Only lawful good celestials are granted this station. Should a mortal be chosen to take this station, they are first converted into a high ranking celestial, such as a planetar, throne archon or rarely a solar. Dragons, fey and other immortal creatures may be converted at the discretion of the deity or member of the Hebdomad sponsoring the ascension. For instance, it is known that Bahamut has sponsored a silver dragon Authority. The dragon was allowed to keep its form, but this is rare.

Authorities must have at least 21 hit dice and be considered epic characters. That said, Authorities are generally 27 to 40 hit dice. Authorities of higher layers tend to be stronger than those of lower layers, though this is no hard and fast rule.

The rank of Authority may co-exist with other deity specific ranks, but the Authority cannot also be one of Elysium's Archangels.


Vel Custos, Authority of Wardens

Fluff:
Spoiler: ShowHide


Background

Vel Custos was born as a mortal in a long forgotten Prime Material world. He was an orphan of little note who was recruited into Tyr's faith. In time he took holy orders and was ordained first as a lawgiver and then as an inquisitor. He excelled at his job, rooting out the tyrannical Melchian Heresy and exposing the crimes of Justicar Lassear. He spent his life persecuting the heresy and sealing away those who sold themselves to Bane within a sacred prison. Thereafter he was made into a deathless servant, charged to watch over those souls until the time of judgment.

When that day came, Tyr found that his faithful servant had succeeded to the utmost. Vel Custos moved onto his eternal reward awash in glory for his long service. He was offered to be transformed into a spirit directly, but he was tired from his long service and wished to be reborn as a lantern archon. This was granted, but his sense of self and power was too great. His awareness transcended his rebirth and within seven days, his immortal form transformed into that of a throne archon. He was then taken to Tyr and accepted further teachings and guidance, as well as the duties Tyr offered. These duties lead him to overseeing various prisons to hold evil creatures, where he excelled. His skill at managing the imprisoned lead to him overseeing more holy prisons and eventually assuming the mantle of Authority of Wardens.

As the Authority of Wardens, Vel Custos is charged with overseeing all of Celestia's prisons. This ranges from the practical matters of holding the imprisoned properly, ensuring they are secured, given a fair trial and seeing to the possibility of rehabilitation. He ensures those held are kept humanely and had their needs seen to as much as reasonably possible. In tandem he is vigilant that they do not escape and makes sure they have a fair hearing in the interests of justice. Once those are done, he makes sure every prisoner, save those that are sealed away from everything else for crimes too terrible to contemplate and are too dangerous to simply slay, has a chance for council, religious instruction and help in overcoming their darkness. Finally, he hears the requests of prisoners who wish to atone. Those requests that are sincere are granted and the creature is freed, given quests and any training they need to overcome their darkness. These matters pass into the hands of Cerulean Joy, Authority of Absolution.

Vel Custos is the final judge in any matters related to these, barring the word of one of the deities of Lawful Good or the Hebdomad.

Tyr largely leaves Vel Custos to his duties as an Authority. He has standing as an ascended saint in the Tyrran calendar of saints. He is also a name invoked in rituals regarding truth, duty and sealing by some Tyrran sects. He is also held as one of the assistant judges that aids the Triad in judging mortal souls, though this is a duty he is only rarely involved in. Tyr knows his faithful servant will come if called, for he watched Vel Custos serve in life, death and the afterlife without hesitation. Further yet, Tyr knows that Vel Custos can do the most good as the Authority of Wardens.

Vel Custos is not his original name. His original name was left behind with his rebirth and has since faded from history.

Appearance

Vel Custos is seven and a half feet tall, all broad muscle and weighty bulk. There is not an ounce of fat on him, as he resembles nothing more than an exquisite statue given life due to his mortal labors. He wears his Armor of Authority, golden mask and black judge's robes. As such, his features are rarely seen. When before Tyr, Barachiel or other superiors, he removes his mask. His face is hard bitten, weathered deeply. His steady green-eyed gaze is that of an inquisitor, giving the impression that he sees through people and silently judges them. He keeps snow-white hair trimmed neatly and has an elaborate mustache and sideburns, but no beard. His wings are the same white as his hair, but with black tips that match his robes.

Mortals find Vel Custos to be intimidating, as do most evil or chaotic creatures. Those who follow the paths of righteousness may see him as a stern, unyielding and yet wise figure, as do lawful celestials. No matter the impact, Vel Custos does not change his form, believing that what is right does not hide itself.

Personality

The word that best describes Vel Custos is stern. He watches on with an imperious gaze behind his expressionless mask. He acts as an authority figure to the hilt, fully confident in himself and what he must do. He speaks with a clear, careful and direct phrasing, preferring simple terms over complex ones and less words over more words. He rarely smiles and shows no outward signs of compassion. However, his judgments and orders are always reasonable, fair and emphasize the chance for redemption and atonement. This is a contrast to his appearance and surprises many. Vel Custos understands that authority is not always soft and good is not always nice. He is nonetheless a devout believer in reformation, purification and rehabilitation when possible.

Relations

Vel Custos is not a man who makes friends easily. In his mortal life he had a wife, though his tireless work as a holy inquisitor resulted in a distant relationship. Any family from that has long since passed, forgotten on the sands of time. He does not have many friends in the lower ranks of Celestia. While not unkind, he reflexively avoids consorting too closely with those who follow his authority, as he believes closer relationships are improper.

He is friends with Vashael, Authority of Inner Strength and Lo of Lestos, Authority of Holy Wisdom. Vashael is a relationship rooted in a strong bond of professional respect, the two often working together to great success. Lo of Lestos makes a point of routinely visiting Vel Custos, getting him to slow down and not neglect himself. He often drags the Authority of Wardens on excursions to realms beyond Mount Celestia, using exotic locales and new situations to loosen Vel Custos up. While he resists this on the surface, Vel Custos greatly appreciates what Lo does. He often overplays his reluctance out of fondness for the routine the two have. In return, Lo of Lestos plays his part and ensures that Vel Custos unwinds.

When dealing with Barachiel, Vel Custos is direct, respectful and to the point. He is not afraid to respectfully question Barachiel's orders, as his inquisitor's training demands that he always seeks reasons, motives and the truth. Barachiel understands this and answers truthfully. When dealing with other members of the Hebdomad and deities, Vel Custos acts much the same. The only exception is Tyr, for he is overwhelmed and awed each time he is gifted with the Maimed God's presence.

After his rebirth, Vel Custos felt no need to pursue a relationship. He remembered the loneliness and beseeching looks of his mortal wife all too well, feeling seeds of guilt over his neglect, no matter how important his deeds were. Yet in time he came to work with Cerulean Joy, Authority of Absolution. With his duties over celestial donjons he often escorted her to prisoners who had expressed desire to atone. As they spent more time together, Vel Custos came to greatly admire her eternally optimistic touch and way of bringing hope to those who had hidden themselves from Celestia's glory. She admired his strength of will and unbending devotion to righteousness. From there what is natural happened and the two were married. They are a perfect match, devoted to themselves and what is right. As they find what is right into each other, there is no need for them to be separated or distant to one another. Even when not together, they work towards what is right and thus towards each other.

Vel Custos counts his enemies as those who attempt to steal those imprisoned within Celestia. Those who imprison for torment offend him, including the entire concept of the plane of Carceri. He saves a special and personal loathing to Bane, who was revealed to be behind the Melchian Heresy. By extension he opposes all of Baator, who he sees as functionally identical to Bane in spirit and complicit in each other's sins.

Combat

Vel Custos does not shy away from battle. While he prefers to defuse situations when possible with oratory and intimidation, he is more than willing to unleash Tyr's wrath on evil. Against obviously inferior foes he relies on his swordplay to lay his opponents low, while countering any troublesome spells with his greater dispel magic spell-like ability. He is a patient warrior and will decisively pick apart his foes without revealing any of his other strengths.

When facing more capable opponents, Vel Custos prepares before battle with energy immunity (fire and cold are preferred, but he tailors to his opponents), holy aura, shield of the archons, death ward, superior vigor, righteous might and his divine shield feat. His 1 round/level spells are extended as needed. He begins combat with heresy's reward combined with a quickened holy word or hold monster, while moving in close to a spellcaster. From there he prefers to use power-attack enhanced strikes against spellcasters while using various quickened spells to further pummel his foes. While in close he relies on his various auras and dimensional anchor effect to bolster him further.

If Vel Custos encounters a foe that can use gazes or other vision-related attacks, he casts Tyr's sight. He keeps a quickened heal on hand in case of particularly difficult foes. If reduced to less than 100 hit points, Vel Custos retreats with teleportation to heal and then resume the battle. In such cases he will summon archon aides or Cerulean Joy before resuming combat.


Throne Archon 35//Cleric 5/Church Inquisitor 10/Soulguard 10/Justicar of Tyr 10

Size/Type: Large Outsider (Archon, Good, Lawful)
Hit Dice: 35d8+385 (665 hp)
Initiative: +13
Speed: 50ft, fly 120ft (perfect)
Armor Class: 61 (-1 size, +13 dex, +15 natural, +15 armor, +9 shield)
Base Attack/CMB/CMD: +35/+50/73
Attack: Steely Judgment+56 (2d6+21 19-20 x2)
Full Attack: Steely Judgment+56/+51/+46/+41 (2d6+21 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Penitentiary gaze, spell-like abilities, spells, turn undead 16/day (3d6; DC 25), divine rebuke, dispel evil 3/day, purging radiance, smite anarchy 3/day, blade of justice 13/day.
Special Qualities: Aura of menace, damage reduction 25/epic, evil and silver, darkvision 120ft, immunity to charm, compulsions, electricity, petrification and possession, low-light vision, magic circle against evil, spell resistance 47, teleport, tongues, summon archons, detect evil, pierce illusion, pierce disguise, force shapechange, learn the truth, pierce deception, absolution, resistance aura, dimensional anchor, detect chaos, bureaucratic knowledge, axiomatic spellcasting, order's calm, aura of absolute law, power of truth.
Saves: Fort +28, Ref +30, Will +35 (+4 vs poison, +2 vs evil outsiders, +13 vs chaos)
Abilities: Str 38, Dex 36, Con 33, Int 30, Wis 34, Cha 36
Skills: Bluff+51, Concentration+49, Decipher Script+48, Diplomacy+71, Forgery+48, Gather Information+51, Intimidation+87, Knowledge(Arcana)+48, Knowledge(Local: Mount Celestia)+48, Knowledge(N&R)+48, Knowledge(Planes)+48, Knowledge(Religion)+48, Listen+50, Perform(Oratory)+71, Profession(Inquisitor)+48, Profession(Judge)+48, Sense Motive+58, Spellcraft+48, Spot+50
Feats: Words of Creation(B), Weapon Focus(Longsword)(B), Iron Will(1), Ability Focus(Penitentiary Gaze)(3), Power Attack(6), Extend  Spell(9), Skill Focus(Intimidate)(12), Quicken Spell(15), Divine Shield(18)
Epic Feats: Epic Skill Focus(Intimidate)(21), Epic Ability Focus(Penitentiary Gaze)(24), Bonus Domain(War)(27), Epic Spell Capacity(30), Epic Will(33)
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-see invisibility, true seeing. 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. 1/day-miracle. Caster level 20th. The save DCs are charisma based.

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 Vel Custos's Aura of Menace is 40.

Penitentiary Gaze (Su)

Any nonlawful 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 46) or temporarily fall under its influence. Such a being becomes filled with remorse over the distance his life's actions have taken him from the ideals of law or goodness (even if such distance would ordinarily make him proud). The intensity of the remorse (and the relevant game effect) varies depending upon the creature's alignment. Compare the victim's alignment to the chart below, adding any game effects that apply. This ability's save DC is Charisma-based.

The victim is free to act (even to attack the throne archon) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Throne archons can disable or enable this ability as a free action. The gaze cannot be disabled during the same round in which it was enabled (and vice versa).

Law/Chaos Axis

Neutral:The victim is beset by religious visions in which angelic legions berate him for straying from the true path of law and goodness. As a result, he becomes fatigued.

Chaotic: Blistering mental hellscapes scald the victim's consciousness, causing so much psychological damage that the victim becomes exhausted.

Good/Evil Axis

Neutral: Pangs of self regret over past evil deeds result in blood-red psychosomatic blisters and boils. The victim takes 15 points of damage.

Evil: The victim's guilt and misery creates a psychosomatic meltdown that results in painful rashes and explosive skin abrasions. The victim takes 30 points of damage.

Summon Archons (Su)

Vel Custos may call up to 35 hit dice of archons or lawful good angels three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may attempt to call one of the other Authorities. The other Authority is not obligated to answer and they are automatically aware of the circumstances surrounding Vel Custos.

Power of Truth (Su)

Vel Custos can perceive when any creature deliberately lies. This ability works like the discern lies spell, except that it works continuously and applies to any creature he can perceive. He does not need to concentrate to discern lies and does so automatically. Measures that block divinations stop this ability. Creatures with divine rank are likewise immune to this ability. This ability replaces Vel Custos's various discern lies spell-like abilities.


Cleric powers:
Spoiler: ShowHide


Vel Custos casts as a 34th level cleric with access to the Inquisition, Law, Retribution and War domains.


Church Inquisitor powers:
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Detect Evil (Sp)

A church inquisitor can use detect evil at will as a spell-like ability.

Immune to Charms (Ex)

A church inquisitor of 2nd level or higher is immune to all enchantment (charm) spells and effects.

Pierce Illusion (Su)

At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. Whenever an inquisitor sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The inquisitor need not interact with or touch the illusion, visual contact is enough to give the Will save.

Pierce Disguise (Ex)

The inquisitor has a +4 competence bonus on Spot checks against the Disguise skill.

Immune to Compulsions (Ex)

A church inquisitor of 5th level or higher is immune to all compulsion spells and effects.

Force Shapechange (Su)

A church inquisitor of 6th level or higher can force a creature into its natural form. The church inquisitor must make a successful melee touch attack against the creature. If the attack is successful, the church inquisitor makes a caster level check as if casting dispel magic against the shapechanging effect. The church inquisitor's +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check. This ability undoes the effect of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. The church inquisitor can use this ability at will.

Immunity to Possession (Ex)

A church inquisitor of 8th level or higher has immunity to magic jar, soul bind, trap the soul, a ghost's malevolence ability, and all other spells or effects that displace or replace a character's life force. The character can still travel to the planes via astral projection, if so desired.

Learn the Truth (Su)

By touching a creature that has lied to him, a church inquisitor of 10th level or higher can force the creature to tell the truth. The creature can make a Will save (DC 10 + the church inquisitor's level + the church inquisitor's Cha modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The church inquisitor can use this ability 3 times/day.


Soulguard powers:
Spoiler: ShowHide


Divine Rebuke (Su)

Starting at 2nd level, as a swift action, you can sacrifice a spell slot or a prepared spell to rebuke an evil outsider within 30 feet. The outsider must succeed on a Will save (DC 10 + level of the spell sacrificed + your Cha modifier) or cower for a number of rounds equal to the spell slot of the spell sacrificed. The effect ends if the fiend is attacked.

Immunity to Charm (Ex)

At 2nd level, you gain immunity to enchantment (charm) spells and effects.

Dispel Evil (Sp)

Beginning at 3rd level, you can use a dispel evil effect once per day. Your caster level equals your divine caster level. The save DC is Charisma-based. (See the spell, PH 222.)

At 6th level, you can use this ability twice per day. At 9th level, you can use this ability three times per day.

Absolution (Sp)

Starting at 4th level, you gain the ability to use atonement once per day as a spell-like ability.

Alternatively, if you are using the corruption mechanics from this book, you can purify a creature to redeem it from evil. Only a creature that desires absolution can be affected. Furthermore, any gains (monetary, political, personal, and so on) a creature has attained through evil acts must be abandoned. If the target creature has 3 or fewer corruption points, they are all removed. If the creature has 4 or more corruption points, you can reduce the total by 1. A single creature cannot receive the benefit of absolution more than once unless the DM permits it for exceptional story-driven reasons. For more information on corruption, see page 30.

Immunity to Compulsion (Ex)

At 5th level, you gain immunity to enchantment (compulsion) spells and effects.

Purging Radiance (Su)

At 7th level and higher, you can spend a daily use of your turn undead ability to deal damage to nearby fiends. As a standard action, the area around you fills with a pure, holy energy that deals 1d6 points of damage per class level to evil outsiders within 30 feet. This ability does not provoke attacks of opportunity. If you do not have the turn undead ability, this ability has no effect.

Resistance Aura (Su)

From 8th level on, you and all allies within 20 feet of you gain a +2 bonus on saving throws against spells and effects generated by evil outsiders.

Dimensional Anchor (Su)

At 10th level, your presence blocks the teleportation abilities of evil outsiders. No evil outsider can use a teleportation spell or effect while within 20 feet of you.


Justicar of Tyr powers:
Spoiler: ShowHide


Detect Chaos (Sp)

At 1st level, the justiciar of Tyr may use detect chaos at will (caster level equals justiciar of Tyr's divine caster level).

Smite Anarchy (Su)

Once per day, a 1st-level justiciar of Tyr may attempt to smite a chaotic opponent with one normal melee attack. She adds her Charisma bonus (if any) to the attack roll and deals 1 extra point of damage per justiciar of Tyr level. For example, a 4th-level justiciar of Tyr armed with a longsword would deal 1d8+4 points of damage, plus any additional bonuses from high strength or magical effects that normally apply. If a justiciar of Tyr accidentally smites a creature that is not chaotic, the smite has no effect but is still used up for that day. The justiciar can use this ability twice per day at 5th level and three times per day at 10th level.

Bureaucratic Knowledge (Ex)

Although battling the forces of chaos is one of the primary functions of the justiciar, she is also expected to have a thorough grasp of legal processes in civilizations all across Faerûn. Beginning at 2nd level, the character gains a bonus equal to her justiciar of Tyr level on all Knowledge and Gather Information checks related to laws or legal proceedings (such as recalling whether carrying weapons is illegal in a certain city or researching proper courtroom etiquette). She also gains the same bonus on Charisma-based skill or ability checks made to argue legal matters.

Axiomatic Spellcasting (Ex)

When the justiciar of Tyr reaches 3rd level, her devotion to the cause of law infuses and empowers her spells. The save DC (if any) for any spell with the lawful descriptor that she casts increases by +1. This increase rises to +2 at 9th level.

Maimed God's Boon (Su)

Tyr's hand shelters his most faithful servants, protecting them from the ravages of disorder and anarchy. At 5th level, the justiciar of Tyr gains a bonus equal to her Charisma bonus (if any) on all saving throws against spells with the chaotic descriptor and against the spell-like and supernatural abilities of chaotic outsiders. This bonus stacks with that provided by the paladin's divine grace ability. (Thus, a paladin/justiciar adds her Charisma bonus twice to saving throws against chaotic effects.)

Order's Calm (Su)

Once per day with her touch, a justiciar of at least 7th level may negate any of the following e ffects: heroism, rage, symbol of insanity, any fear effect, or a barbarian's rage ability. To use this ability on an unwilling target, the justiciar must make a successful melee touch attack, and the target receives a Will save (DC 10 + 1/2 justiciar of Tyr level + justiciar of Tyr's Cha modifi er) to avoid the effect.

Blade of Justice (Su)

At 8th level, the justiciar of Tyr may imbue her melee weapon with the raw power of justice. Once per day per point of Charisma bonus (minimum once per day), the justiciar may cause any melee weapon she is currently wielding to behave as an axiomatic weapon (dealing an extra 2d6 points of damage against chaotic foes). If the justiciar's weapon already has this enhancement, it gains no further benefi t. Each usage of this ability is a free action, and the effect lasts for 1 round.

Aura of Absolute Law (Su)

Upon attaining 10th level, the justiciar of Tyr has proven herself such a shining beacon of order and justice that chaos cannot stand against her. She is surrounded by a constant dispel chaos effect at all times. Driving a chaotic outsider back to its home plane or dispelling a chaotic enchantment spell temporarily discharges and ends this effect, but the justiciar may reactivate it as a free action on her next turn.


Gear:
Spoiler: ShowHide


Steely Judgment

This longsword is engraved with the names of 77 righteous judges that oversee the judgment of souls. This sword was created in Vel Custos's mortal life and laid to rest in his tomb for his deathless form to use. After he recovered his memories and was promoted to throne archon, he retrieved the sword and had it reforged in Jovar. It is a symbol of unbreakable wisdom, unyielding authority and undefeated justice.

Steely Judgment is a large longsword+7. The weight of the authorities vested in him resonate within the blade, giving him a terrifying and righteous glare. This grants him a +25 bonus to intimidate checks. Evil creatures cannot abide the touch of Steely Judgment. Any evil creature that touches the blade, including those damaged by it, take on a sickly green glow for seven minutes. Those that glow from his blade take maximum damage from the wielder's melee attacks, spells and spell-like abilities.

Armor of Authority

Armor of Authority is gleaming gold full plate armor gifted to all the Authorities. It is a badge of station, identifying them to all who see them. Each set's appearance is customized to fit the individual Authority. Vel Custos's armor is smooth and unmarred, decorated with the holy symbol of Tyr on the breastplate, delicately carved trumpets on his shoulders and an impartial, expressionless mask for a helmet.

This full plate armor+7 grants a +6 enhancement bonus bonus to all ability scores. When worn by an Authority, it has no armor check penalty, arcane spell failure chance or maximum dexterity cap.

No Further

This shield bears the holy symbol of Tyr across it. It was a gift long ago for Vel Custos exposing the Melchian Heresy, granted to him in mortality and returned on his ascension to Authority. It is so named for the high note of his rally speech against the corrupt Justicar Lassear.

No Further is a heavy steel shield+7. It grants a +20 competence bonus to diplomacy and perform(oratory) checks.


Custom Material: [spoiler]

Heresy's Reward
Evocation/Divination [Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 40ft radius burst
Duration: Instantaneous and permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell was developed by Vel Custos during his lifetime of destroying and exposing a vile heresy within the Tyrran faith. The caster calls on his deity to smite and reveal the wicked, causing a detonation of brilliant white power. Good creatures are immune to this blast, as are most neutral creatures.

Evil creatures and neutral creatures that worship a god directly in opposition to the caster's deity (for example, a neutral Sharran targeted by a Selunite) take 1d8 points of damage per caster level (maximum 30d8) points of damage. Further, they are branded with an aura of divine wrath. This aura is permanent unless dispelled by greater dispel magic or stronger spells. Any creature that worships the same deity as the caster that sees the affected creature is instantly aware of what they are and a sense of what crimes they have committed (such as heresy, murder or so forth). A successful Will save halves the damage and negates the aura.

This spell is a church secret of the Tyrran faith, but has spread to the rest of the Triad and over time to other good aligned deities.

Tyr's Senses
Transmutation
Level: Clr 11
Component: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell channels the power of the Maimed God into the touched creature's eyes. The creature's eyes vanish, leaving only empty eye sockets and rendering them blind. At the same time, the creature's senses sharpen far beyond that of mortals, becoming incredibly refined. The creature gains blindsight 200ft, a +20 competence bonus to listen checks and scent. As the creature is blind, they are immune to gaze attacks and other abilities that rely on sight.

When the spell's duration expires, the caster's eyes reform without damage.
Title: Re: Beastiary
Post by: Anastasia on April 29, 2013, 06:42:46 PM
Dispater. I didn't do a flavor block here, as I'd largely be rehashing what's in the Gates of Hell or FC2. Notes are as follows.

- Dispater's main aspect is paranoia. He presents a smooth and sophisticated demeanor and is yet fully controlled by his fears. Everything flows from that basic assumption. This includes his ferric affinity and tendency towards stagnation; one represents unbending strength and the other order's might to have an unchanging status quo. Likewise, knowledge and inquisition go hand in hand with paranoia. Knowledge allows him to better protect himself from threats (real and imagined) and inquisition allows him to vanquish those threats. I like to imagine Dis has more than its fair share of purges. I dislike drawing real life comparisons to D&D, but Dispater has some roots in Stalin.

- Dispater's all about the defense. He has redundant and superlative defenses, protecting him in myriad ways. This includes his devastatingly powerful counter-spelling tactics. He has superb dispelling from his malefircariem side; normally I trim away racial SLAs for deities as they're unneeded, but I kept this one since it fits him. Being able to counter-spell at any time as a free action with a +68 modifier shuts down a lot of threats then and there.

- Iron Guard is again all about the defense. It can shut down warriors who don't know better. Even then, defeating his damage reduction/regeneration is no mean feat. It's worth noting that the River Oceanus does not naturally produce riverine. It would need to be stilled, controlled, deepened and stagnated to do that. Of course, this flies right in the face of Arborea, making obtaining such almost impossible. The wise would seek the intervention of Deep Sashelas or the eladrin lords rather than attempting that folly.

- Most of Dispater's malefircariem traits are gone in favor of his custom racial abilities. They don't really fit Dispater as he's not the physical type.

- The Iron Tower is left unknown besides a few guidelines. It's just too much to go into for a stat block. To be honest, I suspect a condition of defeating Dispater would be to fight elsewhere in Dis. Someone this paranoid and with this long to prepare is going to be all but invincible within his abode. The trick is pulling that off.


Dispater
The Iron Duke, His Iron Grace
Lord of the Second
Symbol: The Iron Tower set against a red background
Home Plane: Dis, the 2nd Hell
Alignment: Axiomatic Vile
Portfolio: Iron, paranoia, toil, protection, stagnation
Worshipers: Paranoiacs, slavers, tyrants, abjurers
Cleric Alignments: LE, NE
Domains: Commerce, Diabolic, Evil, Inquisition, Knowledge, Law, Metal, Protection
Favored Weapon: Iron Staff of Dispater (Heavy mace)

Malefircariem 59//Abjurer 10/Master Specialist 49

Changelog: Added the defending special ability to the Iron Rod of Dispater.

Size/Type: Medium Outsider (Abomination, Devil, Evil, Lawful)
Divine Rank: 15
Hit Dice: 59d8+944+59+118 (1593 hp)
Initiative: +32; always goes first
Speed: 60ft, fly 200ft (perfect)
Armor Class: 112 (+13 dex, +15 divine, +18 deflection, +38 natural, +18 armor)(65% miss chance)
Base Attack/CMB/CMD: +59/+95/134
Attack: The Iron Rod of Dispater+103 (1d8+37 15-20 x3)
Full Attack: The Iron Rod of Dispater+103/+98/+93/+88 (1d8+37 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, aura of hell, iron grasp, rust, spells.
Special Qualities: Damage reduction 45/special, spell resistance 94, immunity to fire and poison, resistance to acid, cold, electricity and sonic 50, see in darkness, telepathy 500ft, summon devils, divine traits, regeneration 50, true seeing, urgent shield 23/day, expanded spellbook, minor school esoterica, caster level increase+15, moderate school esoterica, major school esoterica 6/day, epic school esoterica 6/day.
Saves: Fort +74, Ref +71, Will +75
Abilities: Str 48, Dex 37, Con 43, Int 56, Wis 44, Cha 46
Skills: Appraise+100, Bluff+95, Concentration+93, Craft(Armorsmithing)+100, Craft(Fortress)+100, Craft(Sculpting)+100, Craft(Weaponsmithing)+100, Disguise+95, Decipher Script+100, Diplomacy+95, Escape Artist+90, Forgery+100, Gather Information+95, Hide+90, Intimidate+95, Knowledge(All)+100, Listen+94, Move Silently+90, Ride+90, Search+100, Sense Motive+94, Spellcraft+103, Spot+94, Survival+94, Tumble+90, Use Magic Device+95
Feats: Dark Speech(B), Weapon Focus(Heavy Mace)(B), Spell Focus(Abjuration)(1), Scribe Scroll(A1), Mindsight(3), Retributive Spell(A5), Improved Initiative(6), Quicken Spell(9), Extend Spell(A10), Skill Focus(Spellcraft)(MS1), Eschew Materials(12), Greater Spell Focus(Abjuration)(MS3), Still Spell(15), Violate Spell(18), Craft Magic Arms and Armor(24), Craft Wondrous Item(27), Craft Construct(30), Toughness(33), Spell Mastery(36), Ability Focus(Iron Grasp)(39), Silent Spell(57)
Epic Feats: Epic Counterspell(B), Epic Spell Capacity(21), Epic Spell Focus(Abjuration)(MS14), Ignore Material Components(MS18), Improved Metamagic(MS22), Tenacious Magic(Dispater's Iron Sheathe)(MS26), Intensify Spell(MS30), Epic Ability Focus(Iron Grasp)(42), Epic School Esoterica(MS34), Epic Toughness(45), Armor Skin(48), Epic Crafting(MS38), Armor Skin(51), Expanded Esoterica(MS42), Spell Stowaway(Wish)(54), Spell Stowaway(Miracle)(MS46)
Salient Divine Abilities: Arcane Mastery, Area Divine Shield, Automatic Metamagic(Extend Spell), Automatic Metamagic(Silent Spell), Automatic Metamagic(Still Spell), Automatic Metamagic(Violate Spell), Battlesense, Divine Dodge, Divine Shield, Divine Spell Focus(Abjuration), Extra Domain(Commerce), Extra Domain(Diabolic), Extra Domain(Inquisition), Increased Damage Reduction, Increased Spell Resistance, Instant Counterspell, Iron Guard, Know Secrets, Spontaneous Arcane Spells, Supreme Damage Reduction, Supreme Initiative
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Iron Grasp (Su)

Dispater can touch creatures and instantly turn them into iron. This is a melee touch attack, functions as flesh to stone (except that it turns them into iron) and can only be cured by a wish or miracle spell that succeeds on a DC 78 caster level check or a deity that succeeds on an opposed rank check against Dispater. The Fortitude save DC is 78 (10 + 1/2 hit dice + Charisma modifier + divine rank).

Rust (Su)

Metal objects that touch or are touched by Dispater crumble into useless rust, ruined beyond all repair. Any metal weapon that strikes Dispater or is touched by him by a melee touch attack must make a DC 72 Reflex save. Failure results in the weapon crumbling to rust and is destroyed while success protects the weapon. A weapon that saves against this ability is immune to it for 24 hours. A creature made of iron, such as an iron golem, takes 20d6 points of damage from this ability on a failed save.

Objects destroyed by this ability are lost. A wish or miracle that succeeds on a DC 72 (10 + 1/2 hit dice + Charisma modifier + divine rank) caster level check can restore the equipment, as can a deity that succeeds on an opposed divine rank check against Dispater. Only one check per deity is allowed per item.

Dispater can suppress or active this ability as a free action at any time.

Damage Reduction (Ex)

Dispater's damage reduction is defeated by adamantine, anarchic, epic and holy weapons specially purged of all traces of iron and reinforced with riverine harvested from the River Oceanus in Arborea.

Regeneration (Ex)

Dispater takes normal damage from weapons that successfully defeat his damage reduction, and from spells or effects with the good descriptor.

Aura of Hell (Ex)

The presence of Dispater is so vile that it causes lesser beings to cower or pay homage to the might of his evil. All within 900 feet of Dispater must succeed in a Will save equal to 10 + 1/2 hit dice + Charisma modifier + divine rank. Those who succumb to the evil Dispater represents suffer one of the two following effects as determined by him (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of Dispater. They can defend themselves normally but take no actions.
Induce Fear: Affected beings become panicked and suffer a –9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Dispater makes them frightened, and they flee from it as quickly as they can.

Dispater can make his servants, worshipers, beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Dispater dismisses it. Other Lords of the Nine, and beings possessing divine rank equal to or greater than that of Dispater, are immune to the Aura of Hell. The Aura of Hell replaces any existing fear aura and divine aura of Dispater.

Summon Devils (Su)

Dispater may call up to 59 hit dice of devils three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may call a Duke of Hell in his service. The Duke is aware of the situation but must answer the summons.

True Seeing (Su)

Dispater sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level equal to his hit dice.


Divine powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect chaos, detect good. At will-analyze dweomer, antimagic field, blade barrier, calm emotions, clairaudience/clairvoyance, comprehend languages, create undead, blasphemy, demand, desecrate, detect secret doors, detect thoughts, devil's ego, devil's eye, dictum, discern lies, dispel chaos, dispel good, divination, find the path, foresight, geas/quest, glibness, greater plane shift, greater teleport, heat metal, hellfire, hellfire storm, hold monster, imprisonment, investiture of the pit fiend, iron body, keen edge, legend lore, lesser planar blinding, magic circle against chaos, magic circle against good, magic weapon, mind blank, order's wrath, planar binding, protection from chaos, protection from energy, protection from good, prismatic sphere, refuge, repel metal or stone, repulsion, rusting grasp, sanctuary, secret chest, shield of law, shield other, spell immunity, spell resistance, superb dispelling, summon monster 9(lawful evil only), tongues, transmute metal to wood, unholy aura, unholy blight, vision, wall of iron, zone of truth. Caster level 59th. The save DCs are 53 + spell level.

Alter Reality (Su)

Dispater 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 manifests in a number of ways. Dispater can use wish when doing so can help him promote selfish protection, iron, stagnation and paranoia. Note that in the situation where Dispater 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.

Inflict Wounds (Su)

Dispater may cast any inflict wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:

Commerce: +10 competence bonus on profession checks to earn a living.
Diabolic: 15/day as an immediate action, add a +29 bonus to a bluff, diplomacy, intimidate or sense motive check.
Evil: +1 caster level to evil spells.
Inquisition: +4 bonus to dispel checks.
Knowledge: +1 caster level to divinations.
Law: +1 caster level to lawful spells.
Metal: Weapon Focus(Heavy Mace) as a bonus feat.
Protection: 15/day touch grants a protective ward, +29 resistance bonus to a single saving throw. (+11 net if used on self)

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

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

Dispater does not automatically fail on a natural attack roll or saving throw roll of 1. He automatically receives a 20 on any check he makes.

Communication: Dispater can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within fifteen miles of himself.

Remote Communication: As a standard action, Dispater can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as a cultured voice with unearthly powers of persuasion. In this case, anyone within earshot can hear it or understand the message.

Create Items: Dispater can create any wondrous item with power related to iron, protection or diabolism; the maximum is 200,000 gold.

Portfolio Sense: Dispater is aware of any act of paranoia, stagnation or selfish protection.


Abjurer powers:
Spoiler: ShowHide


Dispater casts as a 59th level abjurer (caster level 60th for evil and lawful spells, caster level 60th for divinations, caster level 74th for abjurations). He has given up access to illusion and enchantment. Dispater gains a +28 bonus to all dispel checks, including counter spells.

Urgent Shield (Su)

You create a temporary shield of force that grants you a +2 shield bonus to AC. This is an immediate action and lasts until the start of your next turn.


Master Specialist powers:
Spoiler: ShowHide


Expanded Spellbook

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

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

Minor School Esoterica (Ex)

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

Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your master specialist level.

Caster Level Increase (Ex)

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

Moderate School Esoterica (Ex)

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

Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.

Major School Esoterica (Ex)

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

Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.


Gear:
Spoiler: ShowHide


Iron Rod of Dispater

The Iron Rod of Dispater is an iron staff, slender on the bottom and widening out into a mace-head atop it. It is about six and a half feet tall, matching Dispater's own height. There are relatively few stories about its origins, as Dispater has taken pains to stomp out any information about it. What little that remains is contradictory and often wildly inaccurate. Behind these legends is a simple truth. Dispater's Iron Rod became as a wizard's staff to aid Dispater as he created his first abjurations.  These protections were strong and granted him the defenses he felt he required, and thus he came to cast more. His staff never left his side, becoming pure iron from his touch. Eons of defensive enchantments have been poured into the rod, absorbing ever greater meaning from Dispater's magic.

The Iron Rod of Dispater functions as a heavy mace+9, defending and as an epic rod of rulership. In addition to these powers it has a 15-20 critical hit threat range with a x3 critical hit multiplier. Abilities that increase the threat range of a weapon do not stack with the Iron Rod. Nine times per day as an immediate action, Dispater may invoke the Iron Rod to copy a spell or spell-like ability just cast. This functions as if Dispater had the spell stowaway feat for that spell and follows the rules of that feat.

The Iron Tower

Dispater's legendary redoubt is beyond the scope of this stat block to describe. It deserves its own article, as it is a fortress as well as the culmination of Dispater's defenses. Nonetheless, a few salient points are described here.

It is known that Dispater can use his iron grasp and rust abilities as a ranged touch attack against any creature or object within the Iron Tower. There is no limit on the range of this, only that Dispater must be able to see them. Scrying and divine means of perception are sufficient to qualify. Likewise, Dispater can use his counter-spelling abilities against any spell he can perceive being cast within the Iron Tower.


Custom Material: [spoiler]

IRON GUARD
Prerequisites: Divine rank 11, Metal Domain, Protection Domain
Benefits: Dispater's totem is iron, which forever protects him and bends to his will. As such, no iron weapon can damage him. This extends to steel, cold iron and other primarily iron materials. This negates all damage from the weapon, including any secondary properties that would normally damage him. Likewise, spells and effects that deal damage through iron, such as a wall of iron being tipped over, deal no damage to Dispater.

Consumptive Dispelling
Abjuration/Necromancy
Level: Clr 15, Sor/Wiz 15, Dread Necromancer 14
Components: V, S, F
Range: Medium (100ft + 10ft/level)
Target: 1 living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You immediately cause the magic around the target to collapse into entropic energies, causing the target to be bereft of protections and drained of life energy. This spell functions as greater dispel magic with a maximum dispel check modifier of +50. For each spell dispelled by consumptive dispelling, the target suffers 1 negative level. Negative levels inflicted by this spell fade in 24 hours and do not result in permanent lost levels.

Focus

The hand of a dire wight of at least 20 hit dice. Creatures with the ability to drain levels by touch do not need a focus to cast this spell. A dread necromancer's enervating touch class features qualifies.

Dispater's Perfect Sight
Transmutation
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level

You gain senses unrivaled by any other creature, making you nigh impossible to ambush. You gain all-around vision, which prevents you from being flanked. You see invisible and ethereal creatures normally. Your senses sharpen to razor keenness, granting you blindsight 200ft. Finally, you gain a +25 competence bonus to spot and listen checks.

Dispater's Iron Sheathe
Abjuration
Level: Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours

This spell weaves and laces the caster's body with living iron, granting them superlative defenses. The caster gains damage reduction 20/adamantine and epic, a +18 armor bonus to armor class, immunity to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect the caster's physiology or respiration. This is similar to iron body, except that the caster's weight only increases by 50% and they suffer no other penalties.

Material Component

One pound of living iron.

New Material: Living Iron

Living Iron

Living iron appears like any other iron on first glance. When examined, it seems to squirm and writhe in a fluid-like manner. Living iron is said to have a little of the will of Dis within it and is exclusively mined from there. Living iron is suitable for weapons and armor and counts as cold iron. When one ounce is used as an optional material component for a spell that directly creates or invokes iron (wall of iron, iron body and so on), it grants a +3 bonus to the spell's caster level. Any iron created by the spell seems to writhe and slither, like iron slime.

The best use for living iron is creating prosthetic made of iron and constructs made of iron. Prosthetics made of living iron are capable of having full function compared to natural body parts. Constructs made partially of living iron have a pool of life energy to draw from, granting them +2 hit points per hit die. While useful, the expense of living iron means it is rarely seen save in golems made by Dispater.

An ounce of living iron costs 2,000 gold and a pound costs 32,000 gold.
Title: Re: Beastiary
Post by: Anastasia on May 07, 2013, 04:53:33 PM
Just getting her done. I stalled out on her for whatever reasons. Her flavor could use a proof read and she could use a few custom spells, but the hell with it. It took me nearly two weeks to get her done.

Cerulean Joy, Authority of Absolution

Fluff:
Spoiler: ShowHide


Background

Cerulean Joy was born long ago, in the ages before Eblis and Triel fell. She was a typical mortal soul reborn as a lantern archon. Her journey up Celestial progressed and she had progressed to the caste of throne archon by the time she reached Jovar. Yet that is where she found she could not go further. No matter her efforts, she could not make herself worthy of the Illuminated Heaven. Her failure lead her to leave Celestia altogether, taking to wandering the planes as a knight-errant fighting against evil.

This lasted eons, Cerulean Joy completely out of contact with Celestia during this time. When she finally returned, she had transmigrated into a planetar. The reasons behind this change are unclear, but it is suspected it ties into her time in the mortal coil. On her return she applied herself to the field of redemption with a furious passion, rising up to the rank Authority of Absolution within seven years.

It is known that Cerulean Joy had something to do with redeeming a great deal of mortal souls. She has mentioned that she filled a missing piece of herself during her time away. Nonetheless she does not talk of it, nor does she return to Jovar to seek the Illuminated Heaven. Instead, she is utterly devoted to her current tasks. She lives for saving others and throws her full passions into her chosen task.

Cerulean Joy is tasked with overseeing atonement, redemption and the absolution of sin from mortal souls. This includes overseeing the angels that see to newly arrived souls, helping mortals that wish to atone for past misdeeds, seeing to the overall elimination of sin and ensuring that lawful good souls properly adapt to Celestia. In addition she often directly trains powerful mortals who have steep atonement tasks ahead. She works in tandem with her husband, the Authority of Wardens, Vel Custos.

Cerulean Joy is held as a figure of redemption in many religions tied to Celestia. While her face and name are many times inaccurate, her basic message endures. Worshipers of Mount Celestial routinely call on her to purify the wicked from evil. Her name is regularly inscribed as parts of circles against evil as well as similar rituals. In spite of this, she does not have the religious standing of her husband. Nonetheless, a few Tyrran sects are aware of her relationship with Vel Custos and revere as a saint. This amuses and pleases Cerulean Joy, who tolerates it as long as Vel Custos and Tyr do. She nonetheless believes that saints should be mortals who make on the mortal world. Still, she generally lets the issue lie.

Beneath this Cerulean Joy is indeed driven. She is an aspirant to everything higher and better in Creation, as defined by the holy mountain. She believes that she will continue to rise higher, and against the celestial taboos, has begun attempting to obtain divinity. So far none know of her ambitions. Cerulean Joy knows all too well that the thirst for power cost several angels everything. She has seen mortals become so much more than mortal in serving Mount Celestia; in this, she has gained the wisdom to ascend properly and without falling to the sin of pride. Recent events, including the rise of two new mortal goddesses, have only strengthened her resolve.

Through this, Cerulean Joy believes that she can obtain divinity by finding a patron deity and perfecting herself further. As of yet she has not acted, for even in the Heavens such a deed is not done lightly. Moreover, she does not want to leave her current duties but to expand them. If all goes well, she will become a goddess of redemption for any who seek it.

Appearance

Cerulean Joy is seven feet tall, a womanly form complimented by a kind face. She has rounded facial features, a small nose and soft blue eyes. Despite her name she has deeply tanned skin that goes well with her armor. She wears her golden Armor of Authority save for a helmet, allowing her cerulean shoulder length hair to flow free. Her gaze brings a ethereal sense of peace to those who meet her eyes. Her wings are interlaced with golden wires that connect to her armor and catch the light around her, giving her a bodily halo of light. Her armor covers her completely, though she sometimes covers it with golden linens inscribed with the names of various aspects of the celestial host.

Mortals that encounter Cerulean Joy find her to be calming and peaceful. Even those who hold malicious, furious evil in their hearts feel the gentle call of better things in her presence. Those of good alignment find her to be enormously encouraging without being able to elaborate why. Those of neutrality are calmed but troubled, filled with faint regrets they had thought long forgotten. The ones that hold evil within their souls find the peace Cerulean Joy holds to be heartbreaking (for mortals) or infuriating (for immortals).

Personality

If she is anything, Cerulean Joy is optimistic, bright and joyful. This is tempered with a wise serenity, keeping her from being bubbly or otherwise uncontrolled. The happiness she has is entirely calm. This can make it all the more alien to mortals, as she pronounces things of great hope with complete belief and acceptance. She shows compassion for those she encounters, even those who deserve nothing but damnation. She is also tremendously driven, always working towards her duties without respite. Those that get to know her find a woman propelled by enormous passions held in perfect check. The wiser understand that she does not hold them in check; after all, there is no need for the one who oversees the path to a glorious eternity to be anything but calm.

Relations

In yet another opposite of her beloved husband, Cerulean Joy makes friends with barely an effort. The hope and joy she embodies makes her tremendously appealing and her calm demeanor puts people at ease. She has no children or direct family save for her husband, yet she has countless friends that are as close as family to her.

Of note is Pistis Sophia. The two are occasionally mistaken for one another due Pistis Sophia's coloring being similar to cerulean. They met a few times hammering out misunderstandings from well meaning mortals and struck up a friendship. They take long walks in Solania together, discussing aspects of redemption and personal enlightenment. These talks are a blend of work and relaxation, fitting Cerulean Joy's personality. Pistis Sophia enjoys her walks with Cerulean Joy; in these, she has divined Cerulean Joy's desire to rise higher. She has not yet detected the thrust of it and believes Cerulean Joy will soon ascend to Chronias. As such she makes sure to treasure every moment she has left with Cerulean Joy, currently unaware of her true ambitions.

Another close friend is Alansar, Knight of Torm. The two celestials have known each other for a long time and have been through heaven and hell together. They relate in a close, open way that speaks of being tempered together in battle. Alansar rejected what Torm became, yet keeps his title in memory of his fallen patron. Since then he has spend as much time with Cerulean Joy as he can manage. He works tirelessly to learn about redemption, for he will not allow his lord to wallow in evil for all eternity. When the day comes where Alansar shall attempt to save Torm, Cerulean Joy has pledged to be there - as has Vel Custos.

Cerulean Joy deals with her superiors with the same open grace as she deals with everyone else. She obeys Barachiel with question and looks up to him. This extends to the rest of the Hebdomad, save for Pistis Sophia due to their friendship. This has gone from awe to awed study in recent times. She acts much the same with the other deities of lawful good save for Tyr, who she pays homage to out of respect for her husband's faith.

Beyond Celestia, Cerulean Joy has many friends. She is known in the realms of most other good deities, such as Dweomerheart, the House of Nature, Brightwater and the Gates of the Moon. She wishes to extend this into Sylica and The Cauldron, as both deities have shown success in redeeming fiends. Cerulean Joy generally considers redeeming fiends a waste of resources. It isn't that it can't happen, it's that it's almost certainly a trick or that the fiend will quickly fall back into old habits. As these deities have recently ascended and managed this feat, she believes that an important wisdom can be found from them.

Cerulean Joy has a particular loathing for servants of Demogorgon. She will go out of her way to obliterate them. Her characteristic joyful calm will often slip during these times into a steely eyed gaze that would fit better on her husband's face. She can endure most evil and vanquish or redeem it with calm, but Demogorgon's work gets her full and immediate ire.

Combat

Generally, Cerulean Joy avoids combat. She will talk her foes down or seek to defuse the situation when possible. When this is not possible, she is a restrained combatant. Against lesser foes she calls a 31 HD trumpet archon and two lantern archons to engage her foes. While they battle she will attempt to convince them to surrender. Should this fail, she will use dictum and banishment to lay her foes low. If this fails, she uses purify souls to wipe her opponents out.

When facing powerful opposition, Cerulean Joy prepares by casting death ward and shield of the archons. She does not dally overmuch with preparing spells otherwise, instead preferring to save her spell slots to winning the battle. She will call Vel Custos, 2 33 HD solars and then summon 9 sword archons. If needed, these numbers are bolstered by Vel Custos using his summon archons ability and summon monster spells if time permits. She then casts sublime revelry and mass energy immunity (fire) before committing to combat. She opens battle by leading with a radiant storm spell along with her allies attacking. Should her foes endure that volley, she will cast various spells that both damage and debilitate at the same time as well as repeated uses of purify souls.


Planetar 33//Aspirant 33

Size/Type: Large Outsider (Angel, Good, Lawful)
Hit Dice: 33d8+264 (528 hp)
Initiative: +15
Speed: 30ft, fly 160ft (perfect)
Armor Class: 59 (-1 size, +7 dex, +7 sod, +21 natural, +15 armor)(+4 deflection vs evil)
Base Attack/CMB/CMD: +33/+44/68
Attack: Hope+49 (2d8+22 plus 3d6 holy (6d6 and two negative levels on crit) plus vision of heaven (DC 42) 19-20 x2)
Full Attack: Hope+49/+44/+39/+34 (2d8+22 plus 3d6 holy (6d6 and two negative levels on crit) plus vision of heaven (DC 42) 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, spontaneous casting 9/day, purify souls.
Special Qualities: Change shape, damage reduction 25/adamantine, epic and evil, darkvision 120 ft, low-light vision, immunity to acid, cold and petrification, protective aura, regeneration 22, resistance to electricity and fire 20, spell resistance 49, tongues, summon archons, teleport, shield of the divine+7, divine counter spell, perfect self, melded spellcasting, maiden of redemption.
Saves: Fort +24, Ref +23, Will +28  (+4 vs poison, +4 vs evil, +2 vs mind-affecting)
Abilities: Str 31, Dex 25, Con 26, Int 28, Wis 34, Cha 28
Skills: Balance+43, Bluff+45, Concentration+44, Diplomacy+49, Gather Information+45, Heal+48, Intimidate+45, Knowledge(Arcana)+45, Knowledge(History)+45, Knowledge(Nature)+45, Knowledge(N&R)+45, Knowledge(Planes)+45, Knowledge(Religion)+45, Listen+48, Perform(Song)+45, Sense Motive+61, Spellcraft+45, Spot+48, Survival+48, Swim+46, Use Magic Device+45
Feats: Words of Creation(B), Power Attack(1), Ability Focus(Purify Souls)(3), Exalted Spell Resistance(6), Consecrate Spell(9), Purify Spell(12), Skill Focus(Sense Motive)(15), Improved Initiative(18)
Epic Feats: Bonus Domain(Hope)(21), Superior Initiative(24), Armor Skin(A24), Epic Ability Focus(Purify Souls)(27), Epic Spell Capacity(A28), Epic Skill Focus(Sense Motive)(30), Permanent Emanation(Consecrate)(A32), Bonus Domain(Joy)(33)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Cerulean Joy casts as a 33rd level aspirant with access to the Celestial, Good, Hope, Joy and Redemption domains.

Spell-Like Abilities

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-atonement, continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead. 3/day-blade barrier, flame strike, power word stun, waves of fatigue. 1/day-earthquake, greater restoration, mass charm monster, miracle, waves of exhaustion.

Regeneration

Cerulean Joy takes damage from effects that defeat her damage reduction and from spells and effects with the evil descriptor. 

Melded Spellcasting (Ex)

Cerulean Joy has learned to combine her innate clerical casting with her aspirant spells. She casts as an aspirant but keeps her domains from being a cleric. She gains the granted ability of her domains and adds those spells to her aspirant spell list.

Maiden of Redemption (Ex)

Due to her duties over redemption and rehabilitation, Cerulean Joy gains access to the Redemption domain.

Purify Souls (Su)

As the Authority of Absolution, Cerulean Joy can purify the sins of creatures. This allows her a great deal of power, including the ability to purge evil from creatures.  This grants her several unique abilities related to this.

As a swift action, Cerulean Joy may attempt to rid creatures of evil magic. This functions as superb dispelling with a +33 dispel check modifier, except that it only applies to spells with the evil descriptor. She may target up to seven creatures within 70ft of herself per use of this ability.

Cerulean Joy may cast atonement as a spell-like ability at will. This only affects willing targets and these targets must desire to atone of their own free will.

Finally, Cerulean Joy may purify evil creatures to weaken their powers. This is a standard action and can affect only evil creatures. Purify Souls targets one evil creature and has a range of 210ft. A creature is allowed a DC 51 Will save to resist; see below for more information on what this entails. A creature purified suffers any effects below that it qualifies for. A creature can be affected by any number of these effects as long as it qualifies for them. No matter how many effects the creature suffers, there is only one Will save for all of them.

- Living creatures suffer 4 negative levels due to the trauma of having part of its essence purified away. A successful Will save halves this to 2 negative levels. These negative levels last for 7 hours before fading.
- Undead suffer 4 positive levels instead. These functions as negative levels do to living creatures. This otherwise functions identically to what happens to living creatures in the previous entry.
- Creatures with the evil subtype suffer 210 points of damage. In addition, they lose the benefits of the evil subtype, such as their attacks automatically counting as evil to bypass damage reduction.  A successful Will save halves the damage and negates losing the benefits of the evil subtype. The damage occurs instantaneously and the loss of evil subtype benefits lasts for 7 hours.
- Creatures with the devil, demon or daemon subtypes lose all abilities granted by the subtype. For instance, a devil afflicted by this loses immunity to fire and poison, telepathy, see in darkness, summon devils and resistance to acid and cold 10. A successful Will save negates this effect. The loss of benefits lasts for 7 rounds.

The save DC is Wisdom based and includes a +7 racial bonus.

Summon Archons (Su)

Cerulean Joy may call up to 33 hit dice of archons or lawful good angels three times per day. Alternately, she can call the same another three times per day. Finally, once per day, she may attempt to call one of the other Authorities. The other Authority is not obligated to answer and they are automatically aware of the circumstances surrounding Cerulean Joy.


Aspirant powers:
Spoiler: ShowHide


Spontaneous Casting (Ex)

At 1st level, the aspirant gains the ability to lose any prepared clerical spell for any other clerical spell of equal or lower level, but only once per day. She may cast a spontaneous spell twice per day at 4th level, three times per day at 8th, four times per day at 12th, and five times per day at 16th level. This represents the aspirant's growing ability to manipulate divine energies directly.

Shield of the Divine (Ex)

At 1st level, the aspirant gains a +1 bonus to AC. At 5th level and every five levels thereafter, the bonus increases by +1. This bonus applies even when the aspirant is flat-footed or helpless.

Divine Counterspell (Sp)

An aspirant of 3rd-level or higher may counter a divine spell cast by another spellcaster without expending a spell for the day. The aspirant must be high enough level to cast a spell of the same level as the spell she wishes to counter. To do so, an aspirant must ready an action to counterspell as normal, but the aspirant need not determine what the spell is. If the spell cast is not a divine spell, the aspirant cannot counter it, but she does not waste her use of this ability, only her action. The aspirant can use this ability a number of times per day equal to 3 + her Charisma modifier.

Perfect Self (Ex)

At 20th level, the aspirant has become so fully connected with the power of the divine that she becomes a magical creature. This ability has the same effect as the monk ability of the same name.


Gear:
Spoiler: ShowHide


Hope

Cerulean Joy wields light itself as her weapon. This is the crystallized hope of salvation held by trillions of mortal souls mixed with the joy of that hope being realized. It manifests as a tendril of light that strikes at her foes. The light brings smiles to those with good hearts and lightens their spirits, while it strikes those of evil as a terrible weapon of great potency.

Hope is a heavy flail+7, holy power. Evil creatures struck by Hope must make a DC 42 Will save or be afflicted by Vision of Heaven, as the spell. Unlike the spell, this ability does not count as mind-affecting and can affect any creature with an intelligence score. A creature that is dazed is dazed until the end of Cerulean Joy's next turn. A creature need only save once per round against this ability, no matter how many times it is struck.

Armor of Authority

Armor of Authority is gleaming gold full plate armor gifted to all the Authorities. It is a badge of station, identifying them to all who see them. Each set's appearance is customized to fit the individual Authority. Cerulean Joy's armor is solid gold and undecorated, with golden wires that criss-cross through her wing features and connect back into the armor. The set does not come with a helmet, as Cerulean Joy prefers not to wear one.

This full plate armor+7 grants a +6 enhancement bonus bonus to all ability scores. When worn by an Authority, it has no armor check penalty, arcane spell failure chance or maximum dexterity cap. The golden wires of this armor enhance Cerulean Joy's wings, granting her a +70ft enhancement bonus to her flight speed and perfect maneuverability.


Custom Material: [spoiler]

Redemption Domain
Granted Power: You are immune to effects that would change your alignment against your will, such as a morality undone spell or a helm of opposite alignment. In addition you gain a +2 bonus to saves against any other mind-affecting effect.

Redemption Domain Spells

1st: Vision of Heaven
2nd: Yoke of Mercy
3rd: Heart's Ease
4th: Sword of Conscience
5th: Atonement
6th: Wages of Sin
7th: Holy Word
8th: Crown of Glory
9th: Miracle
Title: Re: Beastiary
Post by: Anastasia on May 08, 2013, 07:20:53 PM
Ice para-elementals are from 3.0's Manual of the Planes. They're upgraded and converted to 3.5 here, from small to primal elemental.

Chill Aura (Su)

A creature within the given radius of an ice para-elemental's chill aura takes cold damage each round as noted in the para-elemental's stat block. The damage is inflicted at the end of the ice para-elemental's turn. A successful Fortitude save halves the damage taken. The save DC is Constitution based.

Chill Slams (Su)

An ice para-elemental does extra cold damage with its icicle attacks as noted in its description.

Blizzard (Su)

An ice para-elemental can transform into a blizzard once every 10 minutes, for one round per two hit dice. In this form it gains a fly speed equal to its land speed with perfect maneuverability.

The blizzard's form is a 20ft wide and 20ft tall cube. A transformed ice para-elemental can pass through creatures and occupy the same squares as them. It never provokes attacks of opportunity for doing so.

Any creature within the ice para-elemental's blizzard form at the end of its turn is considered within the range of its chill aura, except that it takes double damage from it. In addition, the snowy conditions around it make visibility poor, granting any creature it attacks concealment against it. A creature may move out of the blizzard normally, but any squares it occupies are considered difficult terrain.

While in blizzard form, the ice para-elemental is immune to all attacks and effects except as noted here. Fire damage still affects the ice para-elemental as normal. A control weather or similar spell can force the ice-paraelemental to resume its normal form with no saving throw. The elemental coming into the range of an active control weather effect is sufficient, it need not be cast on the elemental in particular.

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Small Ice Para-Elemental

Size/Type: Small Elemental (Air, Cold)
Hit Dice: 2d8+2 (17 hp)
Initiative: +1
Speed: 30ft
Armor Class: 16 (+1 size, +1 dex, +4 natural)
Base Attack/CMB/CMD: +1/+0/11
Attack: Icicle+3 (1d4 plus 1d4 cold)
Full Attack: Icicle+3 (1d4 plus 1d4 cold)
Space/Reach: 5ft/5ft
Special Attacks: Chill aura, chill icicles.
Special Qualities: Blizzard, immunity to cold, vulnerability to fire, darkvision 60ft, elemental traits.
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 12, Int 4, Wis 11, Cha 11
Skills: Hide+6, Listen+5, Spot+5
Feats: Weapon Finesse(B), Combat Reflexes(1)
Epic Feats: -
Alignment: Neutral

Chill Aura (Su)

20ft radius, 1d4 cold damage, Fortitude DC 12 halves.

Chill Icicles (Su)

1d4 extra cold damage per icicle attack.

Blizzard (Su)

An ice para-elemental can transform into a blizzard once every 10 minutes, for one round per two hit dice. In this form it gains a fly speed equal to its land speed with perfect maneuverability.

The blizzard's form is a 20ft wide and 20ft tall cube. A transformed ice para-elemental can pass through creatures and occupy the same squares as them. It never provokes attacks of opportunity for doing so.

Any creature within the ice para-elemental's blizzard form at the end of its turn is considered within the range of its chill aura, except that it takes double damage from it. In addition, the snowy conditions around it make visibility poor, granting any creature it attacks concealment against it. A creature may move out of the blizzard normally, but any squares it occupies are considered difficult terrain.

While in blizzard form, the ice para-elemental is immune to all attacks and effects except as noted here. Fire damage still affects the ice para-elemental as normal. A control weather or similar spell can force the ice-paraelemental to resume its normal form with no saving throw. The elemental coming into the range of an active control weather effect is sufficient, it need not be cast on the elemental in particular.
Title: Re: Beastiary
Post by: Anastasia on May 08, 2013, 07:21:12 PM
Medium Ice Para-Elemental

Size/Type: Medium Elemental (Air, Cold)
Hit Dice: 4d8+12 (34 hp)
Initiative: +3
Speed: 30ft
Armor Class: 17 (+3 dex, +4 natural)
Base Attack/CMB/CMD: +3/+4/17
Attack: Icicle+6 (1d6+1 plus 1d6 cold)
Full Attack: Icicle+6 (1d6+1 plus 1d6 cold)
Space/Reach: 5ft/5ft
Special Attacks: Chill aura, chill icicles.
Special Qualities: Blizzard, immunity to cold, vulnerability to fire, darkvision 60ft, elemental traits.
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 12, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Skills: Hide+10, Listen+7, Spot+7
Feats: Weapon Finesse(B), Combat Reflexes(1), Ability Focus(Chill Aura)(3)
Epic Feats: -
Alignment: Neutral

Chill Aura (Su)

30ft radius, 1d6 cold damage, Fortitude DC 17 halves.

Chill Icicles (Su)

1d6 extra cold damage per icicle.

Blizzard (Su)

An ice para-elemental can transform into a blizzard once every 10 minutes, for one round per two hit dice. In this form it gains a fly speed equal to its land speed with perfect maneuverability.

The blizzard's form is a 20ft wide and 20ft tall cube. A transformed ice para-elemental can pass through creatures and occupy the same squares as them. It never provokes attacks of opportunity for doing so.

Any creature within the ice para-elemental's blizzard form at the end of its turn is considered within the range of its chill aura, except that it takes double damage from it. In addition, the snowy conditions around it make visibility poor, granting any creature it attacks concealment against it. A creature may move out of the blizzard normally, but any squares it occupies are considered difficult terrain.

While in blizzard form, the ice para-elemental is immune to all attacks and effects except as noted here. Fire damage still affects the ice para-elemental as normal. A control weather or similar spell can force the ice-paraelemental to resume its normal form with no saving throw. The elemental coming into the range of an active control weather effect is sufficient, it need not be cast on the elemental in particular.
Title: Re: Beastiary
Post by: Anastasia on May 08, 2013, 07:21:25 PM
Large Ice Para-Elemental

Size/Type: Large Elemental (Air, Cold)
Hit Dice: 8d8+32 (72 hp)
Initiative: +5
Speed: 30ft
Armor Class: 19 (-1 size, +5 dex, +5 natural)
Base Attack/CMB/CMD: +6/+9/24
Attack: Icicle+10 (2d6+2 plus 2d6 cold)
Full Attack: 2 icicles+10 (2d6+2 plus 2d6 cold)
Space/Reach: 10ft/10ft
Special Attacks: Chill aura, chill icicles.
Special Qualities: Blizzard, damage reduction 5/-, immunity to cold, vulnerability to fire, darkvision 60ft, elemental traits.
Saves: Fort +10, Ref +7, Will +2
Abilities: Str 14, Dex 21, Con 18, Int 6, Wis 11, Cha 11   
Skills: Hide+16, Listen+11, Move Silently+16, Spot+11
Feats: Weapon Finesse(B), Combat Reflexes(1), Ability Focus(Chill Aura)(3), Power Attack(6)
Epic Feats: -
Alignment: Neutral

Chill Aura (Su)

40ft radius, 2d6 cold damage, Fortitude DC 20 halves.

Chill Icicles (Su)

2d6 extra cold damage per icicle.

Blizzard (Su)

An ice para-elemental can transform into a blizzard once every 10 minutes, for one round per two hit dice. In this form it gains a fly speed equal to its land speed with perfect maneuverability.

The blizzard's form is a 20ft wide and 20ft tall cube. A transformed ice para-elemental can pass through creatures and occupy the same squares as them. It never provokes attacks of opportunity for doing so.

Any creature within the ice para-elemental's blizzard form at the end of its turn is considered within the range of its chill aura, except that it takes double damage from it. In addition, the snowy conditions around it make visibility poor, granting any creature it attacks concealment against it. A creature may move out of the blizzard normally, but any squares it occupies are considered difficult terrain.

While in blizzard form, the ice para-elemental is immune to all attacks and effects except as noted here. Fire damage still affects the ice para-elemental as normal. A control weather or similar spell can force the ice-paraelemental to resume its normal form with no saving throw. The elemental coming into the range of an active control weather effect is sufficient, it need not be cast on the elemental in particular.
Title: Re: Beastiary
Post by: Anastasia on May 08, 2013, 07:21:47 PM
Huge Ice Para-Elemental

Size/Type: Huge Elemental (Air, Cold)
Hit Dice: 16d8+80+16 (172 hp)
Initiative: +7
Speed: 30ft
Armor Class: 21 (-2 size, +7 dex, +5 natural, +1 dodge)
Base Attack/CMB/CMD: +12/+18/36
Attack: Icicle+17 (3d8+4 plus 2d8 cold)
Full Attack: 2 icicles+17 (3d8+4 plus 2d8 cold)
Space/Reach: 15ft/15ft
Special Attacks: Chill aura, chill icicles.
Special Qualities: Blizzard, damage reduction 5/-, immunity to cold, vulnerability to fire, darkvision 60ft, elemental traits.
Saves: Fort +15, Ref +12, Will +5
Abilities: Str 18, Dex 25, Con 20, Int 6, Wis 11, Cha 11
Skills: Hide+26, Listen+19, Move Silently+26, Spot+19
Feats: Weapon Finesse(B), Combat Reflexes(1), Ability Focus(Chill Aura)(3), Power Attack(6), Improved Natural Attack(Icicle)(9), Toughness(12), Dodge(15)
Epic Feats: -
Alignment: Neutral

Chill Aura (Su)

50ft radius, 2d8 cold damage, Fortitude DC 25 halves.

Chill Icicles (Su)

2d8 extra cold damage per icicle.

Blizzard (Su)

An ice para-elemental can transform into a blizzard once every 10 minutes, for one round per two hit dice. In this form it gains a fly speed equal to its land speed with perfect maneuverability.

The blizzard's form is a 20ft wide and 20ft tall cube. A transformed ice para-elemental can pass through creatures and occupy the same squares as them. It never provokes attacks of opportunity for doing so.

Any creature within the ice para-elemental's blizzard form at the end of its turn is considered within the range of its chill aura, except that it takes double damage from it. In addition, the snowy conditions around it make visibility poor, granting any creature it attacks concealment against it. A creature may move out of the blizzard normally, but any squares it occupies are considered difficult terrain.

While in blizzard form, the ice para-elemental is immune to all attacks and effects except as noted here. Fire damage still affects the ice para-elemental as normal. A control weather or similar spell can force the ice-paraelemental to resume its normal form with no saving throw. The elemental coming into the range of an active control weather effect is sufficient, it need not be cast on the elemental in particular.
Title: Re: Beastiary
Post by: Anastasia on May 08, 2013, 07:21:59 PM
Greater Ice Para-Elemental

Size/Type: Huge Elemental (Air, Cold)
Hit Dice: 21d8+105+21 (224 hp)
Initiative: +8
Speed: 30ft
Armor Class: 26 (-2 size, +8 dex, +9 natural, +1 dodge)
Base Attack/CMB/CMD: +15/+22/41
Attack: Icicle+21 (3d8+5 plus 2d8 cold)
Full Attack: 2 icicles+21 (3d8+5 plus 2d8 cold)
Space/Reach: 15ft/15ft
Special Attacks: Chill aura, chill icicles.
Special Qualities: Blizzard, damage reduction 10/-, immunity to cold, vulnerability to fire, darkvision 120ft, elemental traits.
Saves: Fort +17, Ref +14, Will +6
Abilities: Str 20, Dex 27, Con 20, Int 8, Wis 11, Cha 11
Skills: Hide+32, Knowledge(Local: Ice)+23, Listen+24, Move Silently+32, Spot+24
Feats: Weapon Finesse(B), Combat Reflexes(1), Ability Focus(Chill Aura)(3), Power Attack(6), Improved Natural Attack(Icicle)(9), Toughness(12), Dodge(15), Mobility(18), Spring Attack(21)
Epic Feats: -
Alignment: Neutral

Chill Aura (Su)

60ft radius, 3d8 cold damage, Fortitude DC 27 halves.

Chill Icicles (Su)

2d8 extra cold damage per icicle.

Blizzard (Su)

An ice para-elemental can transform into a blizzard once every 10 minutes, for one round per two hit dice. In this form it gains a fly speed equal to its land speed with perfect maneuverability.

The blizzard's form is a 20ft wide and 20ft tall cube. A transformed ice para-elemental can pass through creatures and occupy the same squares as them. It never provokes attacks of opportunity for doing so.

Any creature within the ice para-elemental's blizzard form at the end of its turn is considered within the range of its chill aura, except that it takes double damage from it. In addition, the snowy conditions around it make visibility poor, granting any creature it attacks concealment against it. A creature may move out of the blizzard normally, but any squares it occupies are considered difficult terrain.

While in blizzard form, the ice para-elemental is immune to all attacks and effects except as noted here. Fire damage still affects the ice para-elemental as normal. A control weather or similar spell can force the ice-paraelemental to resume its normal form with no saving throw. The elemental coming into the range of an active control weather effect is sufficient, it need not be cast on the elemental in particular.
Title: Re: Beastiary
Post by: Anastasia on May 08, 2013, 07:22:24 PM
Elder Ice Para-Elemental

Size/Type: Huge Elemental (Air, Cold)
Hit Dice: 24d8+120+24 (255 hp)
Initiative: +9
Speed: 30ft
Armor Class: 27 (-2 size, +9 dex, +9 natural, +1 dodge)
Base Attack/CMB/CMD: +18/+26/46
Attack: Icicle+25 (3d8+6 plus 2d8 cold)
Full Attack:2 icicles+25 (3d8+6 plus 2d8 cold)
Space/Reach: 15ft/15ft
Special Attacks: Chill aura, chill icicles.
Special Qualities: Blizzard, damage reduction 10/-, immunity to cold, vulnerability to fire, darkvision 120ft, elemental traits.
Saves: Fort +18, Ref +16, Will +7
Abilities: Str 22, Dex 29, Con 20, Int 10, Wis 11, Cha 11
Skills: Hide+36, Knowledge(Local: Ice)+26, Knowledge(Nature)+26, Listen+27, Move Silently+36, Spot+27
Feats: Weapon Finesse(B), Combat Reflexes(1), Ability Focus(Chill Aura)(3), Power Attack(6), Improved Natural Attack(Icicle)(9), Toughness(12), Dodge(15), Mobility(18), Spring Attack(21)
Epic Feats: Epic Ability Focus(Chill Aura)(24)
Alignment: Neutral

Chill Aura (Su)

70ft radius, 4d8 cold damage, Fortitude DC 33 halves.

Chill Icicles (Su)

2d8 extra cold damage per icicle.

Blizzard (Su)

An ice para-elemental can transform into a blizzard once every 10 minutes, for one round per two hit dice. In this form it gains a fly speed equal to its land speed with perfect maneuverability.

The blizzard's form is a 20ft wide and 20ft tall cube. A transformed ice para-elemental can pass through creatures and occupy the same squares as them. It never provokes attacks of opportunity for doing so.

Any creature within the ice para-elemental's blizzard form at the end of its turn is considered within the range of its chill aura, except that it takes double damage from it. In addition, the snowy conditions around it make visibility poor, granting any creature it attacks concealment against it. A creature may move out of the blizzard normally, but any squares it occupies are considered difficult terrain.

While in blizzard form, the ice para-elemental is immune to all attacks and effects except as noted here. Fire damage still affects the ice para-elemental as normal. A control weather or similar spell can force the ice-paraelemental to resume its normal form with no saving throw. The elemental coming into the range of an active control weather effect is sufficient, it need not be cast on the elemental in particular.
Title: Re: Beastiary
Post by: Anastasia on May 08, 2013, 07:22:36 PM
Ice Para-Elemental Monolith

Size/Type: Gargantuan Elemental (Air, Cold)
Hit Dice: 36d8+252+36+72 (526 hp)
Initiative: +9
Speed: 30ft
Armor Class: 31 (-4 size, +9 dex, +15 natural, +1 dodge)
Base Attack/CMB/CMD: +27/+42/62
Attack: Icicle+32 (6d6+11 plus 4d8 cold)
Full Attack: 2 icicles+32 (6d6+11 plus 4d8 cold)
Space/Reach: 20ft/20ft
Special Attacks: Chill aura, chill icicles.
Special Qualities: Blizzard, damage reduction 15/-, immunity to cold, darkvision 120ft, elemental traits.
Saves: Fort +24, Ref +20, Will +15
Abilities: Str 32, Dex 29, Con 24, Int 12, Wis 15, Cha 17
Skills: Balance+48, Hide+48, Knowledge(Local: Ice)+40, Knowledge(Nature)+40, Listen+41, Move Silently+48, Spot+41
Feats: Weapon Finesse(B), Combat Reflexes(1), Ability Focus(Chill Aura)(3), Power Attack(6), Improved Natural Attack(Icicle)(9), Toughness(12), Dodge(15), Mobility(18), Spring Attack(21), Iron Will(30), Suppress Weakness(33), Overcome Weakness(36)
Epic Feats: Epic Ability Focus(Chill Aura)(24), Epic Toughness(27)
Alignment: Neutral

Chill Aura (Su)

80ft radius, 4d8 cold damage, Fortitude DC 41 halves.

Chill Icicles (Su)

4d8 extra cold damage per icicle.

Blizzard (Su)

An ice para-elemental can transform into a blizzard once every 10 minutes, for one round per two hit dice. In this form it gains a fly speed equal to its land speed with perfect maneuverability.

The blizzard's form is a 20ft wide and 20ft tall cube. A transformed ice para-elemental can pass through creatures and occupy the same squares as them. It never provokes attacks of opportunity for doing so.

Any creature within the ice para-elemental's blizzard form at the end of its turn is considered within the range of its chill aura, except that it takes double damage from it. In addition, the snowy conditions around it make visibility poor, granting any creature it attacks concealment against it. A creature may move out of the blizzard normally, but any squares it occupies are considered difficult terrain.

While in blizzard form, the ice para-elemental is immune to all attacks and effects except as noted here. Fire damage still affects the ice para-elemental as normal. A control weather or similar spell can force the ice-paraelemental to resume its normal form with no saving throw. The elemental coming into the range of an active control weather effect is sufficient, it need not be cast on the elemental in particular.
Title: Re: Beastiary
Post by: Anastasia on May 08, 2013, 07:22:47 PM
Primal Ice Para-Elemental

Size/Type: Colossal Elemental (Air, Cold)
Hit Dice: 40d8+360+40+80 (800 hp)
Initiative: +21
Speed: 60ft
Armor Class: 46 (-8 size, +17 dex, +26 natural, +1 dodge)
Base Attack/CMB/CMD: +30/+49/77
Attack: Icicle+39 (8d6+17 plus 12d6 cold)
Full Attack: 2 icicles+39 (8d6+17 plus 12d6 cold)
Space/Reach: 30ft/30ft
Special Attacks: Chill aura, chill icicles, primal magic.
Special Qualities: Blizzard, damage reduction 25/-, spell resistance 48, immunity to cold, darkvision 120ft, improved evasion, elemental traits.
Saves: Fort +28, Ref +29, Will +17
Abilities: Str 32, Dex 44, Con 28, Int 14, Wis 17, Cha 19
Skills: Balance+60, Hide+60, Intimidate+47, Knowledge(Local: Ice)+45, Knowledge(Nature)+45, Listen+46, Move Silently+60, Spot+46
Feats: Weapon Finesse(B), Combat Reflexes(1), Ability Focus(Chill Aura)(3), Power Attack(6), Improved Natural Attack(Icicle)(9), Toughness(12), Dodge(15), Mobility(18), Spring Attack(21), Iron Will(30), Suppress Weakness(33), Overcome Weakness(36), Improved Initiative(39)
Epic Feats: Improved Weapon Finesse(B), Epic Ability Focus(Chill Aura)(24), Epic Toughness(27)
Alignment: Neutral

Chill Aura (Su)

160ft radius, 8d8 cold damage, Fortitude DC 45 halves.

Chill Icicles (Su)

12d6 extra cold damage per icicle.

Blizzard (Su)

A primal ice para-elemental has the same ability to transform into a blizzard, but with more power than its lesser kin. The size of the blizzard is 60ft wide and 60ft tall.

Primal Magic (Sp)

This functions as the ability of the same name by other primal elementals, except that the primal ice para-elemental uses cold descriptor spells.

Improved Evasion (Ex)

This ability functions as the monk ability of the same name.
Title: Re: Beastiary
Post by: Anastasia on May 09, 2013, 12:10:54 AM
Heat Death, Slayer of Fire (sample primal ice para-elemental)

Fluff:
Spoiler: ShowHide


Background

Heat Death was created by Istishia and Akadi to serve the interests of Ice. He spent several eons studying within the Para-Elemental Plane of Ice, learning many secrets at the final meeting point of Air and Water. Once he had learned enough, he was commanded to enter Cryonax's service. He has since then served Cryonax as an assassin, earning the name Heat Death for eliminating several powerful foes aligned with Fire. His constant successes have lead him to being the favored assassin of the Elemental Prince of Evil for Ice.

There is little else to Heat Death. He has no secrets, for he cares for nothing except Ice. He has a chill indifference to other creatures.

A few rituals involving cold and murder call on Heat Death as a name of power, but these are rare.

Appearance

Heat Death appears as a titanic man, over 200 feet tall and made of opaque blue-green ice. His features are unfinished and indistinct, save for a mouth eternally locked in a frigid scowl. This expression does not change save for a look of all consuming hatred when in the presence of creatures of Fire and occasionally those of Earth. He is a rarity amid elementals, wearing blue, form fitting armor. This is not true armor, but instead the result of casting icedawn's armor with his primal magic ability.

Mortals that encounter Heat Death (and that do not quickly freeze to death) may mistake it for a juvenile xixecal. Heat Death has no relation to those abominations nor does he care to correct those that make this mistake. Elementals of air and water that meet Heat Death react with awe and caution while elementals of fire and earth react with loathing and fear. In the rare cases that an immortal creature encounters Heat Death, they are likely to make the same mistakes that mortals do.

Personality

Heat Death does not possess much of a personality beyond cold indifference. He is direct and unimaginative, preferring direct force whenever possible. He has no sense of subtlety, discretion or restraint. Creatures that are not a problem are ignored and those that are a problem are dealt with by an overwhelming assault. Nonetheless he obeys Cryonax as long as he orders him to destroy creatures of Fire.

Relations

Heat Death has no friends nor does he care for any. Lesser creatures are ignored or destroyed as the situation calls for. He has been successfully invoked and bargained with by a few powerful spellcasters to mutual profit. He consents to these deals as his price for serving is invariably for the caster to win a great victory over Fire.

Cryonax is tolerated by Heat Death. Heat Death cares nothing for him except when he strengthens the power of Ice. As long as that continues and he provides Heat Death with creatures of Fire to exterminate, he is willing to tolerate serving the Elemental Prince.

His relation to Auril is one of respect. He respects what Auril is and is able to comprehend her purpose. He has served her on a handful of occasions and has been rewarded well. In particular, she has taught him how to use the spells icedawn's armor and rain of desolation effectively, adding two potent tools to his primal magic ability. He has considered entering Auril's service, but Akadi's command to serve Cryonax is absolute.

Combat

Heat Death fights all opponents the same way. He does not change for the power of his enemies. He opens by charging the teeth of his enemies, preferably at a spellcaster or at least keeping them within his reach. He makes a single attack laden with combat expertise and uses rain of desolation. The purpose of this is to destroy the pesky enchantments that protect his opponents from the cold. From there he unloads full attacks with combat expertise and power attack as fitting coupled with more rain of desolations and powerful ice spells. He aims to eliminate spellcasters first, though spellcasting harrier and his reach can keep them locked down if he needs to focus on a melee threat instead.

Heat Death does not retreat. He fights to the death simply because he can comprehend nothing but his own victory, and by extension the victory of Ice.


Primal Elemental 40//Fighter 40

Size/Type: Colossal Elemental (Air, Cold)
Hit Dice: 40d10+360+40+80 (880 hp)
Initiative: +25
Speed: 60ft
Armor Class: 64 (-8 size, +17 dex, +28 natural, +1 dodge, +1 ws, +15 armor)
Base Attack/CMB/CMD: +40/+59/88
Attack: Icicle+55 (8d6+27 plus 12d6 cold)
Full Attack: 2 icicles+55/+50/+45/+40 (8d6+27 plus 12d6 cold)
Space/Reach: 30ft/30ft
Special Attacks: Chill aura, chill icicles, primal magic.
Special Qualities: Blizzard, damage reduction 25/-, spell resistance 50, immunity to cold, resistance to fire 50, darkvision 120ft, improved evasion, elemental traits.
Saves: Fort +28, Ref +29, Will +17
Abilities: Str 32, Dex 44, Con 28, Int 14, Wis 17, Cha 19 
Skills: Balance+60, Hide+60, Intimidate+47, Knowledge(Local: Ice)+45, Knowledge(Nature)+45, Listen+46, Move Silently+60, Spot+46
Feats: Weapon Finesse(B), Ability Focus(Chill Aura)(1), Combat Reflexes(F1), Power Attack(F2), Iron Will(3), Dodge(F4), Improved Natural Attack(Icicle)(6), Toughness(F6), Mobility(F8), Suppress Weakness(9), Spring Attack(F10), Overcome Weakness(12), Improved Initiative(F12), Weapon Focus(Icicle)(F14), Weapon Specialization(Icicle)(15), Melee Weapon Mastery(Piercing)(F16), Greater Weapon Focus(Icicle)(18), Greater Weapon Specialization(Icicle)(F18), Weapon Supremacy(Icicle)(F20), Combat Expertise(21), Improved Combat Expertise(24), Rapidstrike(33), Improved Rapidstrike(39)
Epic Feats: Improved Weapon Finesse(B), Epic Weapon Focus(Icicle)(F22), Epic Weapon Specialization(F24), Epic Toughness(F26), Epic Ability Focus(Chill Aura)(27), Spellcasting Harrier(F28), Energy Resistance(Fire)(30), Energy Resistance(Fire)(F30), Energy Resistance(Fire)(F32), Energy Resistance(Fire)(F34), Improved Spell Resistance(36), Armor Skin(F36), Superior Initiative(F38), Energy Resistance(Fire)(F40)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Chill Aura (Su)

160ft radius, 8d8 cold damage, Fortitude DC 45 halves.

Chill Icicles (Su)

12d6 extra cold damage per icicle.

Blizzard (Su)

A primal ice para-elemental has the same ability to transform into a blizzard, but with more power than its lesser kin. The size of the blizzard is 60ft wide and 60ft tall.

Primal Magic (Sp)

This functions as the ability of the same name by other primal elementals, except that the primal ice para-elemental uses cold descriptor spells.

Improved Evasion (Ex)

This ability functions as the monk ability of the same name.


Gear: [spoiler]

Heat Death does not bother with equipment. However, he uses his primal magic ability to cast Icedawn's Armor every 40 hours. This grants him a +15 armor bonus to armor class and immunity to fire.
Title: Re: Beastiary
Post by: Anastasia on May 18, 2013, 02:23:28 PM
Mammon can be summed up succinctly: Greedy, slothful, envious and on the decline. His own greed and lusts have poisoned his alliances in Hell and alienated him from anyone outside of Hell. He's degenerated to demi-god status from loss of prestige and power within the Pit. The themes of his stat block are greed, avarice and slow degeneration. His own self-destructive greed has come to cloud his judgment; Mammon represents what he is too well.

His HD is inflated for his divine rank on account of this. He's lost divine rank and some hit dice as a result of his setbacks, but not enough HD to compensate yet.

Imagine him as less as the golden serpent in the FC2 and more as an impossibly fat and bloated traditional devil. Or both if that suits you.


Mammon
Lord of Greed, Coward of Hell
Lord of the Third
Symbol: Three large coins forming a triangle, each having a different face of Mammon
Home Plane: Minauros, the 3rd Hell
Alignment: Lawful Vile
Portfolio: Greed, lust, sloth, trickery
Worshipers: The greedy, corrupt businessmen, rogues, evil treasure hunters
Cleric Alignments: LE, LN, NE
Domains: Envy, Evil, Greed, Law, Sloth, Trickery, Wealth
Favored Weapon: The Confiscator (Longbow)

Malefircariem 48//Rogue 48

Size/Type: Large Outsider (Abomination, Devil, Evil, Lawful)
Divine Rank: 5
Hit Dice: 48d8+864 (1248 hp)
Initiative: +28
Speed: 80ft, fly 240ft (perfect)
Armor Class: 87 (-1 size, +15 dex, +5 divine, +34 natural, +19 deflection, +5 luck)
Base Attack/CMB/CMD: +48/+69/123
Attack: The Confiscator+76 (2d6+29 plus 28d6+48 and 2 str damage sneak attack plus mammon's greed plus repossession plus -28 spell resistance x3) or claw+72 (2d6+20 plus 28d6 and 2 str damage sneak attack plus mammon's greed)
Full Attack: The Confiscator+74/+74/+69/+64/+59 (2d6+29 plus 28d6+48 and 2 str damage sneak attack plus mammon's greed plus repossession plus -28 spell resistance x3) or 2 claws+72 (2d6+20 plus 28d6+48 and 2 str damage sneak attack plus mammon's greed)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, mammon's greed, consume wealth, aura of hell, sneak attack+28d6+48, penetrating strike, crippling strike.
Special Qualities: Damage reduction 40/anarchic, epic, good and silver, good and silver, immunity to electricity, fire and poison, resistance to acid, sonic and cold 50, regeneration 50, see in darkness, spell resistance 63, true seeing, telepathy 500ft, summon devils, divine traits, trapfinding, improved evasion, improved uncanny dodge, defensive roll.
Saves: Fort +68, Ref +65, Will +63 (-2 vs fear)
Abilities: Str 50, Dex 41, Con 46, Int 40, Wis 36, Cha 48
Skills: Appraise+86, Bluff+79, Concentration+74, Decipher Script+71, Diplomacy+79, Disable Device+73, Forgery+71, Gather Information+79, Hide+71, Intimidate+84, Knowledge(Arcana)+71, Knowledge(A&E)+71, Knowledge(History)+71, Knowledge(K&R)+71, Knowledge(Local: Hell)+71, Knowledge(Nature)+71, Knowledge(Planes)+71, Knowledge(Religion)+71, Listen+69, Move Silently+71, Perform(Act)+79, Search+71, Sense Motive+69, Sleight of Hand+73, Spellcraft+71, Spot+69, Use Magic Device+75
Feats: Dark Speech(B), Skill Focus(Appraise)(B), Craven(1), Point-Blank Shot(3), Rapid Shot(6), Precise Shot(9), Far Shot(12), Improved Precise Shot(R13), Darkstalker(15), Undo Resistance(18), Improved Initiative(21), Willing Deformity(24), Deformity(Obese)(27), Harvester of Souls(30), Mindsight(36), Dilate Aura(39), Ability Focus(Mammon's Greed)(42),
Epic Feats: Combat Archery(B), Distant Shot(B), Swarm of Arrows(B), Trap Sense(B), Uncanny Accuracy(B), Lingering Damage(R24), Epic Reputation(R28), Superior Initiative(R32), No Rest in Death(33), Improved Sneak Attack(R36), Epic Skill Focus(Appraise)(R40), Improved Sneak Attack(R44), Epic Ability Focus(Mammon's Greed)(45), Improved Sneak Attack(48), Improved Sneak Attack(R48)
Salient Divine Abilities: Divine Archery, Divine Coward, Divine Rogue, Extra Domain(Envy), Extra Domain(Sloth), Extra Domain(Trickery), Extra Domain(Wealth), Goldheart, Repossession
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Mammon's Greed (Su)

Creatures wounded by Mammon are at dire risk of contracting a disease known as Mammon's Greed. A creature injured by Mammon's weapon or natural attacks must make a DC 63 (10 + 1/2 hit dice + Constitution modifier + divine rank) Fortitude save or contract this deadly disease. This disease has an incubation time of instant and deals 1d6 points of Wisdom damage. Unlike normal diseases, Mammon's Greed deals damage every hour instead of every day, requiring another saving throw each time. As the victim's Wisdom erodes, they become more and more obsessed with wealth of all kinds.

A creature reduced to zero Wisdom by Mammon's Greed does not fall comatose. They instead recover their full Wisdom and need not make any more saves against Mammon's Greed, though they still carry the disease. The creature is ensnared by an all consuming greed and will attempt to satisfy this greed by any means. Any previous moral compunctions are lost and the creature will do anything to obtain more wealth. The creature acts as if it were lawful evil in alignment, though it's alignment does not immediately change. Instead, the creature's alignment changes normally as it commits a parade of sins to gain more lucre. Once it has fallen to lawful evil, the creature's soul is Mammon's property to do with as he sees fit. More profitable servants are allowed to live while less important ones vanish away, transported to Minauros.

Mammon's Greed cannot be shaken off by natural means. A creature can hold it at bay with successful Fortitude saves but the disease remains. A creature that has not yet been reduced to zero Wisdom can be cured by two means. A wish or miracle spell that succeeds on a DC 63 caster level check ends the disease and restores any lost Wisdom. Alternately, a deity can remove Mammon's Greed by alter reality and a successful opposed rank check against Mammon. A creature that has been reduced to zero Wisdom is far more difficult to cure. The same measures restore the creature to its right mind but do not end the disease. Instead, the creature must make amends within one month's time. These amends must compensate any victims wronged by the creature's avarice as well as contribute an equal amount of money to charities and good aligned churches (or until the point of bankruptcy if the creature's resources do not suffice). Doing so ends the disease. Failure to do so in a month's time results in the creature once again falling under the full sway of Mammon's Greed.

Devils and servants of Mammon are immune to Mammon's Greed. Creatures that have taken the Vow of Poverty feat are also immune to this ability, a fact that irritates Mammon to no end.

Mammon's Greed is said to be the result of Mammon's self-destructive avarice becoming so potent as to affect other creatures.

Consume Wealth (Su)

Mammon is capable of consuming wealth to bolster his own reserves of energy. As a full-round action, Mammon may devour any single object of large size or smaller. He can consume objects in his possession or that are unattended freely, so long as he can touch them. He must succeed on a melee touch attack to consume an attended object and the object is allowed a DC 57 (10 + 1/2 hit dice + Constitution modifier + divine rank) Reflex save to resist.

Consuming an object heals Mammon 10 hit points for every 1,000 gold the item is worth. Excess hit points over his maximum are gained as temporary hit points. Items with no value or that are priceless, such as artifacts, cannot be consumed by this ability. Consuming holy or sanctified objects deals damage to Mammon, with the hit point gain being cancelled out by the damage.

Mammon rarely uses this ability except when pressed. While Mammon is a glutton, the loss of treasure deeply upsets him.

Regeneration (Ex)

Mammon takes normal damage from weapons that successfully defeat his damage reduction, and from spells or effects with the good descriptor.

Aura of Hell (Ex)

The presence of a Lord is so vile that it causes lesser beings to cower or pay homage to the might of its evil. All within 900 feet of a Lord must succeed in a Will save equal to 10 + 1/2 hit dice + Charisma modifier + divine rank. Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of the devil. They can defend themselves normally but take no actions.
Induce Fear: Affected beings become panicked and suffer a –9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Lord of the Nine makes them frightened, and they flee from it as quickly as they can.

The Lord can make its servants, worshipers, beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. Other Lords of the Nine, and beings possessing divine rank equal to or greater than that of the Lord, are immune to the Aura of Hell. The Aura of Hell replaces any existing fear aura and divine aura of the devil.

Summon Devils (Su)

Mammon may call up to 48 hit dice of devils three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may call a Duke of Hell in his service. The Duke is aware of the situation but must answer the summons.

True Seeing (Su)

Mammon sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level equal to his hit dice.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect good. At will-alarm, antipathy, astral projection, calm emotions, create undead, crushing despair, blasphemy, cheat, confusion, deep slumber, desecrate, detect scrying, dictum, disguise self, dispel chaos, dispel good, entice gift, fabricate, false vision, fire trap, forbiddance, glyph of warding, greater plane shift, greater teleport, guards and wards, hold monster, invisibility, irresistible dance, knock, limited wish, magic circle against chaos, magic circle against good, magic jar, mind blank, mislead, nondetection, obscure object, order's wrath, phantasmal thief, protection from chaos, protection from good, ray of enfeeblement, screen, shadow walk, secret chest, sequester, shield of law, simulacrum, slow, summon monster 9(lawful evil only), symbol of sleep, sympathy, teleport object, time stop, touch of fatigue, touch of idiocy, unholy aura, unholy blight, unseen servant, vampiric touch, waves of exhaustion, waves of fatigue, wish. Caster level 48th. The save DCs are 44 + spell level.

Alter Reality (Su)

Mammon 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 manifests in a number of ways. Mammon can use limited wish when doing so can help her promote greed, lust and sloth. Note that in the situation where Mammon 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:
Envy: +1 caster level to spells that deal ability damage or negative levels.
Evil: +1 caster level to evil spells.
Greed: +2 competence bonus to appraise, disable device and sleight of hand checks.
Law: +1 caster level to lawful spells.
Sloth: No penalty to AC while prone.
Trickery: -
Wealth: Skill Focus(Appraise) as a bonus feat.

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

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

Communication: Mammon can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of himself.

Remote Communication: As a standard action, Mammon can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him0, or within ten miles 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 as a greedy whisper. In this case, anyone within earshot of the sound can hear it.

Create Items: Mammon can create any wondrous item with power related to wealth or greed; the maximum is 4,500 gold.

Portfolio Sense: Mammon is aware of any act of greed, sloth and wealth that involves 1,000 or more people.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

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

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

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

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

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

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she 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 the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

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

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.


Gear:
Spoiler: ShowHide


The Confiscator

This large longbow is made of platinum, gold and enough jewels to purchase a mortal realm. It glistens in even the faintest light, a rainbow of colors that speaks of Mammon's impossible wealth. The Confiscator's origins are hazy and lost into the lore of Hell. The most common myth is that it was a gift from Dispater or Mephistopheles when the three devils were allied, while less known reports state that it was made from the bones of a Duke of Hell that dared to steal from Mammon. Neither of these are true.

Long ago, one of the Children of Liberty sought to free the great riches Mammon hoarded to himself. He fought and tricked his way into Mammon's throne room before meeting his defeat at the hands of the Lord of the Third. In spiteful greed Mammon stole the body and soul of the celestial. He infused the celestial's body with countless riches until it was nothing more than a corpse of unimaginable wealth. He then broke the body asunder and had it forged into a longbow. Meanwhile Mammon took the celestial's soul and impressed the endless cascade of agony his body was going through, all while slamming him with the knowledge that he got exactly what he wanted: Mammon's treasures.

This torment broke the celestial's sanity. Mammon poured a drop of his essence into the celestial's soul, making him nothing more than a broken, obsessed shell that sought to forever obtain wealth in a mockery of his holy quest. Bow and soul were reunited then, creating The Confiscator.

The Confiscator is a longbow+9. It produces cold iron arrows to fire from thin air, requiring no ammunition. The Confiscator is not wielded by Mammon directly, instead, ghostly golden hands fire it from his side. Despite this, it counts as Mammon firing it all respects. This is merely a manifestation of his sloth. This allows him to seemingly inspect and caress the treasures his bow repossesses, though as firing the bow takes his actions as normal, he cannot actually use these treasures unless he ceases firing The Confiscator.  In addition all this, the hands allow Mammon to fire the bow normally even when on horseback, lying down or otherwise in a position adverse to firing a longbow.

A creature injured by The Confiscator's arrows suffers a -3 penalty to saving throws against Mammon's Repossession salient divine ability. In addition, if the creature's wealth nets Mammon a +4 or higher bonus from his Goldheart salient divine ability, he is afflicted as if by Repossession by each arrow. A saving throw is allowed as normal. Items are taken in order of value from highest to lowest. Finally, any creature that grants Mammon a +4 or higher bonus with Goldheart allows any of Mammon's attacks with Confiscator to deal sneak attack damage. This form of sneak attack can damage creatures normally immune to critical hits or that lack a discernible anatomy; also, this form of sneak attack is not limited to 30ft in distance from Mammon. Any creature that is struck and that qualifies for +4 or higher takes sneak attack damage, regardless of the distance.

Gambler's Soul

This huge golden ring bears the symbol of Mammon on it. The Lord of the Third is seldom seen without it. This ring was stolen from Tymora's vaults long ago and is a physical representation of a gambler blessed by good fortune. It has been broken over the eons to serve Mammon. Over time Mammon gained access to the Luck Domain and the ring's full powers. With his recent setbacks, he has lost much of his control over the ring as well as access to the Luck Domain. Nonetheless, it retains some powers.

Gambler's Soul grants Mammon a +5 luck bonus to armor class and saving throws. It gives Mammon a +30 luck bonus to skill checks regarding games of chance.

Mammon's Palanquin

This open air palanquin is massive, being hundreds of feet wide and long. It is covered in riches and resembles a moving pleasure palace. It is carried on the backs of a legion of malebranche and has a movement speed of 200ft and a fly speed of 600ft (average). Mammon uses this whenever he travels around Minauros, keeping his poor, dirty slaves well beneath him. Several enchantments are layered on the palanquin, granting it luxury and defenses in equal measure.

Mammon (or his guests) can invoke the palanquin's magic as a standard action. The palanquin can create any luxury good of up to 30,000 gold, create tents, beds or other decadently comfortable furniture, alter the lightning, temperature or smell of the area and summon Mammon's slaves to serve whatever whim the summoner has.

Mammon's Palanquin is surrounded by a constant dimensional lock effect(CL 50) that cannot be dispelled. In addition, the bounds of the palanquin are surrounded with an unseen field that mimics the effects of a prismatic sphere.


Custom Material: [spoiler]

DIVINE COWARD
Prerequisites: Craven, Wealth Domain
Benefit: Mammon is known as one of the greatest cowards in Creation. He is the epitome of the greedy businessman that is afraid that his precious money will be taken away. As a result, Mammon's divine immunities do not protect him against fear. A mind-affecting fear effect bypasses Mammon's divine immunity to mind-affecting effects, for example. However, he is able to protect what is his. Mammon cannot be disarmed by any means. Any object or item on his person cannot be taken away. This includes items in extra-dimensional storage spaces carried on him, such as a bag of holding.

GOLDHEART
Prerequisite: Greed Domain, Envy Domain, Divine Rogue
Benefit: Mammon draws power from wealth, even the wealth of his enemies. Mammon gains a morale bonus to attack rolls, weapon damage rolls, armor class, saving throws and skill checks against creatures dependent on how rich the creature is. This is calculated by the current wealth in the creature's immediate possession, so possessions not on hand, that cannot be held such as property or are otherwise not there are not counted. Magical items count, as well as any items held within an extra-dimensional space carried on the creature's person.



   
   
   
   
   
   
   
Total gold value of possessionsBonus
0-2
1-10000+0
10000-100000+2
100000-200000+4
200000-400000+6
400000++8

Priceless treasures such as artifacts automatically qualify the creature for the 400000+ category. Creatures that have the Vow of Poverty feat do not use this table. They instead inflict a -6 morale penalty to his attack rolls, weapon damage rolls, armor class, saving throws and skill checks. These bonuses do not stack, Mammon uses the bonus or penalty from each creature when interacting with them. For example, if Mammon attacks a creature with 5000 gold in possessions and a creature with 500000 gold in possessions in the same turn, he would gain no bonus against the first and a +8 bonus against the second. Likewise, if the two creatures attacked Mammon on their turn he would gain no bonus to his armor class against the first and a +8 bonus to his armor class against the second.

REPOSSESSION
Prerequisite: Greed Domain, No Rest in Death, dex 37
Benefit: Mammon is skilled at taking what he feels should be his. As a standard action, Mammon can attempt to steal an item from any creature within 300ft. The creature is allowed a DC 57 (10 + 1/2 hit dice + Charisma modifier + divine rank) Will save to resist.  Failure results in the item vanishing and instantly reappearing in Mammon's possession. This can be in his hands, on his person or within one of his personal vaults. In addition, Mammon may use this power to take the souls of creatures he slays. As an immediate action when Mammon kills a creature that would be affected by his No Rest in Death feat, he may confiscate the soul. The creature's soul is consigned to one of Mammon's treasure vaults to be used as the Lord of the Third sees fit - usually as nothing more than wealth.
Title: Re: Beastiary
Post by: Anastasia on May 20, 2013, 01:52:38 AM
Kaessa, Mistress of the Brachina and Glasya's Lady-In-Waiting

Kaessa is an ancient devil that rose to prominence in Sammael's court. She managed to avoid Sammael's folly by transferring to Phlegethos and vanishing from the Pit. Eventually she resurfaced as a marquis serving as the Mistress of the Brachina and Princess Glasya's lady-in-waiting. She is a woman of sweet promises and poisonous results, taking a sadistic glee in watching mortals fall from grace - all before slaughtering them with her intensely lethal poisons. It is said that she wields immense power within Malbolge and will soon be given the honor of joining the Dukes of Hell. Yet there are quiet whispers that she may yet have loyalties with the exiled Sammael.

Poisoner is from Dragon 313. Kaessa is an advanced brachina, based on 9 36 HD brachina that serve Glasya as elite corruptors. For combat, she relies on her poisons and the ability to bypass poison resistance. She will use the Widow's Embrace to bypass magical poison resistances as needed. She also peppers in uses of Beguile if her foes look vulnerable to it, but she knows that mind-affecting abilities are routinely warded against. Should those tactics fail, she has a fallback of sneak attack damage and grappling to lay her foes low.


Brachina 40//Paladin of Tyranny 5/Monk 5/Poisoner 30

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 5d10+35d8+400 (730 hp)
Initiative: +11
Speed: 40ft, fly 70ft (perfect)
Armor Class: 69 (+11 dex, +24 natural, +1 dodge, +10 wis, +1 monk, +12 armor)
Base Attack/CMB/CMD: +40/+47/80
Attack: Unarmed Strike+57 (1d8+13 plus 16d6 sneak attack plus poison(DC 59)) or touch+51 melee touch (poison(DC 59))
Full Attack: Flurry of blows+56/+56/+51/+46/+41 (1d8+13 plus 16d6 sneak attack plus poison(DC 59)) or touch+51/+46/+41/+36 melee touch (poison (DC 59))
Space/Reach: 5ft/5ft
Special Attacks: Bardic music, beguile, poison, spell-like abilities, smite good 4/day, deadly touch(90 hp), turn living 21/day(1d6; DC 29), charging smite, ki strike(magic), poison touch, sneak attack+16d6, poison breath, poison gaze.
Special Qualities: Damage reduction 30/epic, good and silver, immunity to fire and poison, resistance to acid and cold 30, resistance to sonic 5, regeneration 15, spell resistance 52, see in darkness, telepathy 200ft, summon devil, black widow, aura of evil, detect good, divine grace, aura of despair, divine health, evasion, slow fall 20ft, prayerful meditation, resistant body, detect poison, poison use, blowgun mastery, poisoner's art(all), poisonous sneak attack.
Saves: Fort +54, Ref +55, Will +54 (+2 vs chaos and good)
Abilities: Str 24, Dex 33, Con 30, Int 30, Wis 30, Cha 46
Skills: Appraise+53, Bluff+61, Concentration+53, Craft(Poison)+53, Diplomacy+61, Escape Artist+54, Gather Information+61, Hide+54, Knowledge(Arcana)+53, Knowledge(Dungeoneering)+53, Knowledge(Nature)+53, Knowledge(N&R)+53, Knowledge(Planes)+53, Knowledge(Religion)+53, Listen+53, Move Silently+54, Sense Motive+53, Sleight of Hand+54, Spot+53, Swim+50, Tumble+54, Use Magic Device+61
Feats: Dodge(B), Mobility(B), Exotic Weapon Proficiency(Blowgun)(1), Combat Expertise(3), Extra Smiting(P4), Improved Combat Expertise(6), Improved Unarmed Strike(M1), Improved Grapple(M1), Deflect Arrows(M2), Ability Focus(Poison)(9), Spring Attack(12), Virulent Poison(15), Deadly Poison(18), Weapon Finesse(21), Quicken Spell-Like Ability(Greater Teleport)(24)
Epic Feats: Blinding Speed(P14), Fast Poison(27), Greater Poison Gaze(Constitution)(P18), Epic Ability Focus(Poison)(30), Quick Poison Creation(P22), Relentless Poison(33), Death Poison(36), Epic Poison Touch(P26), Legendary Wrestler(39), Improved Sneak Attack(P30)
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Spell-like abilities:

Always active: tongues, true seeing. At will- charm monster, clairaudience/clairvoyance, create greater undead, desecrate, enthrall, greater command, greater invisibility, greater teleport, magic circle against chaos, major image, mass suggestion, morality undone, produce flame, superb dispelling, suggestion, unholy blight, vampiric touch. 3/day- greater plane shift, trap the soul. 1/day- wish. Caster level 40th, save DCs are 28 + spell level.

Black Widow (Ex)

Kaessa is a venomous woman who lives and breathes poisons vile enough to kill mortal men instantly. Her great aptitude for poison allows her to apply feats for her racial poison to the poison abilities from the poisoner prestige class. This includes ability focus, virulent poison, deadly poison, fast poison, epic ability focus, relentless poison and death poison. Her racial bonus to her poison ability rises to +5 and also applies to the DC of the poisons from the poisoner prestige class. Finally, all ability damage/drain from any of her poison abilities may be vile ability damage/drain at her discretion. Whenever Kaessa deals ability damage/drain by poison, she may choose if it is regular ability damage/drain or vile ability damage/drain.

Beguile (Su)

Kaessa can temporarily gain control of several living creatures. When she use this ability, she gains immediate control of up to nine creatures, which  immediately takes a full turn's worth of actions under her control. Kaessa can use this ability up to nine times per day on any living creatures within 90 feet, but all targets must be within 30 feet of each other. A DC 48 will save negates the effect. This is a mind-affecting enchantment ability. The save DC is Charisma based.

Poison (Ex)

Contact, Fortitude DC 59, 2d6 Wis drain/4d6 Wis drain.The secondary drain continues each round until a save is passed or the victim is reduced to zero wisdom. Poison immune creatures are affected, but they gain a +5 bonus to the fortitude save and any Wisdom damage is halved. The save DC is Constitution based and includes a +2 racial bonus.

Summon Devil (Sp)

Kaessa may summon up to 18 erinyes or harvester devils, 9 orthons or chain devils or 3 brachina. All creatures summoned have double the normal hit dice for their kind. This is equivalent to a 10th level spell.

Bardic Music

Kaessa can preform bardic music as a 31st level bard.


Paladin of Tyranny powers:
Spoiler: ShowHide


Aura of Evil (Ex)

The power of a paladin of tyranny's aura of evil (see the detect evil spell) is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity.

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.

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.

Charging Smite (Su)

Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin 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.


Monk powers:
Spoiler: ShowHide


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.

Prayerful Meditation (Su)

Your adherence to a religious path has developed in you a resistance to antithetical magic. You gain a +2 bonus on saving throws against spells and effects from chaotic-aligned creatures and creatures with a moral (good/evil) alignment component opposite to yours. This is a supernatural ability.

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.

Resistant Body (Ex)

At 5th level, a planar monk successfully hardens her body against one type of energy (acid, cold, electricity, fire, or sonic), gaining resistance 5.


Poisoner powers:
Spoiler: ShowHide


Detect Poison (Sp)

The poisoner can use detect poison at will.

Poison Touch (Ex)

The poisoner has worked with poisons for so long that she can spontaneously generate a single dose of poison from her body, although the venom so created lasts only a short time before it loses its potency. She must concentrate for 3 rounds to produce the poison, and she cannot perform any strenuous activities during that rime. She may move, engage in conversation, and perform other normal activities, but she may not fight, cast spells, use a magic item, or perform any similar activities that require concentration.

Once generated, the poison can be delivered only once and remains viable for up to 3 rounds before losing its potency. During this time, the poisoner can deliver it via a successful melee touch attack. A missed attack does not ruin the poison. Poison delivered in this manner is considered contact poison.

The primary and secondary effects of the poison and its save DC are determined by the poisoner's level in the prestige class, as given in the table below. The character may choose any effect available at her current level or lower from any column for both the initial and secondary damage, but she must make her selection before she begins to generate the poison. She may not thereafter alter this choice without restarting the entire process. All damage dealt by her poison is ability damage unless otherwise noted.

Poison Use (Ex)

The poisoner is trained in the use of poison and never risks accidentally poisoning herself when applying it to a blade.

Sneak Attack (Ex)

This ability functions exactly like the rogue ability of the same name. At 1st level, the poisoner deals 1d6 points of bonus damage with a sneak attack. The extra damage dealt increases by an additional +1d6 every other poisoner level (at 3rd, 5th, 7th, and 9th). If the poisoner already has the sneak attack ability from another class, the damage bonuses stack.

Save Bonus against Poison (Ex)

The poisoner trains with poisons of all types and slowly grows more and more resistant to their effects. To reflect this increased resistance, the poisoner gains a +2 bonus on all saves against poison at 2nd level. With every two poisoner levels she gains thereafter the bonus increases by +2 (to +4 at 4th level, +6 at 6th level, and +8 at 8th level). When she reaches 10th level, poison of any type no longer affects her (see Poison Immunity, below).

Blowgun Mastery (Ex)

Beginning at 2nd level, a poisoner gains a +1 bonus on attack rolls made with blowguns. In addition, the blowgun's range increment is doubled for the poisoner.

Poisoner's Art (Ex)

Poisoners understand the art of poisoncraft better than others. As a result, they can modify poisons they create in several ways. The poisoner must determine any modified effects upon creation of the poison. She may modify any existing poison to give it one of these effects.

Delay Onset: At 2nd level, the poisoner learns to delay the onset (that is, the save against the initial damage) of any poison by up to 1 minute per poisoner level. The market price for a poison with a delayed onset is 1.5 times normal.

Fast Acting I: At 4th level, the poisoner learns to shorten the period of time between a poison's initial and secondary damage. A poison with this modification requires a saving throw to avoid secondary damage only 5 rounds after the initial save. The market price for this sort of fast-acting poison is twice normal.

Fast Acting II: At 8th level, the poisoner can reduce the time between a poison's initial and secondary damage still more. The secondary effect of a poison altered in this manner occurs on the round following its initial effect. The market price for this type of fast-acting poison is four times normal.

Quick Hands (Ex)

At 3rd level, the poisoner gains a +4 bonus on Sleight of Hand checks made to plant poison without being seen.

Poisonous Sneak Attack (Ex)

When the poisoner reaches 4th level, the DC to resist any poison she delivers via a sneak attack increases by +2.

Poison Breath (Ex)

Beginning at 6th level, the poisoner may deliver the poison generated by her poison touch ability to any foe within 5 feet simply by breathing in its direction. Poison delivered in this manner counts as an inhaled poison.

Poison Gaze (Su)

At 10th level, the poisoner may spontaneously generate poison in the body of any single target within 30 feet via a gaze attack. The opponent can resist the gaze attack with a successful Fortitude save (DC 10 + poisoner level + poisoner's Constitution modifier). If the opponent fails this save, he must make saves versus the poison normally. Success indicates the creature is unaffected by the gaze and need not make saves against the poison. The poisoner uses the poison touch table above to select the parameters of the poison. She must make eye contact with her foe as a standard action to use this ability; simply looking at the opponent is not enough. Poison delivered in this manner counts as ingested.


Gear:
Spoiler: ShowHide


Widow's Embrace

This pair of leather straps is studded with cold iron barbs in perfectly matching nine-fold patterns. These straps were made from Kaessa's own flesh and boiled in acid mixed with a droplet of Talona's blood. Since then they have been exposed to Kaessa's own poisons without pause for years beyond counting, obtaining unimaginable toxicity. Widow's Embrace regularly drips with poison so vile as to sizzle like acid, leaving a trail in Kaessa's wake.

Widow's Embrace allows Kaessa's unarmed attacks to count as cold iron to bypass damage reduction as well as granting them a +6 enhancement bonus. They grant a +6 bonus to the DC of Kaessa's various poison abilities. Six times per day Kaessa may draw on the powers of Widow's Embrace as a swift action. For 1 minute after, her various poison abilities are treated as epic poisons. Epic poisons are treated as being antimagic and ignore any magical defenses against poison. Ability damage from epic poisons cannot be restored by magic and can only recover by rest.

Glasya's Favor

This pair of hell-forged golden earrings are the sign of Glasya's patronage. They grant a +10 enhancement bonus to charisma as well as functioning as a cloak of resistance+8. Nine times per day, they may heighten any spell-like ability they possess to 12th level.

Angelbone Bracers

+12 armor bonus to armor class. These bracers provide a constant nondetection effect, caster level 30th.

Necklace of Health+6

Title: Re: Beastiary
Post by: Anastasia on May 22, 2013, 12:20:02 AM
Nemiel is from Balmuria 1. He serves the Lord of the Seventh and interacted with Alicia before and after she obtained Sylica.

Nemiel was once a blessed bringer of messages in service of Barachiel. As the time of the Great Fall came, he fell into the conspiracy. The details of this are fuzzy at best, but he seems to have come to believe in their superiority to other creatures. He was chastised by Barachiel and offered a chance to atone, but he instead struck Barachiel across the brow. In righteous fury Barachiel tossed Nemiel down with the others, down to the depths of Baator. He is a prideful being convinced of his own superiority, yet hides his pitiful, broken form behind illusions. He serves as Beezlebub's herald and spreads what he believes to be the perfect message of the Lord of Flies.

Emissary of Beezlebub is a slightly modified Emissary of Barachiel, perverted from its original intent. He's otherwise more or less the same than his non-gestalt counterpart. He has better buffing and utility, but that's true for gestalt characters overall.


Nemiel, Herald of Beezlebub.

Fallen Solar 29//Marshal 19/Herald of Beezlebub 10

Size/Type: Large Outsider (Evil, Fallen, Lawful)
Hit Dice: 29d8+377+29 (638 hp)
Initiative: +17
Speed: 50ft, fly 150ft (good)
Armor Class: (-1 size, +13 dex, +21 natural, +7 armor)
Base Attack/CMB/CMD: +29/+41/64
Attack: Voice of the Fly+46 (3d6+23 19-20 x2)
Full Attack: Voice of the Fly+46/+41/+36/+31 (3d6+23 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, summon devil, dark calling, dark conversion.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to fire and poison, spell resistance 42, regeneration 19, +4 bonus vs petrification, darkvision 120ft, low light vision, teleport, telepathy 200ft, auras, grant move action 4/day, dark sustenance, fallen.
Saves: Fort +35, Ref +35, Will +33 (+4 vs petrification)
Abilities: Str 32, Dex 36, Con 36, Int 35, Wis 32, Cha 36
Skills: Bluff+52, Concentration+45, Diplomacy+55, Disguise+45, Forgery+44, Gather Information+45, Handle Animal+45, Intimidate+52, Knowledge(Arcana)+44, Knowledge(Local:Hell)+44, Knowledge(N&R)+44, Knowledge(Planes)+44, Knowledge(Religion)+44, Listen+43, Perform(Oratory)+45, Perform(Song)+45, Perform(Wind Instruments)+45, Ride+45, Sense Motive+43, Spellcraft+44, Spot+43, Survival+43
Feats: Dark Speech(B), Quicken Spell(1), Skill Focus(Diplomacy)(M1), Twin Spell(3), Improved Initiative(6), Power Attack(9), Toughness(12), Ability Focus(Dark Calling)(15), Flyby Attack(18)
Epic Feats: Epic Spell Capacity(21), Automatic Metamagic(Quicken Spell)(24), Automatic Metamagic(Twin Spell)(27)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect good, magic circle against good, see invisibility, tongues. At will-aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, unholy blight, imprisonment, invisibility (self only), death knell, power word stun, bestow curse, bestow disease, fear, resist energy, summon monster 7, speak with dead, waves of fatigue; 3/day-blade barrier, earthquake, harm, mass charm monster, permanency, waves of exhaustion; 1/day-power word blind, power word stun, prismatic spray, miracle. Caster level 29th. The save DCs are 23 + spell level.

Nemiel casts as a 22nd level cleric (caster level 29th) with access to the Evil and Herald domains.

Regeneration (Ex)

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

Summon devils (Sp)

Three times per day Nemiel can summon 7 cornugons or 14 erinyes or hamatula. Any devils summoned by Nemiel possess maximum hit points per hit die.

Fallen (Ex)

Nemiel is a fallen angel, having lost everything to overweening pride. His body was hurled from Celestia by Barachiel, plummeting down into Maladomini. This fall ruined Nemiel's angelic beauty, leaving behind a pitiable figure. An angel with broken skin, wings of weeping sores and fire, broken, jutting bones, and most of all, repulsive ugliness.

Any non-evil creature that sees Nemiel's true form is shaken for one round with no saving throw. Thereafter, they are filled with regret and righteous scorn, gaining a +7 bonus to attack rolls, damage rolls, skill checks, caster level checks and saving throws against Nemiel. This bonus lasts until the end of the encounter.


Marshal powers:
Spoiler: ShowHide


Nemiel manifests auras as a 19th level marshal.

Minor auras: Art of War, Demand Fortitude, Determined Caster, Force of Will, Motivate Charisma, Motivate Dexterity, Motivate Wisdom, Watchful Eye.
Major auras: Motivate Ardor, Motive Attack, Motivate Care, Resilient Troops.

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.


Emissary of Beezlebub powers:
Spoiler: ShowHide


Nemiel casts as a 10th level Emissary of Baazlebub.

Dark Calling (Su)

Invoking words of the Dark Speech berating and scorning the imperfections before him, Nemiel can wound the souls of those who do not follow Hell. Nemiel can use this ability seven times a day as a full round action. Any creature within 210 feet of Nemiel may be affected. The save DC is 10 + 1/2 hit dice + Charisma modifier. Creatures that fail their save suffer the following effects:

Lawful Evil: Inspired
Neutral Evil, Lawful Neutral, Neutral: Scorned
Chaotic Evil, Chaotic Neutral, any good: Stunned, demoralized

Inspired: Affected creatures receive a +2 morale bonus on attack rolls, saving throws, skill and ability checks, and weapon damage rolls for 10 minutes.
Scorned: Affected creatures are shaken for 10 minutes.
Stunned: Affected creatures are stunned for 1 round.
Demoralized: Affected creatures take a -2 penalty on attack rolls, saving throws, skill checks, ability checks and weapon damage rolls for 10 minutes.

Using any manifestation of the Dark Calling class ability requires use of the Dark Speech, resulting in 1d4 points of charisma damage. Dark Calling is an enchantment(compulsion) [Language-Dependent, Mind-Affecting] effect.

Dark Conversion (Su)

Nemiel can use his Dark Calling ability to drag creatures down into the chains of Hell. Doing so counts as a use of the Dark Calling class ability for the day and the initial effects of the calling are the same, except that Nemiel takes 1d6 points of charisma damage instead of 1d4. When the initial effects are over, however, all creatures that were subject to any effect of the calling(Except lawful evil creatures) must make another saving throw. Creatures who fail begin acting as though their alignment were one step closer to evil. If the creature is already evil, they are pulled towards law instead.

Creatures affected by this temporary alignment shift can make new saving throws each day for a total of seven days. If the emissary is not present at the time a creature makes its save, it receives a +1 circumstance bonus on the saving throw, and this bonus increases by 1 for each additional saving throw for which the emissary is not present.

During these seven days, an affected creature is immune to any other conversion effect, from the same emissary or a different one. During this time, the alignment shift can be reversed with a break enchantment spell, but the caster must succeed on a caster level check against a DC equal to the emissary's original Diplomacy check result. Also during this time, an atonement spell can make the alignment shift permanent, preventing any more saving throws.

If a creature fails seven saving throws after the initial saving throw against the calling, the alignment change is permanent. At this point, the creature can change alignment again, either through another conversion effect, or voluntarily (in a gradual manner, as alignment change normally works - the creature cannot simply decide to be good again).

Dark Sustenance (Su)

Nemiel can ensure that evil creatures stay evil. As a use of his Dark Calling ability, he can produce one of the following effects:

* Duplicate the effects of an atonement spell.
* Reverse any magical alignment change.
* Dispel a charm or compulsion effect cast by a good creature on an evil target, by making a dispel check (1d20+character level against a DC of 11+good caster's level).

These effects require Nemiel to touch the target creature.


Gear:
Spoiler: ShowHide


Voice of the Fly

Nemiel has long had hatred for the messengers of Barachiel. Nemiel's schemes gave him the chance to overcome and slay a favored Trumpet Archon of Barachiel. In triumph he took the archon's trumpet, but it turned to a lump of useless iron. Over the centuries Nemiel forced his will onto it, coming to conquer it and to forge it into his own herald's trumpet.

Nemiel may blow the Voice of the Fly as a standard action. If a DC 35 perform(wind instruments) check is passed, the trumpet emits a note of paralyzing awe. Any who fail a DC 35 fortitude save are paralyzed for 1d6+1 rounds. At Nemiel's command as a free action, the trumpet transforms into a +7 greatsword of everdancing.

In the hands of someone who is not lawful evil, the trumpet turns to a lump of useless iron. A DC 28 charisma check can overcome the trumpet and allow the holder to use it's full powers. This check may be attempted once per level.

Casten Superbity

This appears as a plain, faceless white mask. It fits onto the face of any creature from small to huge size, staying in place without any straps. When worn, the wearer appears as they believe they do. A fat man who sincerely believes he is a beautiful star athelete will be seen as such. In the case of Nemiel, it presents him as he once was: a beautiful herald of the Realms Above, unmarred by imperfection. This is a quasi-real illusion, standing up to touch. True Seeing can defeat it with an opposed caster level check versus DC 35.

In addition, Casten Superbity grants Nemiel a +7 profane bonus to diplomacy, intimidate and bluff checks.

Nemiel also wears a sash that grants him a +7 armor bonus to armor class, a +7 resistance bonus to saving throws and a +4 enhancement bonus to ability scores.
Title: Re: Beastiary
Post by: Anastasia on May 24, 2013, 12:52:08 AM
Abdul Nasr al-Hariq, Emir of the Burning Nightmares and Knight Commander of the Order of the Burning Heart

Abdul Nasr is one of many bastard children sired by the Sultan of the Efreet. Unlike most, he survived past birth through a natural flair for intimidation, a skill at violence and being a naturally huge efreet. Unrecognized by his father, he nonetheless came to thrive on the fringes of the Sultan's court. A single minded force with an ear to the natural flow of Fire, he brutally dispatched those who challenged him with surprising guile. In time his efforts were rewarded by the title of Emir and official recognition from the Grand Sultan. He currently oversees the nightmares of the Sultan's armies, a position of moderate prestige. Nonetheless, he wishes to move up to a position of even greater prestige.

Abdul Nasr is a typical example of an efreeti prince. The ideas come from ruminating how one survives in a court of immortal backstabbers, albeit with less alignment issues than a typical diabolical court. At heart he's a brute gifted with political and social acumen. This is a perfect mix to survive the plots against him, ranging from childhood plots from members of the Sultan's harem besides his mother, to officials that got in his way to fellow noble efreet who crossed him in politics. He's reached the title of Emir, which is the highest rank in the City of Brass barring the Sultan himself. I imagine efreet politics to be about flair mixed with vicious spurts of behind the scenes violence. The political situation below the Sultan is fluid and prone to change as various factions wrestle for power. It's ultimately one grand court so things can easily get messy.

When you consider that environment, Abdul Nasr's investment in outsider(fire) as a favored enemy makes a lot of sense.

The Sultan of the Efreet has divine rank, but I don't see any other efreets having that privilege. This is mostly for the Sultan's own glory, but I figure he doesn't want to risk any efreet hunefer due to Ao. His children manage a faint glimmer of that power but that's all.

Oh, and most of Abdul Nasr's name and titles are based on the Grand Sultan's own pile of titles.


Efreet 34//Ranger 34 (Strong-Arm Style)

Size/Type: Huge Outsider (Fire)
Hit Dice: 33d8+363 (627 hp)
Initiative: +16
Speed: 30ft, fly 60ft (perfect)
Armor Class: 58 (-2 size, +12 dex, +24 natural, +8 armor, +5 deflection, +1 dodge)
Base Attack/CMB/CMD: +33/+50/78
Attack: Brand of the Blazing Fist+52 (3d6+28 plus 4d6 fire plus 3d6 fire(6d6 on crit) plus +2/+2d6 vs favored enemies 15-20 x2)
Full Attack: Brand of the Blazing Fist+52/+47/+42/+37 (3d6+28 plus 4d6 fire plus 3d6 fire(6d6 on crit) plus +2/+2d6 vs favored enemies 15-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Change size, emir's fire, heat, spell-like abilities, favored enemies(outsider(fire)+21, outsider(water)+9, outsider(good)+9, elemental+9, fey+9, outsider(Evil)+9, aberration+9), spells.
Special Qualities: Change shape, damage reduction 20/epic and good, spell resistance 46, immunity to cold(item granted) and fire, plane shift, darkvision 120ft, telepathy 200ft, vulnerability to cold, sultan's blood, wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage, hide in plain sight.
Saves: Fort +32, Ref +33, Will +33
Abilities: Str 41, Dex 35, Con 32, Int 32, Wis 33, Cha 33
Skills: Balance+49, Concentration+48, Diplomacy+48, Gather Information+48, Handle Animal+48, Hide+49, Intimidate+48, Knowledge(Geography)+48, Knowledge(Local: City of Brass)+48, Knowledge(Nature)+48, Knowledge(N&R)+48, Listen+48, Move Silently+49, Ride+49, Search+48, Sense Motive+48, Spot+48, Survival+48, Use Magic Device+48
Feats: Improved Initiative(B), Combat Reflexes(1), Track(R1), Power Attack(R2), Dodge(3), Endurance(R3), Favored Power Attack(6), Improved Sunder(R6), Favored Dodge(Outsider(Fire))(9), Great Cleave(R11), Improved Critical(Falchion)(12), Improved Favored Enemy(15), Mounted Combat(18), Ride-By Attack(24), Spirited Charge(27), Quicken Spell-Like Ability(Meteor Swarm)(30)
Epic Feats: Epic Spell Capacity(21), Bane of Enemies(R23), Improved Favored Enemy(R26), Legendary Tracker(R29), Improved Favored Enemy(R32), Epic Quicken Spell-Like Ability(Meteor Swarm)(33)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-detect magic, gaseous form, greater invisibility, meteor swarm, mirage arcana, permanent image, produce flame, pyrotechnics, scorching ray, wall of fire. 3/day-grant up to three wishes (to nongenies only). Caster level 34th. The save DCs are Charisma based.

Change Size (Sp)

At will, Abdul Nasr can magically change a creature's size. This works just like an enlarge person or reduce person spell (Abdul Nasr chooses when using the ability), except that the ability can work on Abdul Nasr. A DC 38 Fortitude save negates the effect. The save DC is Charisma based. This is the equivalent of a 2nd-level spell.

Emir's Fire (Su)

Abdul Nasr can emit a tremendous blast of fire that resembles the fireballs of mages but is far superior. This is identical to the spell fireball, except that it deals 34d6 damage, has a save DC of 38 and has an area of a 60ft radius spread. This ability can be used at will. The save DC is Charisma based.

Heat (Ex)

Abdul Nasr's red-hot body deals 4d6 points of extra fire damage whenever he hits in melee, or in each round he maintains a hold when grappling.

Change Shape (Su)

Abdul Nasr can assume the form of any Small, Medium, Large or Huge humanoid or giant.

Sultan's Blood (Ex)

Abdul Nasr is one of the many bastard children produced by the Sultan of the Efreet's harem. As a result he has a touch of divine energy within him, granting him nobility over lesser efreeti. He is treated as divine rank 0 for the sake of effects, has maximum hit points per hit die, damage reduction 20/epic and good and spell resistance equal to 13 + hit dice.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.


Gear:
Spoiler: ShowHide


Brand of the Blazing Fist

This falchion was forged by the order of the Grand Sultan of the Efreet, a gift to Abdul Nasr on his ascension to the rank of Emir. Crafted of molten metal, red dragon's blood and the fist of a lavawight, the Brand of the Blazing Fist boils like angry lava. It is said to have been created by Kassim of the Honored Flame, the greatest of all efreet blacksmiths. The sword looks distinctly angry, despite only being an object.

The Brand of the Blazing Fist is a huge falchion+6, fiery blast. Any damage done by this weapon does not heal naturally; this damage can only be healed by magic in a place where the temperature is in the severe cold or colder temperature band.

Knight Commander's Cross

This cross signifies Abdul Nasr's high rank within the Order of the Burning Heart. It is worn around the neck and takes up the neck slot on the body. It grants the wearer immunity to cold.

Abdul Nasr also favors bracers of armor+8, medals that grant him mind blank at all times (CL 21), a +5 resistance bonus to saving throws, a +5 deflection bonus to armor class, a +8 enhancement bonus to ability scores and the the ability to summon 1d8 Knights of the Burning Heart. In addition to these, his military uniform is enchanted to provide immunity to critical hits and precision damage.
Title: Re: Beastiary
Post by: Anastasia on May 24, 2013, 06:49:32 PM
Hunefer are what happen when Ao rejects a creature that seeks divinity. They are transformed into shambling quasi-undead horrors that forever seek divinity, mind broken husks that have no hope at all. Compare these to the Neverborn/Atropals.

I chose to use outsider HD with the undead elements bolted on. This is to compensate for the raw shittiness of undead hit dice; I wanted to make this at a certain power level with as little hit dice bloat as possible. It's cheating, but it's the will of an Overgod. Cheating is entirely fair play for Ao.


Hunefer, accursed of Ao

Fluff:
Spoiler: ShowHide


Ecology

Hunefer are the remnants of creatures who sought to become deities. They reached the final step and the height of power before being rejected by Lord Ao. As a result they are remand into dead spirits, creatures entombed in undeath and yet having no escape, for they are living souls. The result of Lord Ao's rejection is a shattered mind and becoming the accursed of the planes, wandering and yet never finding what they desire.

As a result of their curse, hunefer do not interact with other creatures except as a terror. They forever try and grasp things but social interaction slips away due to their crushed mind. As such, other creatures who encounter a hunefer have one of a few outcomes. A typical creature will be stunned. A hunefer may or may not kill them with about a 50/50 split either way. Should a creature survive, they will remember hazy images of a terribly tormented mummy but little else. A creature that incurs a hunefer's wrath will almost certainly be killed by the hunefer's disease and spell-like abilities.

The rare creatures that can resist a hunefer's despair find it momentarily taken aback before falling into a rage. The hunefer will attack this creature with a fury born of envy. A hunefer is an overwhelmingly fast foe, striking its foes with relentless vigor.

Hunefer are not part of any natural order. They have no need for subsistence nor do they seek it for pleasure.

Environment

A hunefer wanders. They have no native environment.

Typical Physical Characteristics

The typical hunefer appears as a yellowed mummy. The exact features of a hunefer vary depending on what it was before it was cursed, providing each hunefer with various cosmetic differences. A hunefer is six feet tall, no matter its previous size.

Alignment

Hunefer are neutral evil. While they lack any consistency in their actions, they are dominated by a self-absorbed mission to try and find relief. They will go to any means to achieve this and will kill anything that gets in the way.

Advancement

Hunefer advance by racial hit dice. While hunefer can grow more powerful, there is no guarantee that one will. Some advance easily and others never do. The reasons for this are unknown but it is speculated it ties into how powerful the creature was before being transformed.

Gestalt

Intelligence based classes are avoided by hunefer. Spells cast by preparation are impossible due to the hunefer's fragmented mind. Spontaneous spellcasting classes are possible, though rare. No hunefer can take levels in a class that grants divine spellcasting due to the curse on them. Most hunefer tend towards the classes they had in life if they are at all compatible with what they are now.


Size/Type: Medium Outsider (Abomination, Evil)
Hit Dice: 40d8+720+40 (1080 hp)
Initiative: +23
Speed: 200ft, fly 200ft (perfect)
Armor Class: 73 (+15 dex, +30 natural, +18 deflection)
Base Attack/CMB/CMD: +40/+60/103
Attack: Slam+60 (4d6+20 plus hunefer rot)
Full Attack: Slam+60/+55/+50/+45/+40/+35/+30/+25/+20 (4d6+20 plus hunefer rot)
Space/Reach: 5ft/5ft
Special Attacks: Despair, failure, hunefer rot, barred, spell power.
Special Qualities: Damage reduction 50/special, spell resistance 55, regeneration 45, immunity to cold, electricity, polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, resistance to acid and sonic 50, vulnerable to fire, undead traits, true seeing, telepathy 500ft, darkvision 120ft, tongues, speed, cursed.
Saves: Fort +36, Ref +57, Will +52
Abilities: Str 51, Dex 40, Con -, Int 16, Wis 43, Cha 46
Skills: Balance+57, Concentration+43, Climb+63, Escape Artist+57, Hide+57, Jump+75, Listen+59, Move Silently+57, Sense Motive+59, Spot+59, Survival+59, Swim+63, Tumble+57, Use Rope+57
Feats: Ability Focus(Despair)(1), Ability Focus(Hunefer Rot)(3), Power Attack(6), Improved Natural Attack(Slam)(9), Toughness(12), Combat Expertise(15), Lightning Reflexes(18), Mindsight(21), Improved Initiative(24)
Epic Feats: Epic Ability Focus(Despair)(27), Epic Ability Focus(Hunefer Rot)(30), Dire Charge(33), Superior Initiative(36), Epic Reflexes(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell Power (Sp)

As a full-round action, a hunefer may recall some fragment of the power it once held to cast a single spell of 10th level or less as a spell-like ability. Caster level 40th. The save DCs are Charisma based.

Brand of Failure (Su)

The sight of a hunefer imposes its total failure onto all that see it. This imposes three special effects. These effects work from any distance as long as the hunefer is clearly seen, including through scrying and across dimensional boundaries. Creatures that are blind or that cannot see the hunefer are not subject to them.

Despair

The mere sight of a hunefer is horrifically depressing to any creature. The absolute failure and rejection the hunefer represents is so crippling as to be devastating to those that see it. Any creature that sees a hunefer must make a DC 60 Will save or be overwhelmed by hopeless despair for 6 rounds. A creature in this state is stunned and unable to take any actions. A creature that succeeds on the saving throw is immune to that hunefer's despair for 24 hours. Other hunefer and deities are immune to this ability. The save DC is Charisma based and includes a +6 racial bonus.

Failure

Along with despair, the hunefer inspires complete failure in those that see it. Any creature that can see the hunefer is at risk of failure at any action. Such creatures cannot take 10 or 20 on anything. In addition, a natural roll of 1 through 5 is treated as an automatic failure, no matter the total result. This applies to all rolls that can be failed, such as skill checks, ability checks, caster level checks, attack rolls, saving throws and so forth. Rolls that cannot inherently fail, such as initiative checks, are unaffected. This condition persists as long as the creature sees the hunefer and six rounds thereafter.

There is no saving throw against this ability, though creatures with divine rank are immune to it.

Barred

A hunefer is barred from the power of the divine by edict of Lord Ao. This disbarment from the divine naturally flows out of the hunefer and affects all creatures that see it. Any divine spell is at risk of failing under these conditions, requiring a DC 54 caster level check to be successfully cast. Failure results in spell failure. Spells that fail in this manner are expended. Spells cast from items are also subject to this ability. Arcane spells and spells from other sources are not affected.

Hunefer Rot (Su)

Disease, injury, DC 60, instantaneous, 1d6 Constitution. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of Constitution damage. The rot continues until the victim reaches Constitution 0 (and dies). A creature slain by this ability cannot be resurrected except by the direct intervention of a deity. A creature suffering from hunefer rot can be cured by remove disease. The save DC is Charisma based and includes a +6 racial bonus.

Tongues (Ex)

A hunefer can speak all languages, but takes 1d4 rounds to switch between languages.

Speed (Ex)

The accursed hunefer are noted for being stunningly fast when they commit to battle. A hunefer's land speed equals its divine fly speed. In addition, the hunefer's blows rain down unrelentingly with that same speed. A hunefer may make iterative attacks for every 5 points of BAB it has with its slam attack. While most of these blows are not accurate, they make up for it with pure volume. These extra attacks do not stack with haste, flurry of blows or any other ability that grants extra attacks.

Damage Reduction (Ex)

A hunefer's damage reduction is defeated by weapons that are made by a deity or whose creation used parts of a deity.

Regeneration (Ex)

A hunefer's regeneration is overcome by weapons that defeat its damage reduction or from fire damage.

Cursed (Ex)

A hunefer is a living abomination that is dead at the same time. It has been rejected by Ao and is cursed to a broken-minded misery for all eternity. They seek what they are deprived but are forever unable to succeed.

A hunefer is treated as being undead. It gains all the benefits of the undead type and lacks a Constitution score. It uses its Charisma in place of Constitution to determine bonus hit points per hit die. It is subject to being affected by positive energy and effects that target the undead.

The mind of a hunefer is a broken, fragmented thing. The hunefer is forever lost in a maze of memories, fully immersed in dementia. These fragments focus on the creature's various failures and successes are remembered in a shattered way that turn them into failures. This loss of knowledge cripples them, they fail any Intelligence based skill checks. Likewise, a hunefer's failure renders any sort of social interaction impossible. A hunefer automatically fails any Charisma based skills checks.

What little coherency a hunefer has is dedicated to finding the divine. It can only desire to find a deity and squeeze out the pure divinity denied to them, in a vain hope that they will be able to save themselves. This is what motivates a hunefer, yet it is all for naught. Should a hunefer come to within 10 miles of a deity, it is instantly plane shifted to another plane. This plane shifting bypasses all known defenses against dimensional travel. Even severing the astral links around the hunefer or the direct intervention of a deity fail to contain it. The hunefer feels a sense of indescribable loss when this happens as well as a renewed desperation to find a deity. The plane a hunefer is plane shifted to is random.

Finally, a hunefer's wanderings cannot be stopped. Should a hunefer be imprisoned for more than one hour, it is automatically plane shifted as above.


Gear:
Spoiler: ShowHide


Hunefer rarely carry treasure with them. A rare few manage to find personal objects they held before being transformed. Those that do may use the items as they did before, even if they no longer can qualify to use the item. For example, a former wizard who found a staff of fire he once owned could use it despite not having arcane spellcasting. The lucky few who do find such an item will not part with it for any reason, finding it a painful but indispensable reminder of the past.
Title: Re: Beastiary
Post by: Anastasia on May 28, 2013, 01:45:08 AM
Eblis was encountered by Seira in Balmuria 1 and one of his Sundered Suns was Afina's lucky quarry for the Magmasoul fiasco. He's heavily inspired by the Islamic devil and originates from the Gates of Hell supplement. I won't rehash his flavor here, since it's largely unchanged.

It's safe to say Eblis should not have fallen. He was one of the greatest angels in Creation. In spite of the glories he saw, his heart became filled with pride. He desired to rule over mortals and was cast out of the Heavens for his hubris. He now desires only to exterminate them like vermin and take revenge on the forces of good that cast him down. He's powerful and incredibly driven, so much so that Eblis was cast out of Hell by Asmodeus immediately after his arrival. His pride is so powerful that it elevates him to divinity.

The fact that Eblis is as powerful as a greater deity is tempered by the fact that he has obscured himself from history. His power base is relatively small compared to that of other powers; despite being stronger than Imix or the Grand Sultan of the Efreet, he simply can't muster anything close to the forces to defeat them. It puts him in a unique position, further complicated by a genuine friendship with the Grand Sultan of the Efreet. Such things are as rare as hen's teeth amid the forces of evil. On top of that, it's come up that he has a sense of humor. Hell, his bow ensures mortals slain by it pass on safely.

There's a lot going on with him and more than the statblocks tell. It makes him interesting, at least to me.

Archdukes of Hell (not the Lords of the Nine, which are a step above them) usually have only DvR0. Eblis is a special exception. The Archduke template is largely overwritten by the divine rank template anyway. Nonetheless he keeps the title of Archdevil.


Eblis
The Fallen, Nemesis of the Heavens
Archduke of Hell
Symbol: A field of flames with burning humanoids within, set on a background of grey
Home Plane: Elemental Plane of Fire
Alignment: Lawful Vile
Portfolio: Extermination, genocide, pride, hatred, atheism, defiance
Worshipers: None; see below.
Cleric Alignments: None; see below. In theory LE, LN, NE.
Domains: Evil, Fire, Hatred, Law, Pride
Favored Weapon: Heaven's Tears (longbow)

Fallen Solar 69//Fighter 69

Size/Type: Huge Outsider (Evil, Fallen, Lawful)
Divine Rank: 7
Hit Dice: 69d10+1311+69+414 (2484 hp)
Initiative: +26
Speed: 100ft, fly 280ft (perfect)
Armor Class: 89 (-2 size, +19 dex, +24 natural, +18 deflection, +7 divine, +1 ws, +22 armor)
Base Attack/CMB/CMD: +69/+96/151
Attack: Heaven's Tears+119 (3d6+70 plus 2d6 unholy plus +4/+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) x3) or Manyshot+111/+111/+111/+111 (3d6+70 plus 2d6 unholy plus +4/+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) x3) or Heaven's Sorrow+119 (10d6+74 plus 2d6 unholy plus 4+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) plus 1 vile plus 4d6 on crit 17-20 x3) or Slashing Flurry+114/+109 (10d6+74 plus 2d6 unholy plus 4+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) plus 1 vile plus 4d6 on crit 17-20 x3)
Full Attack: Heaven's Tears+119/+119/+114/+109/+104 (3d6+70 plus 2d6 unholy plus +4/+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) x3) or Heaven's Sorrow+119/+114/+109/+104 10d6+74 plus 2d6 unholy plus 4+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) plus 1 vile plus 4d6 on crit 17-20 x3) or Slashing Flurry+114/+114/+109/+104/+99 (10d6+74 plus 2d6 unholy plus 4+4d6 vs celestials plus 27 vs mortals/celestials plus poison(DC 69) plus 1 vile plus 4d6 on crit 17-20 x3)
Space/Reach: 15ft/15ft
Special Attacks: Spell-like abilities, spells, poison, smite the hated 14/day, rebuke water 21/day, divine blast 21/day(25d12).
Special Qualities: Damage reduction 50/epic, good and silver, immunity to acid, cold, fire and poison, regeneration 45, resistance to electricity 40, spell resistance 84, telepathy 500ft, darkvision 120ft, low light vision, pride, dispelling aura, pride's defense, pride's downfall.
Saves: Fort +72, Ref +72, Will +72 (+4 vs petrification)
Abilities: Str 61, Dex 48, Con 49, Int 46, Wis 49, Cha 46
Skills: Balance+98, Bluff+97, Climb+104, Concentration+98, Craft(Bowmaking)+97, Craft(Weaponsmithing)+97, Diplomacy+97, Escape Artist+98, Hide+98, Intimidate+97, Jump+132, Listen+98, Move Silently+98, Knowledge(All)+97, Perform(Song)+97, Ride+98, Search+97, Sense Motive+98, Spellcraft+97, Spot+98, Use Rope+98
Feats: Dark Speech(B), Diehard(B), Mindsight(1), Weapon Focus(Longbow)(F1), Point Blank Shot(F2), Corrupt Spell(3), Precise Shot(F4), Fire Devotion(6), Far Shot(F6), Weapon Specialization(Longbow)(F8), Rapid Shot(9), Ranged Weapon Mastery(Piercing)(F10), Manyshot(12), Improved Rapid Shot(F12), Woodland Archer(F14), Empower Spell(15), Greater Weapon Focus(Longbow)(F16), Maximize Spell(18), Greater Weapon Specialization(Longbow)(F18), Weapon Supremacy(Longbow)(F20), Weapon Focus(Greatsword)(F22), Weapon Specialization(Greatsword)(F24), Power Attack(F26), Vile Martial Strike(27), Melee Weapon Mastery(Slashing)(F28), Greater Weapon Focus(Greatsword)(F30), Greater Weapon Specialization(Greatsword)(F32), Ability Focus(Poison)(33), Slashing Flurry(F34), Combat Reflexes(F36), Improved Critical(Greatsword)(F38), Toughness(F40), Quicken Spell(57)
Epic Feats: Combat Archery(B), Distant Shot(B), Swarm of Arrows(B), Uncanny Accuracy(B), Epic Spell Capacity(21), Unholy Strike(24), Great Smiting(30), Intensify Spell(36), Sundered Sun(39), Epic Weapon Focus(Longbow)(42), Epic Weapon Focus(Greatsword)(F42), Epic Weapon Specialization(Longbow)(F44), Epic Weapon Specialization(Greatsword)(45), Overwhelming Critical(Greatsword)(F46), Enhance Spell(48), Devastating Critical(Greatsword)(F48), Epic Toughness(F50), Blinding Speed(51), Spellcasting Harrier(F52), Multiaction(54), Dire Charge(F54), Improved Combat Reflexes(F56), Armor Skin(F58), Great Ability(Strength)(60), Penetrate Damage Reduction(Adamantine)(F60), Penetrate Damage Reduction(Silver)(F62), Pulverize(63), Penetrate Damage Reduction(Cold Iron)(F64), Improved Alignment-Based Casting(Evil)(66), Epic Toughness(F66), Epic Toughness(F68), Epic Ability Focus(Poison)(69)
Salient Divine Abilities: Alter Size, Automatic Metamagic(Corrupt Spell), Banestrike(Outsider(Good)), Divine Archery, Divine Blast, Divine Fire Mastery, Divine Weapon Mastery, Divine Weapon Focus(Longbow), Divine Weapon Specialization(Longbow), Elemental Might(Fire), Improved Alter Size, Mass Divine Blast
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Eblis casts as a 62nd level cleric(caster level 69th, caster level 72nd for evil spells) with access to the Evil, Fire, Hatred, Law and Pride domains. All of his spells are automatically corrupted. The save DCs are 29 + spell level.

Pride (Ex)

Eblis was once the brightest angel in all the heavens. From this came tremendous power and tremendous pride. So great was his pride that it caused him to abandon everything he stood for before and declare all the heavens his enemy. This pride is so absolute that reality itself submits to it. Eblis has divine rank 7 and all benefits from it. He does not have worshipers nor does he grant spells to clerics.

Poison (Ex)

Faithrot; DC 69; -4 divine caster level/-8 divine caster level. This is an epic poison. The save DC is Constitution based.

Eblis naturally produces this poison and it automatically applies to any weapon he uses.

Dispelling Aura (Su)

Any creature that comes within 270ft of Eblis is subject to a targeted dispel magic effect(+69 modifier). Treat this as superb dispelling for interacting and dispelling effects. A creature is subject to this ability each round at the start of its turn.

Smite the Hated (Su)

Eblis may smite his hated foes; celestials, deities and mortals. This functions as a paladin's smite evil ability except that it only affects mortals, deities and celestials.  For the sake of this ability, a mortal is not an outsider, construct, elemental, undead or fey. He may also smite with his ranged attacks. He gains a +18 bonus to his attack roll and deal an extra 138 points of damage.

Pride's Defense (Ex)

Eblis is known for his durability against those that he reviles. His absolute pride is a barrier as stout as any armor, greatly reducing damage he takes. Attacks from mortals, as defined in smite the hated, celestials or deities are reduced. He takes the minimum damage from such attacks. This applies to any form of attack, including melee attacks, ranged attacks, spells, supernatural abilities and so forth. For example, a cone of cold that deals 15d6 damage would only deal 15 points of damage to Eblis.

Pride's defense does not apply to damage from banishment as described in pride's downfall.

Pride's Downfall (Ex)

For all of pride Eblis holds in his heart, he is still a fallen creature that has betrayed everything he once stood for. This echos within him and grants mortals the chance to once again banish him. Eblis may be banished by mortals. These attempts ignore his divine immunity to being banished and any other sources of protection.

When in Fire Eblis may be banished by mortals as well. A successful banishment does not banish him but instead deals 1d6 points of damage per caster level of the banishing spell. If the effect does not have a caster level, use the total hit dice of the creature in place of it. Banishment effects that do not have a caster level and do not come from a creature deal 20d6 damage.

Damage taken in this manner is lethal damage. If Eblis is reduced to zero hit points by a banishment effect, he is destroyed for all time. This weakness does not extend to celestials, for they have already banished him. Only mortals may banish Eblis - a fact that fills him with all the more loathing for his former kin.


Divine powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect chaos, detect good, magic circle against chaos, true seeing. At will-antipathy, bestow curse, burning hands, calm emotions, create undead, blasphemy, desecrate, dictum, dispel chaos, dispel good, divine power, doom, eagle's splendor, elemental swarm(fire only), fire seeds, fire shield, fire storm, forbiddance, greater heroism, greater plane shift, greater spell immunity, greater teleport, heroism, hold monster, hypnotism, incendiary cloud, magic circle against chaos, magic circle against good, mass charm monster, mass reduce person, order's wrath, produce flame, protection from chaos, protection from good, rage, resist energy, righteous might, scare, shield of law, storm of vengeance, summon monster 9(lawful evil only), unholy aura, unholy blight, wall of fire. Caster level 69th. The save DCs are 45 + spell level.

Alter Reality (Su)

Eblis 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 manifests in a number of ways. Eblis can use limited wish when doing so can help him promote the extermination of mortals, revenge and fire. Note that in the situation where Eblis 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.

Inflict Wounds (Su)

Eblis may cast any inflict wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:
Evil: +1 caster level to evil spells.
Fire: Turn water creatures 21/day.
Hatred: 1/day choose opponent, gain +2 profane bonus to attacks, saves and AC for 1 minute.
Law: +1 caster level to lawful spells.
Pride: Gain Diehard as a bonus feat.

Divine Aura (Ex)

The save DC against Eblis's divine aura is 35 and the radius is 700ft.

Immunities: Eblis is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she 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. In addition to these, Eblis is immune to effects that imprison or banish him(except by mortals, see pride's downfall). Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Eblis does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Eblis can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within seven miles of himself.

Remote Communication: As a standard action, Eblis can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as a thunderous blast. In this case, anyone within earshot of the sound can hear it. Note that Eblis does not use this power often, as he does not have worshipers.

Create Items: Eblis can create any wondrous item with power related to extermination or fire; the maximum is 30,000 gold.

Portfolio Sense: Eblis is aware of any act of fire, genocide or revenge that involves 500 or more people.


Gear:
Spoiler: ShowHide


Heaven's Tears

This longbow was carried by Eblis long before his fall. It appears as a humble longbow of plain construction. It does not radiate magic, yet it is nonetheless an artifact. It is said to have been made in one of the holiest places in Creation, one only referred to in metaphor. The few scraps of information refer to it as a place where light pales before glory or like the beating heart of the sun. Regardless of the bow's origins, Eblis managed to keep the bow with him after his fall and has worked over eternity to bend it to his use. He has managed some success yet he has come to an impasse with it.

Heaven's Tears is a huge longbow+12. Arrows from it are filled with his hate, doing an extra 27 points of damage against mortals or celestials. However, there remains an un-corruptable core of righteousness within the bow. When a mortal is slain by this bow's arrows, their soul is free. The soul cannot be trapped by any means. In addition, any pacts or other means of stealing the soul are broken, resulting in the soul traveling to its proper afterlife. Eblis loathes this power with all his being yet he has not been able to break this effect. His pride prevents him from finding another weapon.

Eblis is hesitant to use this bow against mortals unless they are strong enough to survive the arrows or he has no choice. Generally he will rely on his spells, spell-like abilities or melee against mortals.

Heaven's Sorrow

This sword is made of pure divine fire. Eblis is never without it and it is a symbol of his friendship and treaties with the Grand Sultan of the Efreet. While it was once a holy greatsword known as Clarenyre, the blade was transformed into pure divine flame with the aid of the Sultan. It is said it was cast into the Magmasoul and remade within those eternal flames. In exchange, it is known that Eblis offered the Sultan of the Efreet celestial armor fit for a deity.

Heaven's Sorrow is a huge greatsword+10. It deals a base of 10d6 fire damage. As divine fire, the damage from this blade ignores damage reduction, resistance to fire and immunity to fire.

Eblis also wears full plate armor+14. This armor is based on the designs of Jovar's armors and is said to resemble that of the Armor of Authority worn by the Authorities of Celestia. Like it, it has no armor check penalty, arcane spell failure or maximum dexterity cap when worn by Eblis.


Custom Material: [spoiler]

Faithrot

Around the Tower of Burnt Ash, great storms of fire rage when the fury of Eblis boils over. During the fiercest of these storms, the flames weep a vile blue ichor that is harvested by the Sundered Suns. This substance is known as Faithrot and can decay the connections of the divine. This poison only affects good aligned creatures with divine casting ability, such as paladins, clerics, planetars and so forth. Other creatures are not negatively effected. In any case, the initial damage and secondary damage is -4 divine caster level/-8 divine caster level. This damage does not wear off and can only be undone by a wish or miracle spell cast by a 21st level spellcaster.
Title: Re: Beastiary
Post by: Anastasia on June 02, 2013, 01:01:57 AM
The Wandering Giver

Not all the evils of the Abyss are directed outward. The Wandering Giver is a strange succubus, mutilated beyond all recognition. It cares only to slaughter demons and spreading terror amid them. A figure of legend and fear amid the demons, it has killed billions of demons over the eons. It does not care about other creatures and ignores them. As a result, it has been an unlikely savior on many an occasion. Due to this, what little mortals know of The Wandering Giver is conflicting. Reports sometimes mistake it as a slaad, eladrin, devil or an angel of divine salvation.

There is no grand reason for The Wandering Giver nor any great puzzle. It hates as the Abyss hates and exercises that impulse as a manifestation of that feeling. The forces of good generally ignore it, as it poses no threat to anything but demons. Hell takes the same stance in the light of failed attempts to control it. Umberlee seems relatively fond of the creature for reasons that are unclear. Most that know that assume it began as a servant of Umberlee, yet there is no evidence to support that.

The creature's name comes from yugoloths marveling at the 'gifts' The Wandering Giver gives to all the demons it meets. As it rarely communicates and only then in telepathy, any other name is unknown.

---

The Wandering Giver is a non-threat to anything but demons. Against demons it deals grievous damage, negative levels and possibly maiming. What's worse is that demons wounded by it can't heal short of exceptional sacred power. A wound from The Wandering Giver is forever for a demon. Throwing out swift intimidates with imperious command and a +124 Intimidate check gives it a potent fear game. Worse, demons can't immune this fear.

That's really her point. Even the demons of the Abyss are victims of everything the Abyss spreads. It also allows for her to be an interesting NPC encounter for heroes. Oh, and it's nice to subvert a succubus into a non-traditional role.


Succubus 31//Fighter (Zhentarim) 10/Mutilator 21

Size/Type: Medium Outsider (Chaotic, Demon, Evil)
Hit Dice: 10d10+21d12+341 (693 hp)
Initiative: +8
Speed: 30ft, fly 120ft (good), climb 10ft
Armor Class: 62 (+4 dex, +35 natural, +13 deflection)
Base Attack/CMB/CMD: +31/+41/68
Attack: Claw+51 (1d6+20 and 2 negative levels)
Full Attack: 2 claws+51/+46/+41/+36 (1d6+20 and 2 negative levels) and bite+47 (1d4+11 and 2 negative levels)
Space/Reach: 5ft/5ft
Special Attacks: Energy drain, spell-like abilities, extended intimidation, swift intimidation, scarring strike(2d4), mutilation(eyes, tongue, limb).
Special Qualities: Damage reduction 25/axiomatic, cold iron and epic, darkvision 120ft, immunity to electricity, energy drain, fear, fire and poison, resistance to acid and cold 30, spell resistance 43, fast healing 66, telepathy 400ft, pounce, demon's nightmare, abyssal champion, severed tongue, modified mind, sundered contracts, vehemence, torn body, escape death, self mutilation, vile mutilation.
Saves: Fort +38, Ref +31, Will +32
Abilities: Str 30, Dex 19, Con 33, Int 16, Wis 20, Cha 34
Skills: Bluff+51, Climb+44, Concentration+45, Escape Artist+38, Heal+37, Hide+38, Intimidate+124, Knowledge(Arcana)+37, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+47, Move Silently+38, Profession(Torturer)+39, Spot+47, Survival+39   
Feats: Mindsight(B), Persuasive(1), Weapon Focus(Claws)(F1), Improved Initiative(F2), Imperious Command(3), Skill Focus(Intimidate)(F3), Weapon Specialization(Claws)(F4), Willing Deformity(6), Combat Expertise(F6), Melee Weapon Mastery(Slashing)(F8), Abominable Form(9), Greater Weapon Focus(Claws)(F10), Unspeakable Vow(12), Deformity(Teeth)(M4), Vow of Vengeance(Outsider(Chaotic))(15), Rapidstrike(Claws)(18), Deformity(Bone Spurs)(M9), Improved Rapidstrike(Claws)(21)
Epic Feats: Butcher's Glee(M13), Epic Skill Focus(Intimidate)(24), Blinding Speed(M16), Rapid Mutilation(27), Improved Rapid Mutilation(M19), Epic Reputation(30)
Alignment: Anarchic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-true seeing. At will-detect chaos, detect evil, detect thoughts, ethereal jaunt, greater teleport, horrid wilting. Caster level 31st. 

Energy Drain (Su)

The Wandering Giver deals two negative levels with its natural attacks. It cannot use energy drain in the ways typical to a succubus, but instead only through natural attacks.

Pounce (Ex)

The Wandering Giver may make a full attack at the end of a charge.

Demon's Nightmare (Su)

The legends of The Wandering Giver have grown in power, so much so that even demons have come to fear it. It may intimidate demons that are immune to fear as if they were not immune. Any damage (including ability damage from scarring strike and various mutilations) that The Wandering Giver inflicts on a demon can only be healed by a good-aligned divine spellcaster that succeeds on a DC 36 caster level check.

Abyssal Champion (Su)

The Wandering Giver is a champion of the Abyss, of sorts. It is empowered to slaughter the children of the Abyss and is granted several powers to better execute this mission. It gains its Charisma modifier as a deflection bonus to armor class and as a resistance bonus to saving throws. It has fast healing 66. It is treated as divine rank zero for the sake of effects. It automatically wins any opposed rank checks against demonic sources. It has maximum hit points per hit die.

Severed Tongue (Ex)

The Wandering Giver has severed its own tongue sometime in the past. It can no longer communicate verbally and loses its tongues special quality.

Modified Mind (Ex)

Due to perverse experiments and the addition of deep crystals to its brain, The Wandering Giver has greatly augmented its mental abilities. Its telepathy range increases to 400ft and it gains mindsight as a bonus feat.

Sundered Contracts (Ex)

The Wandering Giver's vendetta against demons has cost it the support of even the most deranged Abyssal denizens. It loses the summon demon special quality.

Vehemence (Ex)

Countless gifts have taught The Wandering Giver how to take apart demons like nothing else. It gains an insight bonus equal to its Charisma modifier on attack rolls, weapon damage rolls and caster level checks against demons. For the sake of this ability, demons are considered creatures with the demon, tana'rii or obyrith subtype.

Torn Body (Ex)

The Wandering Giver has hacked away any remnants of its past gender. It loses its charm monster and suggestion spell-like abilities. This negation does grant it some defenses, allowing it to ignore effects based on gender or attraction.

Escape Death (Ex)

The Wandering Giver is a manifestation of the hatred of the Abyss. The Abyss hates all, including itself and its children. This hatred cannot die and will not die, and as such The Wandering Giver cannot be permanently slain. If slain, it reforms in 6 days on a random layer of the Abyss. Attempts to imprison it inevitably fail within 6 hours, no matter the precautions taken. It has even escaped the hold of Demon Princes. This is the direct result of the Abyss itself interceding to save The Wandering Giver.

This ability does not function outside of the Abyss, a fact The Wandering Giver is aware of.


Fighter powers:
Spoiler: ShowHide


Extended Intimidation (Ex)

A target successfully intimidated by a 5th-level Zhentarim Soldier suffers lasting effects. Instead of ending when the Zhentarim Soldier leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target's attitude toward the Zhentarim Soldier shifts to unfriendly, but a lingering fear remains. Whenever the Zhentarim Soldier returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.

Swift Demoralization (Ex)

A 9th-level Zhentarim Soldier can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.


Mutilator powers:
Spoiler: ShowHide


Self Mutilation (Ex)

A Mutilator compulsively scars and defaces his own body, satisfying horrific urges. This gives you a nightmarish appearance, striking fear into the hearts of your opponents. You gain a bonus to intimidate checks equal to your mutilator class level. You take an identical penalty to diplomacy checks, as your off-putting looks put even the most silvered tongue at a disadvantage.

Scarring Strike (Ex)

Your honed instincts in how to leave long, disfiguring scars on your opponents allows the Mutilator to directly devastate an opponent. As a immediate action, a Mutilator may declare an attack a Scarring Strike. This attack focuses on disfiguring an opponent rather than killing him; Scarring Strikes have a -2 penalty to hit and damage. However, you deal 1d4 points of charisma damage on a successful Scarring Strike. The damage of Scarring Strike rises to 1d6 at 5th level and 2d4 at 8th level.

Mutilation (Ex)

A Mutilator knows how to leave life long wounds on his opponents, popping eyes, severing limbs and slicing organs. As a full round action, the Mutilator may make a single attack with a -2 penalty to hit. If this attack hits, he deals normal damage as well as a secondary effect from the list below. He gains more effects to choose from as he gains Mutilator levels. A creature must have the body parts targeted to be affected by Mutilation - for example, a creature without eyes can't be blinded by mutilating its eyes.

Eyes

At 3rd level, a Mutilator can go for the eyes. A successful Mutilation leaves the target blind, both eyes gouged out. Creatures with more than two eyes may require more than one Mutilation to blind. Methods of seeing without eyes, such as blindsight, tremorsense or mindsight, are not affected by this ability.

Tongue

At 6th level, a Mutilator can sever the tongue of an opposing creature. This renders them mute, unable to talk or cast spells with verbal components.

Limb

At 9th level, a Mutilator can hack off an entire limb with a single blow. If an arm is severed, two handed weapons cannot be used and the victim suffers a -2 penalty to attack rolls due to his balance being off. If a leg is severed, the victim's land movement speed is quartered (minimum 5ft). Additional and exotic limbs can be targeted as well - such as tentacles, wings, tails and so forth. The exact effects of these should be adjudicated by the DM.

Bonus Deformity (Ex)

At 4th and 9th level, the myriad body modifications the Mutilator has inflicted on himself bear fruit. He may select any deformity feat as a bonus feat.

Vile Mutilation (Ex)

At 10th level, the hatred and depravity of the Mutilator spreads into the wounds he inflicts, making them difficult to reverse. The ability damage from Scarring Strike becomes vile ability damage. In addition, the injuries caused by Mutilation are treated as vile as well and can only be reversed on hallowed ground. Note that the normal damage from Scarring Strike and Mutilation are not vile damage, only the secondary effects of charisma damage and mutilation.


Gear: [spoiler]

The Wandering Giver carries no gear, but its claws are enchanted with a +6 enhancement bonus and it has a +30 competence bonus to intimidate.
Title: Re: Beastiary
Post by: Anastasia on June 02, 2013, 06:45:58 PM
Posting the B1R NPCs. They're subject to tweaks if that game ever happens. They're done differently and with more detail in certain places on account of being focus characters. Each one competes with the 30ish HD creatures I've been posting, which is exactly where I was aiming for. They're powerful enough to be notable players on the planes.

Antenora has a charging smite based style. Her attack and damage looks unremarkable on first glance, but take a gander at the notes. She's getting a minimum of +29/+33 against an evil opponent she takes seriously. She's much like Abigor in that regard - and had a clash with one of his highest ranked lieutenants in B1 who was also a charger - and supplements it with quickened paladin spellcasting. Her HP and defenses aren't the best, but her plethora of healing options and high saves keep her in the game a long time.


Antenora Reynes

Erinyes 9/Ranger 1/Hellreaver 19//Paladin 29

Size/Type: Medium Outsider (Good, Lawful, Angel)
Hit Dice: 29d10+261+29+58 (528 hp)
Initiative: +9
Speed: 30ft, fly 130ft (perfect)
Armor Class: 57 (+9 dex, +17 natural, +15 armor, +5 deflection, +1 dodge)
Base Attack/CMB/CMD: +29/+38/63
Attack: Black Horn Spear+45 (1d8+20 plus 4/+4d6 vs fiends 19-20 x3)
Full Attack: Black Horn Spear+45/+40/+35/+30 (1d8+20 plus 4/+4d6 vs fiends 19-20 x3)
Space/Reach: 5ft/5ft (10ft with spear)
Special Attacks: Spell-like abilities, hope of heaven, entangle, favored enemy(evil outsiders+2), furious strike+14/+7d6, divine retribution, smite evil 6/day, turn undead 16/day (13d6; DC 36), spells.
Special Qualities: Damage reduction 20/silver, epic and evil, spell resistance 42, immunity to fire and cold, immunity to petrification, fear and disease, resistance to acid and electricity 20, see in darkness, telepathy 200ft, protective aura, tongues, mercy, convictions, opal angel of redemption, spiritual connection, holy fury(32 points), divine succor(80 hp), improved divine resolve, improved divine shield, mettle, heroic sacrifice, call to judgment, detect evil, divine grace, lay on hands(377 hp), aura of courage, divine health, charging smite, remove disease 8/week.
Saves: Fort +36, Ref +36, Will +38 (+4 racial vs poison, +4 resistance vs evil, +10 vs magic to induce evil)
Abilities: Str 28, Dex 29, Con 28, Int 20, Wis 28, Cha 36
Skills: Concentration+31, Craft(Metalworking)+10, Diplomacy+23, Escape Artist+24, Hide+24, Intimidate+45, Knowledge(Arcana)+25, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+41, Move Silently+24, Perform(Song)+60, Sense Motive+25, Spot+41, Survival+41, Use Rope+14
Feats: Dodge(B), Mobility(B), Initiate of Alicia(B), Mindsight(1), Improved Flier(3), Flyby Attack(6), Power Attack(9), Track(R1), Favored Power Attack(Evil Outsiders)(12), Battle Blessing(15), Toughness(18)
Epic Feats: Dire Charge(21), Epic Spell Capacity(P23), Armor Skin(24), Blinding Speed(H15), Epic Toughness(P26), Multiaction(27), Armor Skin(P29)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-align weapon, arcane sight, discern lies, dispel evil, flame strike, greater teleport, holy aura, holy word, refreshment, righteous smite, superb dispelling, sword of conscience, vision of heaven. 1/day-atonement, blade barrier, heal, miracle. Caster level 29th. The save DCs are Charisma based.

Entangle (Ex)

Antenora carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 29th). Antenoracan hurl her rope 140 feet with no range penalty.

See in Darkness (Su)

Antenora can see in any darkness, even magical darkness such as a deeper darkness spell.

Telepathy (Su)

Antenora can telepathically communicate with any creature within 200ft that has a language.

Protective Aura (Su)

Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Antenora. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 29th). This aura can be dispelled, but Antenora can create it again as a free action on her next turn.

Tongues (Su)

Antenora can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

Hope of Heaven (Su)

As a standard action, Antenora may spread the light of the Realms Above around her in a 70 foot radius.  Any evil creature within this radius is afflicted as by Vision of Heaven (DC 37 Will save negates, caster level 29th). Any creature who fails the save will be unable to forget what they have seen for seven days, hearing the call of forgiveness. The stress this causes on their psyche inflicts a -3 penalty to attack rolls, weapon damage rolls, ability checks and skill checks. A creature that takes sincere steps to atone is freed of this penalty. This relief lasts for as long as they continue to sincere attempt to atone. Should they cease to, the penalty immediately reappears and the duration of the penalty is reset to seven days. The save DC is Charisma based.

Mercy (Su)

Antenora may choose to deal non-lethal damage with her attacks, spells and spell like abilities without penalty. Choosing the type of damage she inflicts is a free action, but if her attack damages more than one creature, each creature must take the same type of damage; that is, she cannot inflict non-lethal and lethal damage at the same time.

Convictions (Ex)

Having risen from the Pit, Antenora is dedicated to never return to evil. She gains a +10 bonus to saving throws against any magic that would compel her to commit evil. Examples include charm person from an evil caster, morality undone, dominate monster and so forth. If a saving throw is not allowed, she is allowed a special Will save to negate the effect. This Will save is made at a -7 penalty and does not gain the +10 bonus from Convictions. Calculate the save DC as 10+1/2 HD+charisma modifier if the source is a creature or 10 + caster level if the effect comes from an item.

Opal Angel of Redemption (Ex)

Antenora has reached the pinnacle of her destiny and embodies the hope for any creature to find redemption. When casting Atonement as a spell like ability on a creature, she may choose to also invoke Sanctify the Wicked. If she chooses to do so, she requires no material focus or sacrifice component. She instead takes the soul into her spirit, where it undergoes the effect of Sanctify the Wicked over the course of one week. During this time, Antenora suffers 1 negative level for every 2 hit dice the creature possesses, as she bears the weight of the creature's sins on her spirit. These negative levels cannot be removed by any means short of removing the soul from her through a wish or miracle spell, in which case the soul's body reforms as it was before.

At the end of the week, the reformed spirit emerges with the Sanctified Creature template, or another suitable template depending on the type of creature reformed. This ability may apply the Sanctified Creature template to a creature with the evil subtype, though they usually undergo a far more complete transformation instead.


Ranger powers:
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Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Spiritual Connection (Sp)

You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day. These are spell-like abilities with caster level equal to your character level.


Hellreaver powers:
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Holy Fury (Ex)

When you face your enemies, a raging anger fills your mind. Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects. In addition, you gain a number of holy fury points equal to your hellreaver level plus your Charisma modifier. You spend these points to activate many of your hellreaver class abilities.

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

Furious Strike (Su)

As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +2 bonus and deal an extra 1d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

At 4th level, these bonuses increase to +4 on your attack roll and an extra 2d6 points of damage.

At 7th level, these bonuses increase to +6 on your attack roll and an extra 3d6 points of damage.

At 10th level, these bonuses increase to +8 on your attack roll and an extra 4d6 points of damage.

Divine Succor (Su)

Just as your divine power can slay evil creatures, it can also mend wounds suffered by the just. Beginning at 2nd level, as a swift action, you can spend 1 holy fury point to heal 10 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet.

At 5th level, you can heal 20 points of damage.

At 8th level, you can heal 30 points of damage.

Divine Resolve (Su)

From 3rd level on, you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison, and so forth. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus on your next saving throw. You can use this ability after attempting a save but before you learn whether it succeeded or failed.

Divine Shield (Su)

When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attack with a mighty shout. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. You can use this ability after a foe attacks you but before you learn whether this attack hit or missed.

Mettle (Ex)

Beginning at 4th level, if you make a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Heroic Sacrifice (Su)

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

Call to Judgment (Su)

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

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effect of a dimensional anchor spell, with a caster level equal to your hellreaver level.

Improved Divine Resolve (Su)

At 9th level, your divine resolve ability improves. This ability functions like the divine resolve class feature, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus on a saving throw.

Improved Divine Shield (Su)

When you reach 9th level, your divine shield grows stronger. This ability functions like divine shield, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus to AC.

Divine Retribution (Su)

Once per day as a swift action, a hellreaver can overwhelm her enemy with pure holy power. She can spend 4 holy fury points to imbue her next attack with powerr. If this attack hits an outsider with the evil subtype, the target takes an extra 20d6 damage on this attack in a great cascade of golden light. All evil creatures within 70 ft must make a fortitude save (DC 10+cha modifier+1/2 character level) or be blinded for 1 round.


Paladin powers:
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Antenora casts as a 29th level paladin. All of her paladin spells are automatically quickened. Antenora's spell selection themes are healing and group buffs.

[7/day]1: Bless, Blessed AimSC, Lesser Restorationx4, Warning ShoutSC
[6/day]2: Divine PresenceCC, Divine ProtectionSCx2, Remove Paralysis, Undetectable Alignment, Whirling BladeSC
[6/day]3: Know VulnerabilitiesSC, Prayer, Remove Blindness/Deafnessx2, Remove Curse, Righteous FurySC
[6/day]4: Blessing of the RighteousPHB2x2, Break Enchantment, Death Wardx2, Voice of the ArchonSC
[6/day]5: Cure Critical Wounds, Divine AgilitySC, Life's GraceSC, Inner BeautyFC1, Plane Shiftx2
[5/day]6: Healx5
[2/day]7: Might of the PlanetarHome, Regenerate

Aura of Good (Ex)

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

Smite Evil (Su)

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

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Courage (Su)

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

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

Divine Health (Ex)

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

Turn Undead (Su)

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

Charging Smite (Ex)

Beginning at 5th level, if you smite evil on a charge attack, you deal an extra 2 points of damage per paladin 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.

Remove Disease (Sp)

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


Gear:
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Black Horn Spear [spoiler]

History

Recovered from a gnomish trial on the Prime Material Plane, the Black Horn spear was a gift from Alicia to Antenora. It has been at her side since them, striking down the evils that would take revenge on Alicia and her friends. It has been augmented by the magic of an archmage, the touch of a Goddess and decades of the opal light of redemption.

Powers

The Black Horn Spear is a longspear+7, fiend dread, keen and valorous. It shines with brilliant opal blue light when within 100ft of an outsider with the evil subtype. This light counters invisibility of all types, including superior invisibility. Creatures within the aura gain a +7 sacred bonus to spot checks to detect fiends that are hiding within the aura.

Deeds

- Slay a Duke of Hell with this spear.
- Raise this spear into the light of Chronias.
- Anoint this spear with ambrosia created by perfect forgiveness.

Method of Destruction

It is said that if the Black Horn Spear is used to slay a unicorn that the horn shall crack and it shall forever more be a mundane weapon.


Golden Armor
Spoiler: ShowHide


History

This armor was recovered from the Outreaches of the Broken Mind, dedicated to sealing a Far Realm horror known as the Q'pa. It heralds from the forges of Jovar, covered in runes beseeching aid from Sealtiel. It has gained a faint opal glow over the decades, matching Antenora's own light.

Powers

Golden Armor is a breastplate+10 with no armor check penalty, arcane spell failure or maximum dexterity when worn by a lawful good celestial. It increases the power of her Divine Succor ability, increasing the hit points restored by twenty.

Deeds

- Be knighted by Sealtiel for valor in defending the innocent.
- Endure 300 or more points of damage in a single strike and survive.
- Slay a Far Realm horror of epic level in single combat.

Method of Destruction

Should Golden Armor be fully immersed in the blood of an innocent Antenora directly failed to protect, it will become nothing but crude lead.


White Dress
Spoiler: ShowHide


History

The White Dress was created by Antenora during her trials in Ysgard. It was made by her power alone, a symbol of the tasks she overcame there. It mixes in the swift power of a Ysgardian gale with the might and experience of a hundred Ysgardian battles.

Powers

White Dress grants a +70ft bonus to Antenora's fly speed. When wearing the White Dress, Antenora gains a +6 enhancement bonus to all ability scores. While the White Dress takes up the body slot, it can function in tandem with Antenora's Golden Armor. Both items function normally despite the body slot conflict.

Deeds

- Triumph alone against an entire Ysgardian army.
- Visit both the frozen heart and the burning soul of Ysgard.
- Defeat a primal air elemental.

Method of Destruction

If the White Dress is placed within unhallowed grounds and a magic circle against good and then imbued with a fear spell, it will blacken and become coarse, worthless cloth.


Ghost Rope
Spoiler: ShowHide


History

Ghost Rope was created by the archmage Elle Stronger. It draws on Antenora's erinyes heritage and sacred power to restrain incorporeal creatures with a soft opal light. It clings tightly to them, rendering them vulnerable to material attacks.

Powers

At will, Ghost Rope may be thrown with Antenora's entangle ability. It may be used normally against incorporeal creatures. If Antenora successfully entangles an incorporeal creature with it, they are treated as being corporeal as long as they are entangled. As incorporeal creatures lack a strength score and cannot pass freely through the rope, they may escape only with a DC 50 Escape Artist check. Attempting to escape the Ghost Rope is a full round action that provokes attacks of opportunity.

Deeds

- Use this rope to entangle Pale Night.
- Witness the final rest of a spirit cursed to never rest.
- Take this rope to the sun.

Method of Destruction

If Ghost Rope is used to bind and capture the soul of a good mortal into Hell, it will never again wrap around a creature.


Ring of Beauty
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History

This ring was tribute from a band of nymphs and an artist in Brightwater, whom Alicia taught compassion and humility to. It was thereafter given to Antenora. In the proceeding decades, it has aligned to her angelsong and inner majesty. It is a token of one who watches over souls, ensuring they find their eternal reward.

Powers

The Ring of Beauty augments Antenora's magnetism, granting her a +10 enhancement bonus to charisma. It naturally brings out the artist in any who wear it, granting a +15 competence bonus to her Perform (Song) checks. Once per day, Antenora may tap into the power of the ring to sing a song of salvation. This functions as both an Inspire Courage and Song of Freedom sung by a 21st level bard. Doing so is a full round action and cannot be maintained after the first round. The Inspire Courage effect lasts for 7 rounds and the Song of Freedom effect occurs instantaneously when sung.

Deeds

- Use song to bring rest to a tormented soul who desires mercy.
- Break an enchantment cast by an evil deity with song.
- Expose and destroy a a secret of damnation held by a baernaloth.

Method of Destruction

Should the Ring of Beauty be used to herald meaningless destruction, it shall crack and be ruined.


Other:
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Ring of Protection+5, Boots of the Battle Charger, Ribbon of Disguise(Alter self at will), Silver Dagger+5, holy and axiomatic.
[/spoiler]

Notes:
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Perception

Spot/Listen+41
Mindsight 200ft
See in darkness

Common Attack Bonuses

+2 charging
+13 smite evil
+14 furious strike
+1 flying
+4 fiend dread

Common Damage Bonuses

+4 and +4d6 fiend dread
+29 smite evil (+87 on charge)
+7d6 furious strike
+2 favored enemy of evil outsiders
x3 on charge (see below)

Immunities

Fire, cold, fear, disease, petrification.

Resistances

Damage reduction 20/evil, epic and silver
Spell resistance 42
Resistance to acid and electricity 20

Charge damage summary

1. Tally base damage. Add in power attack, increase trade to 3-1 if the target is a fiend. Smite evil damage goes up on a charge as well.
2. Multiply base damage dice and bonus damage by three. This rises to five on the case of a critical hit.

Examples

Normal charge on a lemure hits with no special modifiers.

Baes damage is 1d8+20. Add in fiend dread and favored enemy for 1d8+26+4d6. Multiply by 3 to get 3d8+78+4d6.

Normal charge on a lemure hits with -29 PA and no other bonuses.

Base damage is 1d8+20. Add in fiend dread and favored enemy for 1d8+26+4d6. Multiply 29*3 to get 87, add that in for a total of 1d8+113+4d6. Multiply by 3 to get 3d8+339+4d6 damage.

Normal charge on a lemure hits with -10 PA, furious strike and smite evil.

Base damage is 1d8+20. Add in fiend dread and favored enemy for 1d8+26+4d6. Add in furious strike for 1d8+26+4d6+7d6. Add in smite evil for 1d8+113+4d6+7d6. Add in power attack for 1d8+143+4d6+7d6. Multiply by 3 for 3d8+429+4d6+7d6.
Title: Re: Beastiary
Post by: Anastasia on June 02, 2013, 06:54:44 PM
Amaryl's all about being mobile artillery. She darts around the battlefield and drops big old heaps of skirmish on the baddies. She has some sorc casting to aid her in this task and provide her some backup options. Unlike the others she doesn't have a bevy of racial powers. As a former mortal and Seira's wife, she's slowly rising to divine power. She gets DvR0 to reflect this. The perks this grant her are considerable, including a bevy of immunities, spell resistance, cha to saves and AC and spell resistance.

I was going to also give her some powers from a single domain. Cor had suggested the Celerity Domain, but I hadn't gotten around to it. Mental note to do that.


Amaryl Gaial

Scout 21/Dragonbreath Archer 8//Ranger 10/Dragon Devotee 5/Sorcerer 14

Size/Type: Medium Outsider (Dragonblood, Good)
Divine Rank: 0
Hit Dice: 18d8+11d6+261 (471 hp)
Initiative: +24
Speed: 90ft
Armor Class: 60 (+15 dex, +11 armor, +15 natural, +8 deflection, +1 dodge)
Base Attack/CMB/CMD: +23/+29/63
Attack: Cauldron's Blast+52 (1d8+31 plus skirmish/dragonfire strike) or claw+29 (1d3+6)
Full Attack: Cauldron's Blast+52/+47/+42/+37 (1d8+31 plus skirmish/dragonfire strike) or Manyshot+47/+47/+47/+47/+47 (1d8+31 plus skirmish/dragonfire strike) or 2 claws+29 (1d3+6)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish+8d6/+5 AC(+10d6/+7 AC 20ft move), dragonfire strike+4d6, dragon's heat, searing dragonfire strike, explosive flames(DC 32), favored enemies (+4 elementals, +2 undead, +4 evil outsiders), spells.
Special Qualities: Damage reduction 10/cold iron and epic, immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage, sleep and mind affecting, resistance to fire 15, spell resistance 44, trapfinding, battle fortitude+3, uncanny dodge, trackless step, improved evasion, flawless stride, camouflage, blindsight 30ft, hide in plain sight, free movement, wild empathy, animal companion, woodland stride, swift tracker, ignore spell failure, darkvision 120ft, low-light vision, wilderness companion.
Saves: Fort +29, Ref +38, Will +29 (+2 racial vs enchantment, +4 vs paralysis)
Abilities: Str 22, Dex 41, Con 28, Int 25, Wis 26, Cha 26
Skills: Balance+47, Concentration+41, Diplomacy+40, Disable Device+39, Escape Artist+47, Handle Animal+40, Hide+62, Knowledge(Arcana)+39, Knowledge(Nature)+39, Knowledge(Nobility and Royalty)+39, Listen+42, Move Silently+62, Ride+47, Search+39, Spellcraft+39, Spot+45, Survival+40, Tumble+47, Use Rope+31
Feats: Point Blank Shot(1), Track(R1), Rapidshot(R2), Precise Shot(3), Endurance(R3), Far Shot(R4), Swift Hunter(S4), Weapon Focus(Longbow)(6), Manyshot(R6), Improved Critical(Longbow)(R8), Improved Initiative(S8), Greater Manyshot(9), Deadeye(12), Quick Reconnoiter(S12), Dragonfire Strike(15), Improved Skirmish(S16), Eschew Materials(SO1), Nemesis(Evil Outsiders)(18), Dodge(S20), Extend Spell(SO5), Silent Spell(SO10)
Epic Feats: Energy Resistance(Fire)(21), Blinding Speed(24), Improved Manyshot(DBA3), Multiaction(27), Bane of Enemies(DBA6)
Salient Divine Abilities: -
Alignment: Neutral Exalted

Scout powers:
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Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st.

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

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. This bonus applies as soona s the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd.

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

Trapfinding (Ex)

A scout can use the search skill to locate traps with a DC higher than 20, and she can use disable device to bypass a trap or disarm magic traps.

Battle Fortitude (Ex)

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

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat footed and reacts to danger before her senses would normally allow her to do so.

Fast Movement (Ex)

Starting at 3rd level, a scout gains a +10 ft enhancement bonus to her base land speed. This bonus rises by 10ft every eight levels.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be track in natural surroundings.

Flawless Stride (Ex)

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

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

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

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

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

Blindsight (Ex)

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


Dragonbreath Archer powers:
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Dragonfire Strike (Su)

At 1st level and every three levels thereafter, your dragonfire strike bonus damage rises by 1d6.

Dragon's Heat (Su)

At 2nd level, any creature stricken by a dragonfire strike risks his possessions turning hot as an inferno. When a creature is successfully damaged by the dragonbreath archer's dragonfire strike, any metal possessions are afflicted as if by a intensified heat metal spell. Multiple metal items on the same person do not stack. As little as a metal ring or earring is sufficient to cause damage. There is no saving throw to this effect.

Bonus Feat

At 3rd level and every three levels thereafter, the dragonbreath archer gains an epic bonus feat. This feat is selected from the list below.

Searing Dragonfire Strike (Su)

By 5th level, the flames of the dragonbreath archer's flames are so hot as to rival the sun. They are treated as searing flames, as the metamagic. This means that the fire damage from dragonfire strike ignores fire resistance and deals half damage to creatures normally immune to fire.

Explosive Flames (Su)

The dragonbreath archer may shoot a special exploding arrow at 8th level as a normal standard action. This attack must be able to trigger dragonfire strike. If so and it successfully strikes, it deals normal damage to the target and then explodes out in a 30ft radius. This deals fire damage equal to the damage of the attack to all creatures within the radius, including the victim of the arrow attack. A reflex save (10 + charisma modifier + 1/2 character level) halves this damage.


Ranger powers:
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Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Champion of the Wild (Ex)

By surrendering your spellcasting ability, you focus your energies on becoming a weapon master. You gain access to bonus feats much as a fighter does, but focused on your mastery of your chosen combat style.

You no longer gain spells as a ranger, but you can now select a bonus feat at 4th, 8th, 11th and 14th level. You can choose any feat from the following list for which you meet the prerequisites: Blind-fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, Far Shot, Improved Precise shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Ranged Disarm, Ranged Pin, Ranged Sunder, Sharp-Shooting and Shot on the Run.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks wiDrathout taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Dragon Devotee powers:
Spoiler: ShowHide



Ability Increase (Ex)

When you enter this class, your Charisma score increases by 2 points. At 3rd level, your constitution score improves by 2 points. At 5th level, your strength score improves by 2 points.

Natural Armor (Ex)

A dragon devotee's skin thickens and toughens, developing minuscule scales. This changes provides a +1 bonus to your existing natural armor bonus to AC, or simply a +1 natural armor bonus if you had no natural armor to begin with.

Combat Technique (Ex)

At 2nd level, you become more deadly in combat. You gain +1d6 skirmish.

Draconic Resistance (Ex)

At 2nd level, you become resistant to paralysis and magic sleep effects, gaining a +4 bonus on saves against such effects.

Ignore Spell Failure (Ex)

Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail if those spells have somatic components. Beginning at 3rd level, you can ignore the arcane spell failure chance when casting 0-level and 1st-level arcane spells. This benefit doesn't apply to spells higher than 1st level, including 0-level or 1st-level spells that occupy a high level spell slot because of the application of a metamagic feat.

Draconic Template:

At 5th level, you gain all the abilities of the draconic creature template (see page 74) that you have not already gained as dragon devotee class features—except that you do not apply the template's level adjustment. Specifically, you gain the dragonblood subtype in addition to any subtype you might already have. You also gain darkvision out to 60 feet, low-light vision, and a +2 bonus on Intimidate checks and Spot checks.


Sorcerer powers:
Spoiler: ShowHide


Amaryl casts as a 16th level sorcerer.

[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Detect Poison, Flare, Light, Mending, Prestidigitation, Touch of Fatigue.
[8/day]1: Arrow MindSC, Golem StrikeSC, Lesser Orb of AcidSC, Shield, Sniper's ShotSC
[8/day]2: Essence of the DragonRotD, False Life, Heroic AspirationsHome, See Invisibility, Sure StrikePHB2
[8/day]3: DragonskinSC, Haste, Seira's Unicorn ArrowsPHB2, Vision of the Omniscient EyeDM, Amaryl's Slumber ArrowCM
[8/day]4: Dragon BreathSC, Greater Mirror ImagePHB2, Greater Invisibility
[7/day]5: Amaryl's Greater Arrow MindHome, Break Enchantment, Dance of BladesPHB2, Undying Vigor of the DragonlordsDM,
[7/day]6: Disintegrate, Greater Dispel Magic, Surge of HopeHome
[6/day]7: Bite of the WerebearSC, Elemental BodySC
[4/day]8: Moment of Prescience


Gear:
Spoiler: ShowHide


Cauldron's Blast [spoiler]

History

After the Cauldron was reclaimed by Seira Aryn, great magic suffused the mammoth volcano. This magic formed several rare metals and minerals, and from a vein of pure ethereal platinum was Cauldron's Blast made. It replaced the First Resort.

Powers

Cauldron's Blast is a longbow+10, force and force generation. It resonates with the power of the Cauldron, allowing Amaryl to call on allies from it. Three times per day as a standard action, Amaryl may summon 1d4+1 celestial elder elementals or 1 celestial elemental monolith.

Deeds

- Defeat Imix with Cauldron's Blast.
- Sanctify this bow within Harmony's Heart.
- Be touched by four Archomentals of Elemental Good.

Method of Destruction

Should the powers of this bow be forced to serve Imix, Cauldron's Blast will fade away into ethereal steam.


Lumenvolo
Spoiler: ShowHide


History

Legends say that three legendary heroes donated their power and the power of slain dragons into a suit of armor. It was forged in dragonfire, flawless in form. It has been worn by Amaryl Gaial throughout her grown and services to Seira, protecting her from all manner of harm. It augments her with the legends of Seira, Demedais and Alicia.

Powers

Lumenvolo is chainmail+6 with no maximum dexterity bonus, arcane spell failure and an armor check penalty of -1. As a swift action, the wearer of Lumenvolo may manifest the following powers. Smiting: Gain a +4 bonus to attack rolls versus evil and chaotic creatures for one round. This may be used once per day. Wings: Ghostly dragon wings emerge from the back of the wearer. These allow the wearer to fly as if by a fly spell with a doubled fly speed. These wings allow flight for up to ten minutes per day. The wearer may break up this time as they wish and dismissing the wings is a free action. Dragonfire: The wearer may choose to breath a torrent of flame or electricity, dealing 14d8 damage of the damage type chosen. A DC 45 Reflex save halves the damage. This may be used once per day. 

Deeds

- Slay a Voidchild of Shar while under the effect of Smiting.
- Gain the personal blessings of Bahamut, the Platinum Dragon.
- Immerse Lumenvolo in pure liquid goldenfire.

Method of Destruction

Should Lumenvolo be splashed with the blood of Shar and then successfully sundered, it will crack apart and be forever destroyed.


Bracers of Sublime Archery
Spoiler: ShowHide


History

These bracers have been Amaryl's since she began her adventuring career. They have been soaked in her blood, sweat and tears; not to mention the virtual infinity of bow shots she has made over the years. This experience has sunken into them, making them part of Amaryl's legend.

Powers

Bracers of Sublime Archery grant a +3 competence bonus to ranged attack and damage rolls. They hold the hard won skill Amaryl has gained, reducing the penalty for Manyshot to -1 per arrow.

Deeds

- Overcome a solar in a test of archery.
- Strike a worthy enemy (equal or greater hit dice) 21 times in a row without a single miss.
- Obtain the perfect mindlessness of archery.

Method of Destruction

If the Bracers of Sublime Archery are ever cut asunder with a broken solar's bow, they will become broken leather and rusted metal.
[/spoiler]

Other:
Spoiler: ShowHide


Crystal helmet of will(+4 insight will), sun blade, greater cloak and boots of elvenkind (+15 competence hide/move silently), ring of entropic deflection(50% miss chance vs ranged if you move 10ft in a round), 10 potions of cat's grace.


Notes:
Spoiler: ShowHide


Perception

Spot+45
Listen+42
Darkvision 120ft
Blindsight 30ft
Nemesis (Evil Outsiders) 60ft

Common Attack Bonuses

+1 haste
+4 vs chaos or evil from smiting
+4 insight amaryl's greater arrow mind
+5 insight sure strike
+16 insight moment of prescience
+4 morale surge of hope
+2 bane of enemies (favored enemies only)

Common Damage Bonuses

+4 morale surge of hope
+2 bane of enemies (favored enemies only)
+4 favored enemy vs elementals and evil outsiders, +2 vs undead

Immunities

Polymorph*, petrification*, form altering*, energy drain*, ability drain*, ability damage*, sleep and mind affecting*

*May be overcome with an opposed rank check.

Resistances

Damage reduction 10/epic
Spell resistance 44
Resistance to fire 15

Skirmish/Dragonfire Strike summary

Skirmish is +8d6 damage and +5 armor class, which rises to +10d6 damage and +7 armor class when Amaryl moves 20ft or more. Dragonfire Strike is +12d6 searing fire damage and +5 armor class, which rises to +14d6 and +7 armor class when Amaryl moves 20ft or more. In addition, the target is afflicted as if by an intensified heat metal spell.

Typical skirmish is 1d8+31+10d6. Typical dragonfire strike is 1d8+31+14d6.


Custom Material: [spoiler]

Amaryl's Greater Arrow Mind
Divination
Level: Sor/wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell provides the same benefits as Arrow Mind. In addition, you gain an insight bonus to ranged attack rolls equal to your caster level divided by 4 (maximum +5 at caster level 20th). When you make a full attack action (including a full attack with the rapid shot feat), you gain an extra attack, as if hasted. These bonuses only apply to ranged attacks from the bow that serves as the focus to this spell.

Focus

A bow that you hold.
Title: Re: Beastiary
Post by: Anastasia on June 02, 2013, 06:57:06 PM
Amaryl's animal companion. Yoshi started as a friendly river winder in Balmuria 1 and was adopted by Amaryl. It's slowly changed as a result of its time in the Cauldron. Not a lot to say here, as it's a useful helper. He's probably just scenery most of the time, but it never hurts to have a giant dragon water-snake to call on for help, does it?

Amaryl's level -6, so level 20 ranger's companion.

Yoshi, 17 HD Celestial Half Green Dragon River Winder.

Size/Type: Large Dragon
Hit Dice: 17d10+102+17 (289 hp)
Initiative: +15
Speed: 20ft, climb 20 ft, swim 20 ft, fly 40 ft (average)
Armor Class: 40 (-1 size +11 dex, +20 natural)
Base Attack/CMB/CMD: +17/+31/48
Attack: Claw+31 (1d4+14) or bite+26 (1d6+7+1d6 acid)
Full Attack: 2 claws+31/+26 (1d4+14) and bite+26 (1d6+7+1d6)
Space/Reach: 5ft/5ft
Special Attacks: Constrict 1d3+14, improved grab, acid, breath weapon (17d8 acid, DC 31, 1d4 rounds), smite evil 1/day
Special Qualities: Immunity to sleep and paralysis, immunity to acid, improved evasion, darkvision 60ft, low-light vision, scent, link, share spells, darkvision 60ft, damage reduction 10/magic, resistance to acid, cold and electricity 10, spell resistance 22
Saves: Fort +17, Ref +20, Will +11 (+4 will vs enchantment)
Abilities: Str 38, Dex 32, Con 22, Int 10, Wis 18, Cha 10
Skills: Balance+31, Climb+34, Hide+30, Listen+25, Spot+25, Swim+35
Feats: Alertness(B), Improved Initiative(1), Toughness(3), Rapidstrike(Claw)(6), Dragon Breath(9), Clinging Breath(12), Ability Focus(Breath Weapon)(15)
Alignment: Neutral Good

Racial and innate powers:
Spoiler: ShowHide


Acid (Ex)

River Winders deal 1d6 acid damage on a successful bite attack.

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.


Gear:
Spoiler: ShowHide


Circlet of Magnificence+6
Title: Re: Beastiary
Post by: Anastasia on June 02, 2013, 07:03:46 PM
Syala's an overgrown astral deva with druid casting, various monk/barbarian/ranger tricks and a tendency to smash things in the face. She fills in the nature angle and several odds and ends. High speed and AC help her a lot as well as good saves. She also has a grappling game going for her if she wants to get in close as well as a power stun fueled stun-fest on her bludgeoning attacks. Her ACFs are a matter of core druid not really fitting her. I also didn't want to deal with wild shape/shape shift for her as all she really needed was change shape into animals.

Then again, when you're already a 30th level druid, most everything beyond the spellcasting is icing on the cake. Most celestials of this rank fall into this, as they get cleric casting by racial hit dice or take levels in a casting class.


Syala

Astral Deva 30//Druid 30

Druidic Avenger: Loses animal companion, spontaneous summons, plus -4 penalty to wild empathy. Gains fast movement as a barbarian, rage as a barbarian (but not greater rage, indominable will or mighty rage). PLUS Gain: Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger). Lose: Armor and shield proficiency, wild shape (all versions).

This avoids an animal companion (less upkeep for me for something Syala would probably keep at home) and shape shifting (she'd keep her racial ability). She gains a bunch of things that suit her - fast movement, wis to AC unarmored, tracking, favored enemies and swift tracking.

Size/Type: Medium Outsider (Angel, Chaotic, Good)
Divine Rank: 1
Hit Dice: 30d8+330 (570 hp)
Initiative: +10
Speed: 170ft, fly 300ft (good)
Armor Class: 65 (+9 dex, +16 natural, +10 deflection, +13 wis, +6 druid, +1 divine)
Base Attack/CMB/CMD: +30/+43/92 (+14 CMB/CMD to grapple)
Attack: Blessing of the Twelve+51 (1d12+25 plus 3d6 holy and 1 negative level (plus 6d6 and 2 negative levels on crit) plus stun x3)
Full Attack: Blessing of the Twelve+51/+46/+41/+36 (1d12+25 plus 3d6 holy and 1 negative level (plus 6d6 and 2 negative levels on crit) plus stun x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, stun(DC 48), spells, rage 6/day, favored enemy(evil outsiders+14, undead+2, dragons+2, aberrations+2, lawful outsiders+2, chaotic outsiders+2, elementals+2), divine blast 13/day(11d12)
Special Qualities: Damage reduction 25/lunar stone, epic and evil, immunity to acid, cold and petrification, spell resistance 45, protective aura, tongues, resistance to electricity 20 and fire 20, battlesense, darkvision 120ft, low-light vision, change shape, divine traits, wild empathy, nature sense, woodland stride, trackless step, venom immunity, timeless body, swift tracker, fast healing 21.
Saves: Fort +37, Ref +35, Will +39 (+4 racial vs poison, +4 vs spells and spell-like abilities of fey)
Abilities: Str 37, Dex 29, Con 33, Int 29, Wis 37, Cha 31
Skills: Balance+15, Concentration+45, Craft(Alchemy)+15, Craft(Dungeons)+43, Diplomacy+44, Escape Artist+43, Gather Information+21, Handle Animal+44, Heal+47, Hide+43, Intimidate+44, Knowledge(Arcana)+12, Knowledge(Local: Sylica)+43, Knowledge(Nature)+45, Knowledge(Planes)+43, Knowledge(Religion)+43, Listen+47, Move Silently+43, Profession(Artist)+47, Sense Motive+47, Spellcraft+53, Spot+47, Survival+49, Tumble+21, Use Rope+43(+45 with bindings, +47 with bindings and Alicia)
Feats: Words of Creation(B), Power Attack(1), Track(D1), Nimbus of Light(3), Improved Unarmed Strike(6), Eschew Materials(9), Ability Focus(Stun)(12), Righteous Wrath(15), Improved Grapple(18)
Epic Feats: Power Stun(21), Great Ability(Strength)(24), Ignore Material Components(D24), Epic Ability Focus(Stun)(27), Epic Spell Capacity(D28), Legendary Wrestler(30)
Salient Divine Abilities: Battlesense, Divine Blast, Divine Fast Healing, Increased Damage Reduction, Mind of the Beast
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-continual flame, charm animal, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility (self only), plane shift, remove curse, remove disease, remove fear; 7/day—cure light wounds, see invisibility; 1/day—heal. Caster level 30th. The save DCs are Charisma-based.

Change Shape (Su)

Syala can assume the form of any small or medium humanoid or animal.

Stun (Su)

If Syala strikes an creature with a melee bludgeoning attack, that creature must succeed on a DC 48 Fortitude save or be stunned for 1d6 rounds and then dazzled for 7 minutes after. A creature can be affected by this ability only once per round. Multiple stuns do not stack. The save DC is Strength-based.

Uncanny Dodge (Ex)

Syala retains her Dexterity bonus to AC when flat-footed, and she cannot be flanked except by a rogue of at least 34th level. She can flank characters with the uncanny dodge ability as if she were a 30th-level rogue.


Divine powers:
Spoiler: ShowHide


Greater Alter Reality (Su)

Syala 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. Syala can use wish when doing so can help her promote families, love and protecting them from evil. Note that in the situation where Syala 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:

Family: Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10ft from you. You can affect yourself with this ability.
Good: +1 caster level for good spells.
Wrath: Once per day, you can subtract a number of points from your Wisdom score equal to or less than your Cleric level. For every 2 points you subtract from your Wisdom score, add 1 point and add them to your Strength score. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per Cleric level and cannot be ended prematurely.

Divine Aura (Ex)

The save DC against Syala's divine aura is 21 and the radius is 10ft.

Immunities (Ex)

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

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

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

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

Create Items: Syala can create any wondrous item with power related to family, protection and love; the maximum is 4,500 gold.

Portfolio Sense: Syala is aware of any act of love, protection or righteous wrath that involves 1,000 or more people.

Damage Reduction (Su)

Only evil and epic weapons made of rock or stone from the moon can bypass Syala's damage reduction. This protection was a gift from Selune, protecting Syala from all but what comes from the silver moon.


Druid powers:
Spoiler: ShowHide


Syala casts as a 30th level druid. She may spontaneously convert any of her prepared spells to spells granted by her domains. 7/day free non-epic twin. The save DCs are 23 + spell level.

[6/day]0: Create Waterx2, Cure Minor Woundsx2, Detect Magicx2
[9/day]1: Camouflagex2SC, Cure Light Woundsx3, Eyes of the Avoralx3BoED, Shillelagh
[8/day]2: BramblesSC, Gust of Wind, Lesser Restorationx3, Summon Swarmx3
[8/day]3: CrumbleSCx2, Cure Moderate Wounds, Entangling StaffSC, Plant Growth, SpikesSC, Thornskinx2SC
[8/day]4: Freedom of Movementx2, Greater Blindsightx2SC, Reincarnate, Summon Monster 4x3
[8/day]5: Greater Stone ShapeSCx2, Hallowx2, Owl's Insightx4SC
[6/day]6: Fires of Purityx2SC, Fire Seedsx3, Ironwood
[6/day]7: Healx2, True Seeingx4
[6/day]8: Deadfallx3SC, Mass AwakenSC, Sunburstx2
[6/day]9: Greater WhirlwindSC, Tsunamix3SC
[5/day]10: Energy Immunityx2Home, Mass Freedom of MovementHome, Shield of SylicaHome, Syala's Awaken Defender of the HomeHome
[5/day]11: Power of the Huntressx3Home, Volcanic Genesisx2Home
[5/day]12: Mass RegenerateHome, Wrath of the Elder Treantx4Home
[2/day]13: Mass Energy Immunityx2Home

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Syala suffers a -4 penalty to this ability.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

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).

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.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Gear:
Spoiler: ShowHide


Blessing of the Twelve [spoiler]

History

Blessing of the Twelve is a gift from the Circle of Twelve, a band of stewards over the land of Benfal. It is imbued with the hopes and power of nature against Hell's tyranny. Syala has used it extensively since then, adapting its power to better serve her. It has been grown to strength in her holy energies, becoming a blessed weapon.

Powers

Blessing of the Twelve is a greathammer+7, holy power. Seven times per day, Syala may use Blessing of the Twelve to apply the twin metamagic to any non-epic spell she casts. Applying this metamagic is a free action.

Deeds

- Stand in the light of dawn on a free Benfal.
- Strike both Belial and Fierna with this weapon.
- Slay Semyaza, enslaver of Benfal.

Method of Destruction

If Blessing of the Twelve is ever successfully used by a devil to strike in battle, it will wither away to dust.


Divine Light
Spoiler: ShowHide


History

The goddess Syala is known to wear naught but light as her raiment. This light comes from the heavenly glory that suffuses her being. As she assumed her role as a divinity, this light become a magical force around her.

Powers

Divine Light magnifies Syala's purity and power, granting several benefits. Divine Light covers Syala or not as she wishes, and can be shaped into clothes, a nimbus of light that covers her as she pleases or be transparent or invisible. It can shed bright light in a 70ft radius from Syala and dim light in another 140ft from her. This light dispels magical darkness of 9th level or less as greater dispel magic with a +30 modifier. Effects of 10th level or higher cancel out with each other, resulting in the normal light for the area taking precedence.

Syala's stun ability is strengthened by Divine Light, granting it a +4 bonus to the DC. When a creature is successfully stunned by Syala, a 30ft burst of light centered on the creature results. This causes the creature stunned to be dazzled for 7 minutes after being stunned. Other creatures are not affected by this light. This light is obvious and unsubtle. Syala can suppress this light when she strikes, but her stun attack loses the +4 bonus from Divine Light and does not dazzle the creature stunned.

Finally, Divine Light automatically converts vile damage to normal damage. This includes vile ability damage and other effects that can be made vile.

Deeds

- Bathe within the lost ocean of Queen Morwel's tears.
- Bring mercy and justice to a soul unfairly imprisoned in any one of the Lower Planes.
- Find and destroy Kina-ja, who conspired against her creator.

Method of Destruction

If Syala is ever willingly casts a spell with the evil descriptor, Divine Light will fade out and Syala will never glow again.


Other:
Spoiler: ShowHide


Syala rarely bothers with other magical items or items whatsoever. In the event of a gravely dangerous situation, Syala can procure any non-epic item from Sylica within a few hours
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot+47
Listen+47
Darkvision 120ft
Deific senses

Common Attack Bonuses

+2 rage
+2 charge

Common Damage Bonuses

+14 favored enemy vs evil outsiders, +2 favored enemy vs undead, dragons, aberrations, lawful outsiders, chaotic outsiders and elementals.
+15 fire damage fires of purity

Immunities

Ability damage*, ability drain*, acid, cold, death effects*, disease*, disintegration*, energy drain*, mind-affecting*, paralysis*, petrification, poison, polymorph*, sleep*, stunning*

*May be overcome with an opposed rank check.

Resistances

Damage reduction 25/epic, evil and lunar rocks
Spell resistance 45
Resistance to fire and electricity 20

Title: Re: Beastiary
Post by: Anastasia on June 02, 2013, 07:09:46 PM
Donald covers the gish fighter with arcane strike niche. Okay that's probably not really a niche, but I figure most arcane gishes are going to grab arcane strike anyway. While others charge, fly, teleport or sprint across the battlefield, Donald tends to stay there and wail on things. That's fine - someone needs to do it. Unlike the others, he doesn't have spell resistance, damage reduction or various defensive perks. He does have unkillable, which does help him stay up. He can do an okay AC based game with his other powers.

Donald's a former human that was reincarnated into an elf, got a pinch of fey blood from a defeated Mirage Mullah and then studied the same dragon ascension arts that Seira did. The fact that he got hybrid vigor instead of rejection or death is a sign of Tymora's favor. Bismarck was right.


Donald

Duskblade 29//Fighter 18/Dragon Disciple (Copper) 11

Size/Type: Medium Dragon (Augmented Elf)
Hit Dice: 18d10+11d12+261+29 (466 hp)
Initiative: +5
Speed: 30ft, fly 30ft (average)
Armor Class: 61 (+5 dex, +18 armor, +11 shield, +1 ws, +4 perfection, +5 deflection, +7 natural)
Base Attack/CMB/CMD: +29/+45/81
Attack: Guardianil+59 (1d10+32 19-20 x2) or claw+45 (1d4+14)
Full Attack: Guardianil+59/+54/+49/+44 (1d10+32 19-20 x2) and bite+40 (1d6+7)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, arcane channeling, quick cast 5/day, spell power+7, breath weapon(6d8 acid, 1d4 rounds, DC 33).
Special Qualities: Immunity to sleep and paralysis, immunity to acid, darkvision 60ft, low light vision, armored mage(medium armor, heavy shield), arcane attunement, blindsense 60ft, luck of the fool, unkillable,
Saves: Fort +32, Ref +22, Will +32
Abilities: Str 43, Dex 20, Con 28, Int 24, Wis 8, Cha 20
Skills: Climb+48, Concentration+41, Craft(Religious Icons)+38, Knowledge(Arcana)+38, Knowledge(Nature)+38, Knowledge(Planes)+38, Knowledge(Religion)+38, Ride+37, Spellcraft+38, Swim+48   
Feats: Fey Heritage(B), Endurance(1), Exotic Weapon Proficiency(Bastard Sword)(F1), Protection Devotion(H), Combat Casting(D2), Toughness(F2), Power Attack(3), Weapon Focus(Bastard Sword)(F4), Steadfast Determination(6), Weapon Specialization(Bastard Sword)(F6), Melee Weapon Mastery(Slashing)(F8), Fey Legacy(9), Greater Weapon Focus(Bastard Sword)(F10), Arcane Strike(12), Greater Weapon Specialization(Bastard Sword)(F12), Shield Specialization(F14), Shield Ward(15), Combat Expertise(F16), Improved Combat Expertise(18), Weapon Supremacy(Bastard Sword)(F18)
Epic Feats: Epic Spell Capacity(21), Epic Weapon Focus(Bastard Sword)(24), Automatic Quick Cast(D24), Epic Weapon Specialization(27), Improved Automatic Quick Cast(D28)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Luck of the Fool (Su)

It's said that Tymora watches over fools. Donald is certainly lucky, gaining a +1 luck bonus to armor class and saving throws. This bonus increases to +2 at level 24 and to +3 at level 28.

Unkillable (Ex)

Tymora must be watching him every second, since he's lived this long! If an effect or attack would reduce Donald to 0 HP or below, he is allowed a DC 10 constitution check. Success prevents him from going below one HP. For each check after the first per day, the DC goes up by 3.


Duskblade powers:
Spoiler: ShowHide


Donald casts as a 29th level duskblade. His spell DCs are 16 + spell level. All of Donald's 0-4th level spells are automatically quickened. He may quicken any 5th level or higher spell as a free action 5/day.

[6/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue*.
[12/day1: Blade of BloodPHB2, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, True Strike.
[12/day]2: Animalistic Power, Scorching Ray, See Invisibility, Touch of Idiocy*.
[12/day]3: Dispelling TouchPHB2*, Greater Magic Weapon, Ray of Exhaustion, Vampiric Touch*.
[9/day]4: Enervation, Fire Shield, Interposing Hand, Shout.
[9/day]5: Chain Lightning, Disintegrate, Polar Ray, Sonic ShieldPHB2
[10/day]6: Black Ice TouchHome*, Greater Dispel Magic, Swift EtherealnessPHB2, Waves of Exhaustion
[9/day]7: Crushing Hand, Greater Shout, Horrid Wilting, Meteor Swarm
[2/day]8: Energy Drain, Magic Disjunction

* Can be used with arcane channeling.

Arcane Attunement (Sp)

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

Armored Mage (Ex)

Normally, armor of any time interferes with an arcane spellcaster's gestures, which can cause spells to fail if these spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to medium armor and heavy shields. This training does not extend to heavy armor. This ability does not apply to spells gained from a different spellcasting class.

Arcane Channeling (Su)

Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If used as a full attack action, the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Quick Cast (Ex)

Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per ady at 15th level and so on.

Spell Power (Ex)

Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remander of this encounter. This bonus increases by 1 at 11th, 16th and 18th level.


Gear:
Spoiler: ShowHide


Guardianil [spoiler]

History

Guardianil was once a sword of fell darkness, used by dogai assassins. It was purified by Alicia and has become a sacred blade of protection. Since then, Donald has wielded it in many battles - to protect himself and his allies.

Powers

Guardianil is a bastard sword+8. The wielder and all allies within 30ft gain a +4 perfection bonus to armor class when Guardianil is unsheathed. In addition to these powers, the wielder may invoke a Shining Defense ability three times per day. Using this ability is a free action when fighting defensively or using total defense. Shining Defense grants damage reduction 20/- and 50 temporary hit points. These benefits last for one round.

Deeds

- Protect a newborn life at great peril to yourself.
- Slay the demon lord Turaglas with this sword.
- Stand alone against a Tarrasque.

Method of Destruction

If Guardianil is used to commit an act of pure, unforgivable murder of the deep evil, Guardianil shall break in twain.


Armor of Swiftness
Spoiler: ShowHide


History

Being faster is better, right? So Donald got fast armor and got Elle to really pour a lot of magic into it. Somehow it worked out. Perhaps that's a miracle unto itself.

Powers

Armor of Swiftness is mithral full plate+10. It has a maximum dexterity cap of 7, arcane spell failure chance of 15% and an armor check penalty of 2. It may be invoked to grant a special haste effect on the wearer for 15 rounds per day. In addition to the normal benefits of haste, Donald may cast two swift cast spells per round while hasted in this manner.

Deeds

- Be ensorcelled by a creature of great magic and great speed.
- Anoint your armor with the blood of Shinear, the great wind dragon.
- Immerse this armor in pure greater quicksilver.

Method of Destruction

Unlike most signature items, the Armor of Swiftness can be destroyed by direct force. However, it requires at least 200 points of damage in a single strike to break. This strike must be targeted solely at the armor. The reason for this difference is not known.


Donald's Shield
Spoiler: ShowHide


History

Donald has fought many a creature in his day - including dragons. They are the most difficult opponents he has, even if he is friends with several of them. So he had the bright idea to have them breathe on him until he figured out how to block them with his shield. It worked! In the process, his shield absorbed great amounts of draconic energy.

Powers

Donald's Shield is a heavy steel shield+8. Three times per day as a free action when using his breath weapon, Donald may sacrifice his shield bonus to armor class. If he does so, he loses this bonus for one round. In exchange, the damage dice of his breath weapon rises by the shield bonus sacrificed. For example, if Donald's breath weapon is 6d8 and his shield bonus is +12, his breath weapon would rise to 18d8. The DC of the breath weapon also rises by a number equal to the shield bonus sacrificed.

Deeds

- Block the fivefold breath of a prismatic dragon.
- Temper this shield in the overwhelming breath of a platinum dragon.
- Lay this shield atop where Io split apart the dragons.

Method of Destruction

(Add later)


Angel's Helm
Spoiler: ShowHide


History

Donald obtained Angel's Helm from an angel in exchange for booty from defeated devils. Since then it has been a constant companion into danger, exposed to countless eldritch energies. It has grown with Donald, allowing him to draw on particularly powerful magics.

Powers

Angel's Helm functions as a ring of protection+5 and cloak of protection+5. It allows Donald to use the following spell-like abilities once per day with a caster level equal to his hit dice. These spells are cure critical wounds, dispel evil, holy word, protection from energy, resist energy and restoration. Angel's Helm also allows Donald to treat his attacks as good aligned to bypass damage reduction.

Deeds

- Use this helmet as the focus for the creation of a solar.
- Slay a Nessian Pit Fiend while wearing this helmet.
- Survive a visit to the 9th layer of Hell.

Method of Destruction

If Angel's Helm is ever worn by a creature of pure evil, it will become leaden and worthless.


Titan's Belt
Spoiler: ShowHide


History

Like any warrior, Donald likes a belt that makes him stronger. So he had his girlfriend make him a belt that made him really strong! It worked out pretty well. Mostly.

Powers

Titan's Belt grants a +10 enhancement bonus to Strength and a +6 enhancement bonus to all other ability scores except Wisdom. Three times per day as a free action, Donald can draw on the powers of this belt to make weapon stronger. For one round, his weapon deals damage as if it were two size categories larger.

Deeds

- Find and wield the Sword of Gravity's Weight.
- Defeat a titan in arm wrestling.
- Shatter a mountain in one blow.

Method of Destruction

If Titan's Belt is worn by a creature without a strength score, it will become naught but leather and rusted metal.
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot+1
Listen+1
Blindsense 60ft
Darkvision 60ft

Common Attack Bonuses

+x arcane strike, equal to spell level sacrificed
+5 to any single strike after the first
+1 haste
+2 charge
Can take 10 once per round on an attack roll

Common Damage Bonuses

+xd4 arcane strike, equal to spell level sacrificed
Sword damage rises to 3d8 3/day

Immunities

Acid
Paralysis
Sleep
Title: Re: Beastiary
Post by: Anastasia on June 02, 2013, 07:17:42 PM
If it wasn't obvious, Jessica's the sneaky one. She's become a full angel since joining Alicia in Sylica and serves as a silent hand. When a response cloaked in stealth is called for, Jessica's the one for the job. With a supernatural mind blank effect, darkstalker, perfect wight powers and +77 hide/move silently scores Jessica is almost impossible to detect. The thematic elements of a super-powered assassin combined with gentle mothering notes is an odd contrast born of Jessica's unique circumstances.

Jessica

Rogue 29//Swashbuckler 10/Hellbreaker 10/Perfect Wight 9

Size/Type: Medium Outsider (Angel, Good)
Hit Dice: 10d10+19d6+290 (442 hp)
Initiative: +19
Speed: 30ft, fly 60ft (good)
Armor Class: 43 (+15 dex, +12 armor, +4 natural, +2 dodge)
Base Attack/CMB/CMD: +24/+29/56
Attack: Gentle Serenity+49 (1d6+31 plus 20d6 sneak attack and 2 str plus 1d6 nonlethal plus calm emotions 15-20 x2)
Full Attack: Gentle Serenity+49/+44/+39/+34 (1d6+31 plus 20d6 sneak attack and 2 str plus 1d6 nonlethal plus calm emotions 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack+20d6, crippling strike, insightful strike, steal spell-like ability, neutralize spell-like ability, steal supernatural ability,
Special Qualities: Darkvision 120ft, low-light vision, damage reduction 20/epic and evil, spell resistance 42, immunity to acid, cold and petrification, resistance to electricity and fire 20, tongues, magic circle against evil, mind blank, trapfinding, improved evasion, penetrating strike, improved uncanny dodge, defensive roll, skill mastery, grace+1, acrobatic charge, improved flanking, mantle of darkness, telepathic static, stowaway, foil summoning, plane hop, mastery of stealth, superior invisibility 2/day, ghost form 2/day, improved legerdemain, shadow form 2/day, superior legerdemain.
Saves: Fort +27, Ref +34, Will +24 (+4 racial vs poison)
Abilities: Str 21, Dex 41, Con 31, Int 22, Wis 22, Cha 21
Skills: Bluff+37, Diplomacy+37, Disable Device+38, Escape Artist+47, Gather Information+37, Hide+77, Knowledge(Planes)+38, Listen+38, Move Silently+77, Search+38, Sense Motive+38, Sleight of Hand+47, Spot+38, Tumble+47, Use Magic Device+37
Feats: Undo Resistance(1), Combat Expertise(H), Weapon Finesse(S1), Improved Feint(3), Sacred Strike(6), Darkstalker(9), Staggering Strike(12), Telling Blow(15), Improved Initiative(18)
Epic Feats: Epic Skill Focus(Hide)(21), Improved Weapon Finesse(24), Lingering Damage(R24), Improved Sneak Attack(PW5), Mass Stowaway(27), Improved Sneak Attack(R28)
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect snares and pits, see invisibility, pass without trace. At will-arcane sight, calm emotions, detect evil, greater invisibility, greater plane shift, greater teleport, holy smite, holy word, superb dispelling. Caster level 29th.

Magic Circle Against Evil (Su)

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

Mind Blank (Su)

Jessica enjoys a constant mind blank effect, with a caster level equal to her hit dice. It cannot be dispelled, though it can be suppressed.


Rogue powers:
Spoiler: ShowHide


Sneak Attack

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

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

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

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

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

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she 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 the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Penetrating Strike (Ex)

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

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)

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

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Skill Mastery

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

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

Jessica has chosen Bluff, Disable Device, Hide, Move Silently, Search and Use Magic Device.


Swashbuckler powers:
Spoiler: ShowHide


Grace (Ex)

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

Insightful Strike (Ex)

At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Acrobatic Charge (Ex)

A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex)

A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)


Hellbreaker powers:
Spoiler: ShowHide


Mantle of Darkness (Ex)

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

Telepathic Static (Su)

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

Steal Spell-Like Ability (Su)

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

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

You can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost. Until you use the ability (or until 1 minute elapses), the target cannot use the stolen ability.

If you have a similar ability, such as the spellthief's steal spell-like ability, you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability (see below) until you have used the stolen ability.

Stowaway (Su)

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

Neutralize Spell-Like Ability (Su)

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

Foil Summoning (Su)

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

Steal Supernatural Ability (Su)

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

Plane Hop (Sp)

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


Perfect Wight powers:
Spoiler: ShowHide


Mastery of Stealth (Ex)

A Perfect Wight is a grand master of being unseen and unheard. He practices both to a fine point, part of one coherent whole. As a result, the benefit from Epic Skill Focus (Hide) or Epic Skill Focus (Move Silently) applies to both skills. This does not stack if the Perfect Wight already possesses Epic Skill Focus for both skills.

Superior Invisibility (Su)

Starting at 1st level, the Perfect Wight gains the benefit of superior invisibility once per day, plus one additional time per day every five levels thereafter. This functions as the spell of the same name, with a caster level equal to the Perfect Wight's hit dice.

Ghostform (Su)

Starting at 2nd level, the Perfect Wight is as light and swift as a ghost. He may use Ghostform as a spell like ability once per day, plus one additional time per day every five levels thereafter. This functions as the spell of the same name, with a caster level equal to the Perfect Wight's hit dice.

Improved Legerdemain (Su)

A Perfect Wight can perform the following class skills at a range of 30ft: Disable Device, Sleight Of Hand, and Search. If desired, the perfect wight can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the Perfect Wight can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The Perfect Wight executes the sneak attack as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the Perfect Wight and his or her weapon do not physically cross the intervening distance. A Perfect Wight can use improved legerdemain at will and doing so is a full round action.

Shadow Form (Su)

At 4th level, the Perfect Wight learns to take shadow form. This form is incorporeal and functions like Ghostform with the following modifications. The Perfect Wight's shadow form lasts for 1 minute per hit die of the Perfect Wight. While in shadow form, the perfect wight gains a fly speed of 100ft (good) and is immune to critical hits. In addition, the Perfect Wight may draw on the shadow stuff that composes himself during this to augment any attack roll, check or saving throw. Doing so deals seven points of damage per bonus point and the Perfect Wight cannot grant himself a higher bonus than his Perfect Wight class level. Using this ability is a free action.

Superior Legerdemain (Su)

At 8th level, the Perfect Wight may use Improved Legerdemain at far greater distances. His range with Improved Legerdemain improves to 100ft. Despite this distance, he is able to make sneak attacks while using it past 30ft.


Gear:
Spoiler: ShowHide

Gentle Serenity [spoiler]

History

Gentle Serenity was a gift from Mystra after Alicia's ascension. It is a weapon of peace and serenity, capable of defeating without slaying. More importantly, it is a perfect manifestation of the love and kindness within Jessica's soul.

Powers

Gentle Serenity is a rapier+10, keen and merciful. Any creature struck by Gentle Serenity is affected as if by a calm emotions spell (caster level 21st, DC 35). If Jessica deals non-lethal damage or successfully inflicts sneak attack damage, the creature's spell resistance and any protections or immunity against mind-affecting magic are ignored for calm emotions.

Deeds

- Slay the General of Gehenna with this blade.
- Bring peace to a war that has raged for at least 100 years.
- Obtain the wisdom of the Arch Angel of Peace.

Method of Destruction

If Gentle Serenity is afflicted by a rage spell and then used to kill a celestial, it will split into shards of worthless iron.


Sashes of Shadow
Spoiler: ShowHide


History

Jessica trained her skills deep in the holy places of Sylica. When she first obtained her shadow form, several small sashes of shadow remained. It was a natural reaction of the realm, creating something of shadow that is wholly good - in direct opposition to Shar and her shadows.

Powers

Sashes of Shadow grant Jessica a +12 armor bonus to armor class and a +20 competence bonus to hide and move silently checks. Whenever Jessica uses her shadow form's ability to augment an attack roll, check or saving throw, the amount of damage per point is reduced by one.

Deeds

- Hide unseen from the all-seeing vision of Asmodeus.
- Defeat one of the Sharblessed, Shar's personal Faces of Loss.
- Use shadows to bring an act of great joy to mortals and as a great setback to Shar.

Method of Destruction

If the Sashes of Shadow are consumed in flames while the endless song of oblivion from Shar's realm is heard, they will burn away to nothingness.


Tear of Sylica
Spoiler: ShowHide


History

One day, Roald and his son Hans went to gather ingredients in the Wychwood. There Hans found a gem in a stream, a beautiful white and green stone. On seeing it, the two were compelled to take the stones of the realm and forge them into a necklace. Stone became mithral silver and the gemstone became part of the necklace. Great was Roald's puzzlement, for he had no skill in metalsmithing - yet he was certain it was meant for Jessica.

Powers

The Tear of Sylica grants Jessica a +8 enhancement bonus to dexterity and constitution, and a +6 enhancement bonus to her other ability scores.

Deeds

- Leave the Tear of Sylica to bask in the wild storms of Mithardir.
- Allow the Tear of Sylica to be carried by the currents of Thalasia.
- Raise the Tear of Sylica into the light of Chronias.

Means of Destruction

If the Tear of Sylica is submerged in the deepest gloom, it will grow dark and become naught but flawed onyx.


Other
Spoiler: ShowHide


Ring of Defense+5 (+5 deflection bonus to armor class and +5 resistance bonus to saving throws), masterwork thieves' tools, three of Roald's biscuits (heal as a 20th level caster on consumption).
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot+38
Listen+38
Darkvision 120ft
Low-light vision
See invisibility

Common Attack Bonuses

+4 flanking
+2 invisiblity
+x shadow form (x equals up to +9, lose HP equal to modifier times eight.)

Common Damage Bonuses

+20d6 sneak attack

Immunities

Acid, cold, petrification

Resistances

Resistance to fire and electricity 20
Damage reduction 20/epic and evil
Spell resistance 42
Title: Re: Beastiary
Post by: Anastasia on June 02, 2013, 07:24:42 PM
Latha's the shining beacon of light from above that smites evil. Okay, that describes most of the B1 allied characters. Latha takes it rather literally, shining down like the sun. This is entirely literal. She provides the heavy clerical support. Antenora touches on this with paladin casting, but that only goes so far. Latha's the one you call when you need to throw around mass heals and miracles like they're party favors.

If you're wondering why she has telepathy, it's because Lathander was experimenting when he created her. This is a subtle callback to some celestials having telepathy in 2nd edition. She's not a risen fiend like Antenora. Astute readers will also note her shield is a 2nd edition callback.

There's a few others I wanted to do but didn't get around to. I might do them at some point.


Latha

Astral Deva 29//Cleric 29

Size/Type: Medium Outsider (Angel, Good, Lawful)
Hit Dice: 29d8+290 (490 hp)
Initiative: +8
Speed: 50ft, fly 100ft (good)
Armor Class: 60 (+8 dex, +15 natural, +9 deflection, +10 shield, +8 armor)
Base Attack/CMB/CMD: +29/+39/66
Attack: Glorious Duty+46 (1d8+17 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Full Attack: Glorious Duty+46 (1d8+17 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, stun(DC 34), absolute light, spells, turn undead 12/day (15d6; DC 35).
Special Qualities: Damage reduction 40/epic, evil and silver, spell resistance 42(46 vs evil), immunity to acid, cold and petrification, resistance to electricity and fire 20, protective aura, tongues, telepathy 200ft, darkvision 120ft, low-light vision, diamond angel of radiance.
Saves: Fort +32, Ref +40, Will +34
Abilities: Str 30, Dex 26, Con 30, Int 26, Wis 34, Cha 28
Skills: Concentration+42, Craft(Armorsmithing)+60, Craft(Sunlight)+40, Craft(Weaponsmithing)+40, Diplomacy+41, Escape Artist+40, Hide+40, Intimidate+41, Knowledge(Local: Sylica)+40, Knowledge(Planes)+40, Knowledge(Religion)+40, Listen+44, Move Silently+40, Sense Motive+44, Spot+44, Survival+44, Use Rope+40
Feats: Craft Magic Arms and Armor(B), Endurance(B), Diehard(B), Words of Creation(B), Exalted Spell Resistance(1), Empower Turning(C1), Shield Specialization(3), Shield Ward(6), Power Attack(9), Sun Devotion(12), Energize Spell(15), Consecrate Spell(18)
Epic Feats: Epic Spell Capacity(21), Bonus Domain(Law)(C23), Flames of the Sun(24), Bonus Domain(Glory)(C26), Shield Barrier(27), Vivacious Spell(C29)
Alignment: Lawful Exalted

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect evil, see invisibility, true seeing. At will-aid, continual flame, daylight, discern lies, dispel evil, greater dispel magic, greater teleport, heat metal, holy aura, holy smite, holy word, flame strike, invisibility (self only), greater plane shift, remove curse, remove disease, remove fear, searing light, sunbeam; 7/day—cure moderate wounds; 1/day—blade barrier, heal, heroism, waves of fatigue, sunburst. Caster level 29th.

Stun (Su)

If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 34 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Absolute Light (Su)

Glorious sunlight surrounds Latha, burning those who live in wickedness. Any evil creature within 30ft of Latha takes 7d6 points of damage per round.

Diamond Angel of Radiance (Su)

Latha's true form is that of a body of pure sunlight, as bright as the sun. This glory grants her several abilities. She gains her Charisma modifier as a deflection bonus to armor class, her damage reduction rises by 10 and she sheds true sunlight within a 70ft radius. Within Sylica this radius becomes unlimited, Latha often serves as part of the sun for the realm.

Latha may assume a normal form as a swift action. While in this form she loses the benefits of this ability.


Cleric powers:
Spoiler: ShowHide


Latha casts as a 29th level cleric with access to the Good, Glory, Law and Sun domains.

[6/day]0:
[8+1/day]1: (Protection from Chaos), Bless, Divine Favorx3, Entropic Shield, Guiding LightSC, Nimbus of LightSC
[8+1/day]2: (Bless Weapon), Close WoundsSC, Divine Insightx4SC, Divine PresenceCC, Spiritual Weaponx2,
[8+1/day]3: (Searing Light), Awaken SinSC, Continual Flame, Magic Circle against Chaos, Shield of Wardingx3SC, Soul of Lightx2DM
[8+1/day]4: (Fire Shield), Assay Spell Resistancex2SC, Dimensional Anchorx2, Light of Purityx2CC, Wall of Goodx2SC
[7+1/day]5: (Holy Sword), Condemnationx2PHB2, Life's Gracex3SC, Righteous Mightx2,
[6+1/day]6: (Bolt of GlorySC), Healx3, Light of Couragex3CC
[6+1/day]7: (Energized Bolt of Glory), Energized Bolt of Glory, Energized Lucent LanceSCx3, Consecrated Lucent Lancex2
[6+1/day]8: (Consecrated Energized Fire Seeds), Energized Consecrated Lucent Lancex6
[5+1/day]9: (Prismatic Sphere), Mass Heal, Miraclex3, Soul Bind.
[5+1/day]10: (Vivacious Sunbeam), Celestial Valorx2Home, Miracle of HealthHome, Naeys' Life FontHome, Vivacious Righteous SmiteBoED
[5+1/day]11: (Vivacious Sunburst), Latha's SunmantleHome, Superb Dispellingx2Home, Vivacious Fire Storm, Vivacious Heat DrainSC.
[4+1/day]12: (Energized SunlanceHome), Legion's GatesHome, Wrath of the Heavensx3Home.

Domain powers

Good: +1 caster level to spells with the good descriptor.
Glory: +2 bonus to the DC of turn undead and +1d6 damage.
Law: +1 caster level to spells with the lawful descriptor.
Sun: Empower Turning as a bonus feat.


Gear:
Spoiler: ShowHide


Glorious Duty [spoiler]

History

Glorious Duty was created from the sands of Lunia and the light of Chronias that still clung to Latha's spirit. It is purity and sunlight in a material form, filled with ideals and concepts from the eternal glory of Chronias and the humble sands of Lunia.

Powers

Glorious Duty is a heavy mace+7, holy power. It allows Latha to use Sun Devotion an additional three times per day and increases the damage from Sun Devotion by seven.

Deeds

Glorious Duty has no further deeds that can augment it. As something with the spirit of Chronias, it is already complete. It will improve as Latha improves.

Method of Destruction

If Glorious Duty is cast into the deepest layer of the Abyss, it will be lost for all time.


Aegis of the Tarrasque
Spoiler: ShowHide


History

After the defeat of the Destroyer and the liberation of the Lost Eastlands, the shell of the Tarrasque was forged into several shields. Latha claimed one and has since made excellent use of it. It shines with sunlight, its mirror-like surface reflecting it brilliantly.

Powers

Aegis of the Tarrasque is a heavy steel shield+7. It grants a +2 bonus to constitution when carried and grants Latha Endurance and Diehard as bonus feats. It grants Latha a 50% miss chance against lines, cones and rays, harmlessly deflecting them aside.

Deeds

- Lay this shield on the surface of the sun.
- Deflect the unstoppable blightfire breath of the Hoary Baernaloth.
- Reforge this shield with the blood of Lathander.

Method of Destruction

Should the Destroyer be reborn and strike the Aegis of the Tarrasque, it will splinter into ruin.


Silver Halo
Spoiler: ShowHide


History

This halo was created by Latha's own hands in the crucible of trial within Ysgard. Since then it has adorned her head, augmenting her protective aura's potency.

Powers

Silver Halo increases the bonuses from Latha's protective aura to a +7 deflection bonus to armor class and a +7 resistance bonus to saving throws. These bonuses apply against all attacks, not only evil ones. In addition, it grants Latha a +6 enhancement bonus to ability scores.

Deeds

-
-
-

Method of Destruction

-


Other
Spoiler: ShowHide


Bracers of Armor+8, Latha's Hammer (+20 competence to armorsmithing checks), Ring of Nondetection(CL 20 nondetection at all times)
[/spoiler]

Notes:
Spoiler: ShowHide


Perception

Spot+44
Listen+44
Darkvision 120ft
See invisiblity
True seeing

Common Attack Bonuses

+1 morale bless
+3 luck divine favor
+1 righteous might
+4 sacred celestial valor

Common Damage Bonuses

+36 vs undead sun devotion
+3 luck divine favor
+2 and weapon to 2d6 righteous might
+4 sacred celestial valor

Immunities

Acid, cold, petrification

Resistances

Resistance to fire and electricity 20
Damage reduction 40/epic, evil and silver
Spell resistance 42(46 vs evil)


Custom Material: [spoiler]

Vivacious Spell [Epic, Exalted]
Prerequisite: Consecrate Spell, Energize Spell
Benefit: A spell modified this feat is transformed into pure bright, life-filled energy. Any damage the spell inflicts becomes divine typed damage and the spell gains the good descriptor. In addition, the spell deals double damage to undead and evil outsiders. A vivacious spell uses a spell slot three levels higher than the actual spell's level.

Latha's Sunmantle
Abjuration
Level: Sanctified 11

This spell functions as sunmantle with greater and new abilities. Latha's sunmantle grants damage reduction 20/- and the tendril of light counter attack deals 20 points of damage. In addition, the warded creature is immune to ability damage, ability drain, level drain and negative energy.

Sacrifice

1d6 points of Strength damage.
Title: Re: Beastiary
Post by: Anastasia on June 25, 2013, 02:51:16 PM
Lliira's a deity that I like, but I've never had a chance to do anything much with her. The concept of an eternally happy Goddess that oversees joy with a child-like zeal is appealing. With all that is hard, wrong or miserable in Creation, she is a needed counter-balance against that. Anyway, she was revered by one of the Pasha's harem in B1, so she came up a few times. Further, I had loose plans to have one of her followers join Aurora, but it never felt right. In retrospect I should have aimed for B2. She'd have fit in there well before Senaril 2. Anyway, notes as follows.

- Lliira picks up the Joy and Liberation domains. Both are no-brainers based on her portfolio. The add-on to the FRCS suggests giving Lliira Joy anyway. On the other side, travel feels extraneous to me. I see where it's coming from, but it feels tangential to the concept. But I don't remove domains unless it's a massive mismatch, so I built with it instead.
- Heartfire Fanner fits Lliira in spite of its problems. The PrC's a trainwreck for many reasons, the foremost being that it grants all bardic music with a one level dip. That aside, inspired fight is a pain in the ass to deal with, bolster courage makes inspire courage even better and prolonged passion is begging for abuses. Oh, and it grants 5/5 casting progression for anything. It's not so bad as a pure bard PrC, but the ability to branch into it from elsewhere and gain massively is not well thought out. I concede it's a mess, yet it fits Lliira so aptly that I'm inclined to use it anyway.
- Lliira's main gimmick is bardsong to the max. She can literally turn an army into an epic slaughter-force if she chooses to. She rarely is drawn to battle, instead using her powers to spread joy and celebration. There's a tab at the bottom that summarizes how her bardsong works and a cheat sheet for the various bardsongs. Tangentially, bards get some really nice epic feats.
- Song of Cleansing Light's from Ebony. She used it during your assault on Castle Crumbling; Lliira also uses it since it fits her and she qualifies.


Lliira
Our Lady of Joy, Joybringer, Mistress of the Revels
Lesser deity
Symbol: A triangle of three six-pointed stars (orange, yellow, red)
Home Plane: Brightwater
Alignment: Anarchic Exalted
Portfolio: Joy, happiness, dance, festivals, freedom, liberty
Worshipers: Bards, dancers, entertainers, poets, revelers, singers
Cleric Alignments: CG, CN, NG
Domains: Chaos, Charm, Family, Good, Joy, Liberation, Travel
Favored Weapon: Sparkle (Shuriken)

Bard 48//Battle Dancer 20/Paladin of Freedom 23/Heartfire Fanner 5

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 9
Hit Dice: 20d8+23d10+5d6+720 (1140 hp)
Initiative: +30; always goes first
Speed: 90ft, fly 230ft
Armor Class: 100 (+17 dex, +9 divine, +24 natural, +17 deflection, +17 cha, +4 bd, +2 dodge)
Base Attack/CMB/CMD: +46/+60/119
Attack: Sparkle+73/+73/+73 ranged touch (Irresistible Dance) or unarmed strike+71 (4d8+21)
Full Attack: Unarmed strike+71/+71/+66/+61/+56 (4d8+21)
Space/Reach: 5ft/5ft
Special Attacks: Spells, spell-like abilities, dancer's strike(magic, chaotic, adamantine), dance of the crushing python, dance of death's embrace, smite evil 5/day, turn undead 20/day(10d6; DC 37), divine blast 20/day(26d12).
Special Qualities: Damage reduction 20/cold iron and epic, immunity to fire and sonic, spell resistance 63, divine traits, bardic music, bardic knowledge(+61), dance of reckless bravery, dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the soaring eagle, aura of good, detect evil, divine grace, lay on hands(391 hp), aura of resolve, divine health, stand fast 3/each/day, remove disease 6/week, inspired fight (6 feats), magic flare(4 levels), bolster courage, prolonged passion, improved evasion, improved uncanny dodge.
Saves: Fort +64, Ref +73, Will +65 (+2 vs enchantment and fear)
Abilities: Str 39, Dex 45, Con 40, Int 37, Wis 43, Cha 44
Skills: Balance+77, Bluff+77, Concentration+75, Craft(Hope)+73, Diplomacy+83, Gather Information+77, Handle Animal+77, Heal+76, Knowledge(All)+73, Listen+76, Perform(All)+77, Perform(Dance)+109, Sense Motive+78, Spellcraft+73, Spot+76, Tumble+77
Feats: Dodge(B), Mobility(B), Skill Focus(Perform:Dance)(1), Negotiator(H), Improved Unarmed Strike(BD1), Versatile Performer(3), Words of Creation(6), Song of the Heart(9), Obtain Familiar(12), Quicken Spell(15), Power Attack(18), Extend Spell(21), Sculpt Spell(24), Improved Natural Attack(27), Improved Initiative(30), Chant of the Long Road(33), Epic of the Lost King(36), Inspire Spellpower(39), Song of Cleansing Light(48)
Epic Feats: Group Inspiration(B), Lasting Inspiration(B), Music of the Gods(B), Rapid Inspiration(B), Reactive Countersong(B), Epic Spell Capacity(B23), Deafening Song(B26), Epic Inspiration(B29), Epic Skill Focus(Perform:Dance)(B32), Hindering Song(B35), Inspire Excellence(B38), Ranged Inspiration(B41), Blinding Speed(42), Great Smiting(P23), Epic Inspiration(B44), Multiaction(45), Epic Inspiration(B47)
Salient Divine Abilities: Dancing Goddess, Divine Bard, Divine Blast, Divine Celerity, Divine Familiar, Divine Shield, Divine Skill Focus(Perform:Dance), Extra Domain(Charm), Extra Domain(Family), Extra Domain(Travel), Free Move, Mass Divine Blast, Multiple Celebrations, Supreme Initiative
Alignment: Anarchic Exalted

Racial powers:
Spoiler: ShowHide


At will-aid, animate objects, astral projection, bastion of good, blade barrier, bless, break enchantment, calm emotions, chaos hammer, charm monster, charm person, cloak of chaos, demand, dimension door, dispel evil, dispel law, distilled joy, dominate monster, elation, find the path, fly, freedom of movement, geas/quest, good hope, greater dispel magic, greater heroism, greater plane shift, greater teleport, helping hand, heroes' feast, holy aura, holy smite, holy word, imbue with spell ability, insanity, irresistible dance, lliira's laugh, locate object, longstrider, magic circle against evil, magic circle against law, mind blank, omen of peril, phase door, prismatic sphere, protection from evil, protection from law, protection from spells, rage, refuge, shatter, shield other, starmantle, suggestion, summon monster 9(chaotic good only), sympathy, telepathic bond, teleport, unbinding, undetectable alignment, vision of heaven, word of chaos. Caster level 48th. The save DCs are 46 + spell level.

Alter Reality (Su)

Lliira 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. Lliira can use limited wish when doing so can help her promote joy, celebrations and freedom. Note that in the situation where Lliira and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:
Chaos: +1 bonus to the caster level of chaotic spells.
Charm: 1/day gain a +4 bonus to Charisma for 1 minute. This is a free action.
Family: 1/day grant 17 creatures within 10ft a +4 dodge bonus to AC. Includes self. 
Good: +1 bonus to the caster level of good spells.
Liberation: +2 morale bonus to saves vs fear and enchantment.
Joy: +4 sacred bonus to diplomacy.
Travel: 24 rounds/day, act as if under freedom of movement.

Divine Aura (Ex)

The save DC against Lliira's divine aura is 36 and the radius is 900ft.

Immunities: Lliira is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Lliira is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Lliira does not automatically fail on a natural attack roll or saving throw roll of 1. Lliira may take 10 on any check.

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

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

Create Items: Lliira can create any wondrous item with power related to travel, joy or liberation; the maximum is 30,000 gold.

Portfolio Sense: Lliira is aware of any act of celebration, joybringing or happiness that involves 500 or more people.


Bard powers:
Spoiler: ShowHide


Lliira casts as a 48th level bard. Her save DCs are 27 + spell level.

Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

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

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Battle Dancer powers:
Spoiler: ShowHide


Dance of Reckless Bravery (Su)

A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All of the battle dancer's allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer's Charisma modifier. The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity.

Dance of the Vexing Snake (Su)

A 5th-level battle dancer with 8 ranks in Tumble gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.

Dancer's Strike (Su)

The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades.

At 6th level, the battle dancer's aura makes her unarmed strikes count as magic damage.

At 12th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it.

At 18th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

Dance of the Floating Step (Su)

The battle dancer moves with such grace and speed that she can dance across water. An 8th-level battle dancer with 11 ranks in Tumble can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.

Dance of the Springing Tiger (Su)

An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt a DC 20 Tumble check. If she succeeds, she may make a full attack rather than a standard attack as part of her charge.

Dance of the Crushing Python (Su)

The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 14th-level battle dancer with 17 ranks in Tumble can rain a series of hammering blows upon a foe. She must use the Tumble skill to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.

Dance of the Soaring Eagle (Su)

A 17th-level battle dancer with 20 ranks in Tumble gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. She may use her dance of the springing tiger in conjunction with an aerial charge.

Dance of Death's Embrace (Su)

A 20th-level battle dance with 23 ranks in Tumble can perform a vicious, deadly dance to defeat her opponent. Before using this dance, the battle dancer selects a single target within 30 feet. As a full-round action, the battle dancer performs an elaborate dance that requires a DC 35 Tumble check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +2d6 points of damage. In addition, any critical threat the battle dancer makes against her designated target is automatically confirmed as a critical hit. This ability lasts until the end of the battle dancer's next turn.


Paladin of Freedom powers:
Spoiler: ShowHide


Lliira casts as a 28th level paladin of freedom. Her save DCs are 27 + spell level.

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 x 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 of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

Divine Health (Ex)

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

Turn Undead (Su)

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

Stand Fast (Ex)

Starting at 5th level, a paladin may use the following two abilities, once per day each, as an immediate action. At 11th level, she may use each ability twice per day, and at 18th level she may use each ability three times per day.

Add the paladin's divine grace (Charisma modifier) on the saving throw of all allies within 20 feet. She must add this bonus on the same save for each of them; thus, she could add to everyone's Reflex save, or everyone's Will save, but she could not grant some a bonus on Reflex and others a bonus on Will. She does not gain any bonus for using this ability, but neither does she lose her own divine grace bonus. This bonus lasts for 1 round.

Add the paladin's divine grace (Charisma modifier) on any roll she makes to resist a bull rush, disarm, grapple, sunder, or trip attack. She cannot use this ability when she is making such an attack; it is defensive only.

Remove Disease (Sp)

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


Heartfire Fanner powers:
Spoiler: ShowHide


Inspired Fight (Su)

At 1st level, a heartfire fanner with 11 ranks in Perform can ignite a martial passion even beyond the ken of normal bardic inspiration by stirring the hearts of warriors already heady with battle.

This ability confers bonus feats upon an allied subject within 30 feet of the heartfire fanner. The target is free to choose which feats he receives from the feats the heartfire fanner possesses or the fighter class bonus feat list. The target must meet all prerequisites to receive the feats, although he can use one bonus feat as a prerequisite for another.

The heartfire fanner bestows a number of bonus feats equal to the number indicated in Table: The Heartfire Fanner. For every three character levels the heartfire fanner has, he can bestow bonus feats to one additional creature. Each inspired creature may select her own feats. The heartfire fanner must perform his bardic music for 1 round and the targets must hear him before they gain the bonus feats. The feats remain for as long as the heartfire fanner sings and for 5 rounds thereafter. This is a mind-affecting ability. Unlike other bardic songs, the heartfire fanner cannot use this ability on himself; he can only inspire others with it. Inspired fight is considered bardic music, so using this ability takes up one use of the heartfire fanner's bardic music ability for the day.

Magic Flare (Su)

The heartfire fanner with 12 or more ranks in Perform learns to inspire spellcasters to excel beyond their own limitations by unlocking their passion for their craft.

By performing for 1 round as a standard action, the heartfire fanner can inspire one allied spellcaster within 30 feet, imbuing the spellcaster's next spell cast with a metamagic feat that the spellcaster possesses. The spell must be cast within 1 round per heartfire fanner level to gain the benefit of magic flare. The altered spell does not take up a higher-level spell slot for the spellcaster, nor does a spontaneous caster (like a sorcerer or bard) require a full-round action to cast the spell affected by magic flare.

The hearrfire fanner can only allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to the number indicated on Table: The Heartfire Fanner. So a 2nd-level heartfire fanner can only allow a spellcaster to alter a spell with a metamagic feat that would normally add one level to the affected spell (such as Silent Spell). At 4th level, the heartfire fanner can allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to two levels (such as Empower Spell).

A spellcaster targeted with magic flare still can't cast an altered spell at a level higher than he could normally cast a metamagic spell. So an 8th-level sorcerer capable of casting 4th level spells, targeted by magic flare can't use his Empower Spell feat to improve a fireball, since the adjusted level of that spell would be 5th, one level higher than the maximum spell level allowed by his spellcasting level.

Magic flare is considered bardic music, so using this ability takes up one use of the heartfire fanner's uses of bardic music for the day. The heartfire fanner can target himself with magic flare.

Bolster Courage (Su)

A 3rd-level heartfire fanner with 13 or more ranks in Perform can strengthen the resolve of an ally benefiting from his inspire courage ability. When a heartfire fanner uses the inspire courage bardic music ability, he can choose one ally curreny under the effects of the ability to receive a +2 bonus to attack rolls and Armor Class in addition to the normal bonuses associated with inspire courage. Use of this ability does not take up a use of the heartfire fanner's uses of bardic music ability for the day. The heartfire fanner cannot target himself with bolster courage.

Prolonged Passion (Su)

At 5th level, a heartfire fanner with 15 ranks in Perform learns not only to inspire passionate emotion in others, but also masters the art of blending his music to amplify his allies' existing passions.

This use of bardic music inspires one target within 30 feet of the heartfire fanner, and one additional target for every three heartfire fanner and bard levels the character possesses.

The duration of any one spell, or any one extraordinary, supernatural, or spell-like ability affecting the targets of prolonged passion is increased by 1 round per point of Charisma bonus of the heartfire fanner. The target of prolonged passion chooses which effect to extend when the heartfire fanner uses the ability. Thus, a raging barbarian targeted with prolonged passion by a fanner with a Charisma of 18 could rage for an additional 4 rounds, and a fighter under the effects of a baste spell would retain the benefits of that spell for an additional 4 rounds. Likewise, the effects of another type of bardic music (such as inspire courage) can be extended.

Only creatures currently under the effects of an effect with a duration can gain any benefit of prolonged passion. If the extended effect ends prematurely (through dispel magic, for example), prolonged passion no longer has any effect.

The heartfire fanner must perform for 1 round and be heard by his targets for the song to take effect. Prolonged passion is a mind-affecting ability. Prolonged passion is considered bardic music, so using this ability takes up one use of the heartfire fanner's bardic music for the day. The heartfire fanner cannot target himself with this ability.


Gear:
Spoiler: ShowHide


Sparkle

Lliira is a radiant soul that is surrounded by joy. Long ago she was forever surrounded in a prism of rainbow light, the pure and wild sum of all the joys in Creation. This joy was many wonderful things. It was so beautiful that Sune and Sharess grew jealous of Lliira, while Waukeen desired to purchase the joy and Tymora sought to twist luck into bestowing that joy onto her. Frightened by what her joy brought out from her friends, Lliira ran from Brightwater. She was absent for 77 years, returning wiser and with her powers of joy under control.

What happened during this time is unknown, but popular legend states that she rode on the back of a magnificent dragon during this time. This information suggests the intervention of Bahamut or another dragon deity, perhaps even Io. The time frame of Io's vanishment (or demise) and Lliira's flight is unclear in the modern day. Bahamut and Lliira have no particular friendship, which is used to suggest that it was not the Platinum Dragon that aided Lliira. For her part, Lliira has not answered the question when asked, instead chiding the inquisitive to think about better things.

Sparkle is the compressed manifestation of joy. It is a part of Lliira and can be directly manipulated by her. This provides her with several powers.

Sparkle can be created into small darts of light, similar to shurikens, and Lliira is considered proficient with them. Lliira can use these projectiles as weapons and can throw up to three as a standard action. Sparkle's darts have a range increment of 100ft and require a successful ranged touch attack. A creature struck by Sparkle has to make a DC 60 Will save or be affected as if by Irresistible Dance. Unlike Irresistible Dance, this effect lasts for 7 rounds. Creatures immune or warded against enchantment, compulsions or mind-affecting abilities are still affected, but they gain a +10 bonus to the saving throw.

Lliira's body is suffused with the hope of all Creation. This pure optimism twists Creation around her and makes her almost impossible to injure or affect for long. All attack rolls against Lliira are treated as being a 1, as are opposed checks (excluding initiative). This is not treated as being a natural 1; as such, attack rolls and other rolls that automatically fail on a 1 can still potentially succeed. For instance, a warrior who attacks Lliira automatically gets a result of 1 on his attack roll. However, this attack can still hit her if it meets her armor class. Greater deities, who automatically maximize all rolls, are allowed an opposed rank check to overcome this ability. Check only for the first attack or check against Lliira, with that check determining if the deity is affected for the rest of the encounter.

As a result of housing all of this joy, Lliira is immune to any morale penalties. She can benefit from morale bonuses (such as bardsong) as normal.

Lliira has other possessions but rarely bothers to call on them. She usually wears a light dress that cannot be tarnished, but it has no other magical powers. Should a foe manage to rouse Lliira to battle with time to prepare, she equips herself to increase her armor class, spell resistance and unarmed strikes.


Bardic Music Notes:
Spoiler: ShowHide


Bardic music rundown

Lliira performs bardic music as a 48th level bard. The range of all of her bardic musics is 18 miles; Lliira's performance can be seen and/or heard by all targets within that range. All of Lliira's bardic music may be performed as a swift or standard action (her choice) and take effect immediately after, regardless of how long it would normally take. When Lliira performs bardic music, she may choose two effects and have them both happen with the same performance, without consuming extra uses of bardic music. Lliira's bardic music may affect creatures immune to mind-affecting or warded against such; any such creatures gain a +10 bonus to any relevant saving throws.

Inspire Courage: +26 morale bonus to attack rolls, weapon damage rolls and saves versus fear. In addition, one ally gains a +4 additional bonus to attack rolls and armor class. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Fascinate: 18 targets, save DC is 60. Can also make a suggestion to any creatures fascinated. The save DC is the same.
Inspire Competence: +10 competence bonus, can affect up to two targets at once with different skills.
Inspire Greatness: 28 targets, +12d10 bonus hit dice, +12 competence attack rolls, +10 competence fort saves. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Inspire Heroism: +16 morale bonus on saving throws and +16 dodge bonus to armor class. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Chant of the Long Road: Negates nonlethal damage for hustling for two hours.
Epic of the Lost King: Removes fatigue from all allies within 18 miles. Can spend 3 bardsongs to upgrade it to exhaustion.
Inspire Spellpower: +2 bonus to the caster level of allied spellcasters. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Song of Cleansing Light: +12d6 damage on weapon damage rolls versus undead. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Deafening Song: DC 60 fort or be deafened.
Hindering Song: Enemy spellcasters must make a Concentration check when casting, as if casting defensively, with a -24 penalty. Failure results in the spell being lost.
Inspire Excellence: +14 competence bonus to an ability score of choice to all allies. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Inspired Fight: 32 targets, grants six bonus feats. Lasts for as long as she is heard performing and for 5 minutes thereafter.
Magic Flare: One allied spellcaster gains a free metamagic on their next spell of up to +4 adjustment. They must know the metamagic.
Prolonged Passion: 32 targets, increase the duration of any one effect by 34 rounds.


Custom Material: [spoiler]

DANCING GODDESS
Prerequisite: Divine Skill Focus(Perform:Dance), dex 39
Benefit: As the primary patron of dancers, Lliira exemplifies a dancer's natural grace. She has improved evasion and improved uncanny dodge as a rogue, as well as dodge and mobility as bonus feats. Lliira may make perform(dance) checks in place of any Strength, Dexterity or Constitution based skill check. She may use perform(dance) to perform any type of bardic music, even those that would not normally allow it.

DIVINE BARD
The deity is the epitome of the bard and has abilities that far surpass those of mortal bards.
Prerequisite: Bard level 20th.
Benefit: The deity gains Group Inspiration, Lasting Inspiration, Music of the Gods, Rapid Inspiration, and Reactive Countersong as bonus feats.
In addition, the range on all of the deity's ranged bardic abilities, such as countersong, fascinate, inspire competence, and inspire greatness, is equal to one mile per divine rank.
Finally, the effects of all the deity's bardic music abilities are doubled. Inspire courage grants a +8 morale bonus on saving throws against charm and fear effects and a +8 morale bonus on attack and damage rolls; inspire competence grants a +4 competence bonus on skill checks; inspire greatness grants +4d10 Hit Dice, a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves, and inspire heroics grants a +8 morale bonus on saving throws and a +8 dodge bonus to AC. This bonus does not stack with Words of Creation or similar effects that double bardic music abilities.
Suggested Portfolio Elements: Art, bards, beauty, dance, love, music, poetry.

MULTIPLE CELEBRATIONS
Prerequisite: Bard level 20th, Joy Domain, Rapid Inspiration
Benefit: Lliira's joy is contagious and easy to spread. Her control over her bardic music is unmatched in Creation, save perhaps by Queen Morwel. She may use bardic music as a swift action (or a standard action if her swift actions are used by something else). Whenever she uses bardic music, she may choose any two effects, including various bardic music abilities granted by feats, and both take effect. For instance, she may inspire courage and inspire spellpower in the same bardic music. When using effects with differing durations, each effect resolves as normal. For example, if she combined inspire excellence and hindering song, hindering song would last for as long as she sung or ten rounds while inspire excellence would last for as long as her performed and five minutes thereafter.

Song of Cleansing Light [Bardic, Exalted]
Prerequisite: Bardic music, turn undead.
Benefit: As a standard action, you may expend one use of your bardic music ability and one use of your turn undead ability to grant your allies within 60ft bonus damage against undead. They deal an extra 2d6 points of damage on weapon damage rolls, including natural weapons. This damage rises by 1d6 to 3d6 when you reach level 10, as well as by 1d6 to 4d6 when you reach level 20. This effect lasts for as long as you play and for 5 rounds thereafter.
Title: Re: Beastiary
Post by: Anastasia on June 30, 2013, 03:37:19 AM
Finally finished Seira. I did all the bells and whistles with her (except some item work) since she was so overdue. Notes as follows.

- Her build is one Cor submitted to me back when I started. It took advantage of old BAB/saves with gestalt to excel. It loses 6 BAB and some save bonuses with this. The latter everyone deals with but the former hurts. Without really revising her classes she's not getting full BAB. One of the reasons she has knowledge devotion is to offset this.

- I built her with the default divine rules and not anything special from B1R. If/when that happens this won't be anything more than a casual example. I didn't worry about balancing her versus the posted NPCs a few posts back or Alicia's old stat block.

- Seira starts with the Hope, Glory and Knowledge domains. These are a good start and I imagine she'd branch into things like Fire, Protection and maybe Healing. Not to mention Dragon. Unfortunately DvR1 makes Extra Domain a luxury, and besides, I'm not adding domains to them past the base. Isn't my call to make.

- Dragon-Pact Wizard needs some fairly serious revisions. It's outdated, not to mention that parts of it are irrelevant and worthless with divine rank in play. If sentimental reasons don't matter, I'd recommend swapping out another PrC for it altogether. The various dragon books have some interesting PrCs for mages.

- Feats are mostly straight-forward. Knowledge Devotion was chosen since she has the knowledge domain and needed a to-hit booster. Intensify spell is junk for her and would probably be retraining bait. I didn't realize how worthless it was for her until after doing her spells last. It's not a big enough deal to change out.

- Golden Fires is slightly upgraded. It's meant to be a stepping stone towards Elemental Lord one day.

- Deflect creaks and groans with epic caster levels, but it probably doesn't break. It's decidedly a spell that wasn't meant for CLs way above 20. Beyond that, I revised Unicorn Arrow and made a pair of new spells for Seira. Her spell list otherwise copies what's in B1's memorized spells. Her metamagic game is nasty and automatic maximization of all spells lets her pour on the damage. It bears some similarity to Kascha's spell list, or more accurately, Kascha's learned from Seira.

- I punted on items. With the exception of upgrading the powerbow to +5, I didn't change up or add flavor to any of the items. The latter isn't needed since we know what's up with them, but the former's not really my thing to do here. I don't want to make up fluff that may get obsoleted.

- Next up is polishing Alicia's old writeup in B1's misc topic. Mostly it's just converting to the newer style of epic BAB/saves and a couple of minor tweaks. After that I may work on a goddess I have mostly done. Her mechanics are set, it's a matter of flavor. The problem is that she -really- needs the flavor to be sparkling to sell the concept. Unfortunately I haven't felt the spark to produce what she needs. She's based on the Chalice from the Knight of the Chalice and adapted to being Torm's daughter. Feel free to fill in the blanks there as you wish. If that doesn't spark, I'll probably work Lady Gwynharwyf or a random Demon Lord/Prince.


Swashbuckler 11/Rogue 23//Wizard 10/Dragon-Pact Wizard 19/War Wizard 5

Seira Aryn
Golden Patron, The Dragon Princess
Quasipower
Symbol: A triangular shield with a golden dragon emblazoned upon it
Home Plane: The Cauldron
Alignment: Neutral Good
Portfolio: Good, elemental balance, investment, the future
Worshipers: Mages, knights, good elementals, idealists
Cleric Alignments: LG, NG, CG
Domains: Hope, Glory, Knowledge
Favored Weapon: Dragon's Grace (shortsword)

Size/Type: Medium Dragon (Fire, Good)
Divine Rank: 1
Hit Dice: 11d10+23d6+306 (554 hp)
Initiative: +17
Speed: 60ft, fly 200ft (perfect)
Armor Class: 67 (+12 dex, +1 divine, +16 natural, +11 deflection, +2 dodge, +12 armor, +3 luck)
Base Attack/CMB/CMD: +28/+38/77
Attack: Dragon's Grace+52 (1d6+37 plus 17d6 sneak attack plus 2 str 19-20 x2)
Full Attack: Dragon's Grace+52/+47/+42/+37 (1d6+37 plus 17d6 sneak attack plus 2 str 19-20 x2) and bite+45 (1d8+30 plus 15d6 sneak attack plus 2 str) and 2 wings+45 (1d4+25 plus 15d6 sneak attack plus 2 str)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, sneak attack+15d6, opportunist, crippling strike, spells, draconic claw, claw of energy, arcane claw, hold ray.
Special Qualities: Damage reduction 15/epic and adamantine, immunity to fire and acid, immunity to sleep and paralysis, spell resistance 49, vulnerability to cold, golden fire, darkvision 120ft, low-light vision, divine traits, dragon ascension(ancient), grace+2, insightful strike, dodge bonus+2, acrobatic charge, improved flanking, elven fencer, trapfinding, improved evasion, penetrating strike, improved uncanny dodge, draconic enlightenment, arcane shielding, arcane resistance, draconic ascension, spontaneous widen spell, enhanced spell area, war spell.
Saves: Fort +35, Ref +39, Will +27
Abilities: Str 31, Dex 34, Con 29, Int 40, Wis 21, Cha 32
Skills: Appraise+21, Balance+18, Bluff+17, Concentration+30, Craft(Alchemy)+20, Decipher Script+53, Diplomacy+49, Disable Device+53, Escape Artist+40, Gather Information+22, Hide+50, Intimidate+49, Jump+30, Knowledge(All)+53, Move Silently+50, Perform(Sing)+22, Profession(Storyteller)+16, Search+53, Sense Motive+23, Sleight of Hand+23, Spellcraft+53, Spot+43, Tumble+50, Use Magic Device+29, Use Rope+14
Feats: Improved Initiative(1), Weapon Finesse(S1), Scribe Scroll(W1), Draconic Aura(Energy:Fire)(3), Widen Spell(W5), Quicken Spell(6), Twin Spell(9), Empower Spell(W10), Residual Magic(12), Dragonfire Strike(15), Maximize Spell(18), Knowledge Devotion(R19)
Epic Feats: Improved Sneak Attackx3(B), Lingering Damage(B), Sneak Attack of Opportunity(B), Improved Metamagic(21), Enhance Spell(DPW13), Epic Spell Capacity(24), Spontaneous Spell(Seira's Unicorn Arrow)(DPW16), Blinding Speed(27), Multiaction(DPW19), Automatic Metamagic(Twin)(30), Automatic Metamagic(Quicken)(WW2), Intensify Spell(33), Sudden Enhance(WW4)
Salient Divine Abilities: Automatic Metamagic(Maximize), Burning Spirit, Divine Sneak Attack, Dragon Ascension, Protect the Innocent
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Golden Fire (Su)

Seira's flames channel direct holy energy into them, turning them a brilliant golden shade. The flames of her breath weapon ignore resistance and immunity to fire. Likewise, her spells with the fire descriptor ignore resistance and immunity to fire.



Divine powers:
Spoiler: ShowHide


Spell-like abilities

At will-aid, atonement, bless, bless weapon, bolt of glory, clairaudience/clairvoyance, crown of glory, detect secret doors, detect thoughts, disrupt undead, divination, find the path, foresight, gate, good hope, greater heroism, greater planar ally, greater restoration, heroism, holy smite, holy sword, legend lore, miracle, searing light, sunbeam, true seeing, vision. Caster level 34th. The save DCs are 32 + spell level.

Alter Reality (Su)

Seira 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. Seira can use limited wish when doing so can help her promote hope, glory and knowledge. Note that in the situation where Seira 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:
Glory: Turn undead as a cleric.
Hope: Grants a +4 to any one attack roll, skill check or saving throw once per day as the domain power. This must be declared before you make the roll.
Knowledge: +1 caster level to divinations.

Divine Aura (Ex)

The save DC against the Seira's divine aura is 22 and the radius is 10ft.

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

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

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

Remote Communication: As a standard action, Seira can speak to any of her own worshipers, and to anyone within ten miles from a site dedicated to her, or within ten miles from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can form concepts directly in the listener's mind, made of blazing fire.

Create Items: Seira can create any wondrous item with power related to hope or glory; the maximum is 4,500 gold.

Portfolio Sense: Seira is aware of any act of hope, glory or knowledge that involves 1,000 or more people.


Swashbuckler powers:
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Grace (Ex)

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

Insightful Strike (Ex)

At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge Bonus (Ex)

A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat. (If she designates the same target, the bonuses stack.)

Acrobatic Charge (Ex)

A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex)

A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)

Elven Fencer (Ex)

You may apply your insightful strike bonus to any weapon you wield.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

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

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

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

Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she 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 the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her 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 to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (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 rogue level required to flank the character.

Crippling Strike (Ex)

A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Improved Evasion (Ex)

This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex)

Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.


Wizard powers:
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Seira casts as an 34th level wizard (caster level 35th for spells with the fire descriptor). Her metamagic options are Empower Spell (+1), Widen Spell (+1), Enhance Spell (+3), Quicken Spell (+3), Twin Spell (+3) and Intensify Spell (+6). All of Seira's spells are automatically maximized. All of Seira's 0-3rd level spells are automatically twinned and quickened. Once per day, Seira may spontaneously enhance a spell. The save DCs are 25 + spell level (29 + spell level for spells with the fire descriptor).

0: (Flare), Detect Magic, Detect Poison, Prestidigitation
1: (Burning Hands), Critical Strikex2SC], Nerveskitterx2SC, Shield, Sniper's Shotx2SC
2: (Scorching Ray), Deflectx4PHB2, False Life, Fearsome GrappleSC, Glitterdust
3: (Fireball), DragonskinSC, Ray of Dizzinessx2SC, Ray of Exhaustion, Seira's Unicorn ArrowPHB2, Steeldancex2SC
4: (Empowered Fireball), Assay Spell Resistancex2SC, Dimensional Anchor, Greater Mirror ImagePHB2, Orb of FireSC, Quickened True CastingCM
5: (Cone of Fire), Dancing BladePHB2, Empowered Enervationx2, Empowered Orb of Fire, Greater Fireburstx2SC
6: (Twinned Empowered Scorching Ray), Empowered Greater Fireburst, Empowered MoonbowSC, Twinned Ray of Exhaustion, Twinned Seira's Unicorn Arrowx3
7: (Delayed Blast Fireball), Bite of the WerebearSC, Grasping Hand, Quickened BloodstarSC, Quickened Greater Invisibility, Twinned Enervation, Waves of Exhaustion
8: (Enhanced Cone of Fire), Chain Dispel, Enhanced Greater Fireburst, Greater Stunning BreathSC, Twinned Moonbowx2
9: (Enhanced Empowered Cone of Fire), Enhanced Empowered Greater Fireburst, Empowered Widened Delayed Blast Fireballx2, Quickened Surge of HopeHome, Wish
10: Empowered Energy Drain, Energy ImmunityHomex3, Seira's Unicorn ApocalypseHome, True Meteor SwarmHome
11: Enhanced Empowered Widened Delayed Blast Fireball, Epic Mage ArmorHome, Quickened Twinned Moonbow, Superb DispellingHome, Volcanic GenesisHome, Widened Seira's Unicorn Apocalypse
12: Empowered SunlanceHome, Empowered Volcanic Genesis, Glorious Rallyx2, Quickened Enhanced Empowered Greater Fireburst
13: Mass Energy Immunityx2Home, Quickened Seira's Unicorn Apocalypsex2, Twinned Seira's Unicorn Apocalypse,
14: Quickened Superb Dispellingx2, Radiant StormHome


Dragon-Pact Wizard powers:
Spoiler: ShowHide


Draconic Enlightenment (Ex)

A character's dragon-pact wizard levels stack with draconic levels for the purposes of determining draconic HD and any class-bases bonuses. For example, a 3rd-level dragon/1st-level dragon-pact wizard's HD for determining the saving throw for her breath weapon is as if she were a 4th level dragon.

Draconic Claw (Su)

The dragon's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Claw of Energy (Su)

A Dragon-Pact Wizard may choose to manifest her draconic energy in her natural weapons. This energy matches the energy type of the dragon she has made a pact with and deals an extra 1d6 damage. If the dragon lacks an energy affinity, she defaults to fire. Using this power counts as expending a draconic breath attempt and follows the same rules as breath weapons do. Using this power counts as a free action and lasts for 1 round.

Arcane Claw (Su)

Beginning at 3rd level, a Dragon-Pact Wizard can expend a breath weapon use to cast and deliver a touch spell with a natural weapon. Using this power counts as expending a draconic breath attempt and follows the same rules as breath weapons do. If the dragon is able of using this power in a given round, she can only use it once, and it counts as a free action.

Arcane Shielding (Sp)

At fourth level, the Dragon-Pact Wizard may cast Fire Shield 1/day as a spell like ability. Fire based dragons use the warm shield, cold based dragons use the cool shield. Other dragon types may choose between the two.

Hold Ray (Ex)

At 6th level or higher, a Dragon-Pact Wizard can cast any spell that procudes a ray effect as a touch spell instead. The spell's range is reduced to touch, and its Effect entry is replaced with "Target: Creature touched." She can deliver the spell with either a touch attack or a normal attack with a natural weapon, and she can hold the charge as with a normal touch spell. A Dragon-Pact wizard can combine this ability with Arcane Claw to deliver a ray-effect spell as par the condition on the use of Arcane Claw.

Arcane Resistance (Ex)

At 8th level, a Dragon-Pact Wizard gains spell resistance equal to 10 + the total of her draconic HD. Note that due to Draconic Enlightenment, class levels from this class stack with draconic HD.

Draconic Ascension (Ex)

At 10th level, the Dragon-Pact Wizard no longer takes penalties for aging and cannot be magically aged. Any such penalties already taken stay in place. Bonuses still accrue, and the Dragon-Pact Wizard still dies when her time is up.


War Wizard powers:
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Spontaneous Widen Spell (Su)

The War Wizard may cast a spell as if it were under the effects of the Widen Spell feat. She does not need to prepare this in advance, and it does not increase the casting time or use a higher spell slot. The War Wizard can use this ability a number of times per day equal to 1 + the modifier for her main casting ability (Intelligence or Charisma, as appropriate).

Enhanced Spell Area (Su)

Any time a War Wizard of 3rd level casts a spell modified by the Widen Spell feat, any numeric measurements of the spell's area increase by 200% rather than 100%. Thus, a widened fireball spell would have a 60ft radius spread instead of a 40ft radius spread.

Sudden Enhance

At 4th level the War Wizard gains Sudden Enhance as a bonus feat.

War Spell (Su)

Once per day, a 5th level War Wizard can call on a spell cast with the Widen Spell or Spontaneous Widen Spell benefit, and increase the spell's area exponentially. The radius of this spell increases by 1000%.


Gear:
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Dragon's Grace

Dragon's Grace was a gift from Seira's friends, imbued with the power of dragons. It is a shortsword+7. This blade seeks out the weak spots of it's victims, increasing it's wielders sneak attack damage by 2d6. In addition it functions as a staff of fiery power with 50 charges and without its retributive strike.

Fire

Breastplate+7. This armor has a maximum dexterity cap of 14, no arcane spell failure and only -1 armor check penalty. The gems in the armor are infused with fire magic, granting her a +3 bonus to her caster level with spells of the fire descriptor. By drawing on the magic within the gems, Seira can enhance (as the epic metamagic feat) one spell or spell-like ability with the fire descriptor per day, with no increase in casting time or spell level.

Krystear Emblem

This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class.

Seira has many other treasures than this. This includes a collection of wilding clasps, which allow the affected gear to function when she takes dragon-form. It's known that she has a shield made from the shell of a tarrasque, a pair of crystalvein daggers, a pendant that empowers magic via successful predictions, a greater luckstone, multiple metamagic rods and several iounstones.

Seira has a variety of weapons she favors for various situations. The various statistics for them are presented below. Note that unless stated otherwise, a full attack with one includes her bite and wings.

Powerbow

An old, enchanted bow from the shop of Elle Stronger. It has been with Seira most of her career. It is a longbow+5 that allows the use of power attack (as the feat) with any arrows it fires. +50 or +50/+45/+40/+35 (1d8+35 plus 15d6 sneak attack plus 2 str x3). As Powerbow is a ranged weapon, Seira's full attack with it does not include her natural attacks.

Golden Greatsword

This greatsword was recovered in the armory of a forgotten fortress imprisoning a Q'pa. It is dedicated to Raziel and erupts into golden flames when wielded. It is a greatsword+7, fiery blast. The flames of this blade are treated as searing, ignoring fire resistance and dealing half damage against targets immune to fire. +52 or +52/+47/+42/+37 (2d6+42 plus 15d6 sneak attack plus 2 str plus 3d6 fire (6d6 on crit) 19-20 x2).

Crystalvein Greatsword

A greatsword made of pure crystals from the Quasi-Elemental Plane of Salt. It is incredibly sharp and maims foes foolish enough to fight against it. It is a greatsword+6, keen and wounding. Any bonuses to armor class from force effects, such as mage armor and shield, are ignored by this blade. In addition, any force effects active on them or force spells being maintained by them are treated as being targeted by a dispel magic effect with a dispel modifier of +21. +51 or +51/+46/+41/+36 (2d6+41 plus 15d6 sneak attack plus 2 str plus 1 con 17-20 x2)


Custom Material:
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Glorious Rally
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: 1 living creature/level, no two of which may be more than 30 ft apart
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell taps into the pure concept of hope and fills the targets with it. Such allows them to overcome their limits and reach heights otherwise impossible. The targets gain a +6 morale bonus to attack rolls, weapon damage rolls, saving throws and armor class. The targets also gain temporary hit points equal to your caster level times two. For example, a 30th level caster would grant each target 60 temporary hit points. Finally, the targets are immune to fear effects.

Seira's Unicorn Arrow
Conjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Targets: One creature or up to five creatures, no two of which are more than 15ft apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The shimmering, transparent form of a unicorn flies forward, its corporeal horn lowered in a charge at its enemy. A translucent unicorn shape appears in midair and speeds toward the target of this spell. If you succeed on a ranged touch attack, the horn slams into the target and deals 1d8+8 points of damage. In addition, the target is subject to a bull rush. The CMB for this is +11. If the check is failed, the subject is pushed back 5 feet, plus 5 feet for every 5 points by which it failed the check.

You can conjure an additional unicorn arrow for every three caster levels beyond 5th, up to five at 17th level. You can have them strike a single creature or several creatures, but each horn can strike only one creature. You must designate targets before you make your attack rolls. A creature struck by more than one horn is only at risk of being bull rushed once, but the CMB rises by +2 for each horn beyond the first that strikes it.

Focus

An ivory replica of a unicorn (25 gp).

Seira's Unicorn Apocalypse
Conjuration
Level: Sor/Wiz 10
Components: V, S, F
Range: Medium (100ft + 10ft/level)
Area: 150ft by 150ft cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a blanketing barrage of unicorn arrows. The caster makes a ranged touch attack that applies to every creature within the area of the spell. Each creature determines hits and misses as normal, with a hit subjecting them to a unicorn arrow. This effect is identical to an unicorn arrow created by Seira's unicorn arrow spell, except that each arrow deals 1d8+24 damage. Creatures struck by this spell are subject to sneak attack regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place, such as being flat-footed.

At the DM's discretion, other types of damage similar to sneak attack may apply to these arrows. Such could include skirmish and sudden strike damage.

Focus

An ivory replica of an eagle riding a unicorn worth 2,500 gold.

BURNING SPIRIT
Prerequisite: Hope Domain, cha 29
Benefit: Everyone in need deserves protection. Yet it is only those willing to fight back who may grasp true power. Those brave souls are the ones Seira supports with all her might! Allies within 60ft of Seira burst into golden flames, dealing +15 fire with every melee attack they make, and any creature striking them in melee (and not with a reach weapon) or grappling with them takes 15 fire damage. Seira needs a swift action to activate this power, and it lasts for a number of rounds equal to her Charisma with each use.

DRAGON ASCENSION
Prerequisite: Must have nurtured and awakened a draconic spark within your soul.
Benefit: Seira has nurtured the draconic nature within her, gaining the power of a true dragon. Her type changes to dragon and she gains all the benefits and drawbacks of that type. She also gains the fire subtype and all the traits of it. The main benefit of this ability is that Seira now has a draconic form - that of a red dragon. She may transform as a swift action and may stay in either form indefinitely. This transformation follows the rules of the polymorph subschool except as follows. She transforms into a red dragon of an age category matching her hit dice. For example, at 34 hit dice, her transformation is that of an ancient red dragon. Seira may cast spells freely in this form and gains the benefit of the eschew materials feat while in it. Seira retains all of her class abilities, only limited by abilities that would not work in dragon form. In all respects, this transformation is treated as being Seira's natural form. A true seeing spell shows both her normal and dragon forms.

PROTECT THE INNOCENT
Prerequisite: Hope Domain
Benefit:  Those who can fight have a responsibility to protect the innocent bystander caught in a crossfire. As a standard action, Seira can will all noncombatants within 1,000ft to be shielded within Resilient Spheres. Seira can choose to exclude creatures as she sees fit; unwilling creatures are allowed a Reflex save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 39) to avoid. The spheres remain for two minutes. By once again devoting a standard action to concentrate on maintaining the defenses, Seira can extend the duration by two minutes from that point on with each use.
Title: Re: Beastiary
Post by: Anastasia on July 01, 2013, 08:32:23 PM
Alicia. The only changes I made was to her BAB and saves. I'd build her differently if I had to do it again since some of her build was dependent on saves/BAB finagling. There's also the fact that I've done a lot more epic design work since I made this statblock, so my preferences and tastes have evolved. I might rebuild her someday if the mood strikes me, but not right now.

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

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

Size/Type: Medium Outsider(Good)
Divine Rank: 1
Hit Dice: 11d10+100+23d8+240+34 (568 hp)
Initiative: +11
Speed: 60ft, fly 200ft (good)
Armor Class: 62 (+1 divine, +13 deflection, +16 natural, +10 dex, +12 armor)
Base Attack/CMB/CMD: +30/+42/76
Attack: Bonds+55 (2d4+25 plus 2d6 holy plus 4d6 banestrike plus 3d6 holy and 1 negative level(plus 9d6 and 3 negative levels on a critical hit) plus 2d6 evil outsider bane plus 13 fire 15-20 x3)
Full Attack: Bonds+55/+49/+44/+39 (2d4+25 plus 2d6 holy plus 4d6 banestrike plus 3d6 holy and 1 negative level(plus 9d6 and 3 negative levels on a critical hit) plus 2d6 evil outsider bane plus 13 fire 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smite evil 3/day, turn undead 16/day(10d6; DC 33), charging smite, channel spell 5/day, multiple channel spell,
Special Qualities: Divine traits, damage reduction 15/epic, evil and silver, immunity to electricity and cold, spell resistance 49, fast healing 3, familiar, detect evil, divine grace, lay on hands(130 hp), aura of courage, divine health, charging smite, remove disease 2/week, ignore spell failure 30%, chosen foe+4(evil outsiders), consecrated presence.
Saves: Fort +54, Ref +47, Will +50
Abilities: Str 35, Dex 31, Con 31, Int 27, Wis 30, Cha 37
Skills: Bluff+51, Concentration+48, Craft(Painting)+46, Diplomacy+51, Intimidate+51, Knowledge(Arcana)+46, Knowledge(Nature)+46, Knowledge(Planes)+46, Knowledge(Religion)+46, Listen+48, Perform(Oratory)+48, Sense Motive+48, Spellcraft+46, Spot+48, Tumble+48
Feats: Weapon Focus(Falchion)(B), Apt Learning(Tumble and Diplomacy)(H), Power Attack(1), Eschew Materials(S1), Celestial Bloodline(3), Still Spell(S5), Arcane Strike(6), Divine Might(9), Silent Spell(S10), Improved Critical(Falchion)(12), Toughness(SS2), Flyby Attack(15), Chain Spell(S15), Exalted Familiar(18), Explosive Spell(S20)
Epic Feats: Epic Spell Capacity(21), Spell Stowaway(Wish)(S23), Overwhelming Critical(Falchion)(24), Ignore Material Components(S26), Devastating Critical(Falchion)(27), Familiar Spell(S29), Fast Healing(30), Familiar Spell(S32), Holy Strike(33)
Salient Divine Abilities: Banestrike, Divine Armor Mastery, Divine Blast, Divine Shield, Mistress of the Duel
Alignment: Lawful Exalted (Neutral Exalted tendencies)

Divine traits:
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Spell-like abilities

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

Alter Reality (Su)

Alicia exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifested in a number of ways. Alicia can use limited wish when doing so could help her battle evil, promote the blending of might of arms and magic, and conduct holy war. Note that in the situation where Alicia and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Domain powers:

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

Divine Aura (Ex)

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

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

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

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

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

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

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

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


Sorcerer powers:
Spoiler: ShowHide


Alicia casts as a 34th level sorcerer.

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

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

Familiar

Marielle the courre eladrin.


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

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

Detect Evil (Sp)

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

Smite Evil (Su)

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

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

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Courage (Su)

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

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

Divine Health (Ex)

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

Turn Undead (Su)

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

Charging Smite (Su)

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

Remove Disease (Sp)

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


Spellsword powers:
Spoiler: ShowHide


Ignore Spell Failure (Ex)

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

Channel Spell (Sp)

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

Multiple Channel Spell (Sp)

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


Sacred Exorcist powers:
Spoiler: ShowHide


Chosen Foe (Ex)

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

Turn Undead (Su)

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

Detect Evil (Sp)

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

Dispel Evil (Sp)

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

Consecrated Presence (Su)

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

Holy Aura (Sp)

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


Gear:
Spoiler: ShowHide


Bonds

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

Holy War

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

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


Custom material:
Spoiler: ShowHide


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

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

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

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

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

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

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

Material Components

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

Special

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

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

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

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

Material Component

The feather of a solar.

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

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

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

Material Component

A hunk of sunstone.


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

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

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

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

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

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

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

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

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

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

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

Focus

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

MISTRESS OF THE DUEL
Benefit: Alicia is a gifted natural at deciphering the attack patterns of her enemies. Within second she can master a combat, turning it to her advantage and confounding her foes. Every round after the first, Alicia gains a cumulative +2 insight bonus to all rolls concerning an opponent she is in battle with, while her opponent suffers a cumulative -2 penalty to all rolls concerning Alicia. Thus if Alicia has been in battle with two pit fiends for three rounds, the modifiers would be +4/-4 respectively. If a Cornugon enters battle on the third round, then Alicia would gain a +2/-2 advantage over it on the fourth round, while the Pit Fiends would be on +6/-6. The benefits of this ability remain in place as long as combat lasts, but end if Alicia and her opponent are seperated for more than three rounds, and must start again if battle is rejoined. his ability caps at +6/-6.
Title: Re: Beastiary
Post by: Anastasia on July 04, 2013, 07:50:21 PM
This was an experiment. I'd wanted to work on an apocalypse-inspired celestial for some time. Further, I'd wanted to fiddle with some of the themes and signs explored in Elder Evils. Oh, and I wanted to try and use Grey Guard in a productive way. This is the result. He's highly experimental and probably in need of more work. I'm going to come back to him in a few months once it's all settled down in my head. I've gotten about as far as I can right now.

Incidentally, he would have been used against the gnomish God-King if he hadn't shot past that level of power. Likewise, he may have gotten involved in Lifasa if the Child of Lifasa/devils won. Both of those were abnormal situations.


Angel of Last Resort

Fluff:
Spoiler: ShowHide


The creature before you is a vision of steel, clad in plate armor decorated with radiant writing and images of celestial glory. It is incongruent with his head; a bare skull, empty eyes staring at you. A sword of light is in one hand, pointed towards the sky. The terror of childhood nightmares slams into you mere seconds later, so horrible that you barely notice the world around you shattering in catastrophe.

The Angel of Last Resort is the final weapon for when a mortal world goes terribly astray. He is the weapon of last resort when such horrors come that the only option is extermination. A holy warrior dedicated to slaughter, the Angel of Last Resort brings the end to mortal worlds. He smashes those that reach towards the Far Realm, caring nothing of Creation and courting absolute madness. He exterminates those that seek to bring the Hells to the material realms and damn a world's souls. He is the last, horrible and lamentable hope when no other hope remains.

Long ago, the Angel of Last Resort was a tulani lord. It came to be that Queen Morwel assembled her children and spoke to them. She had seen in her dreams that as the exemplars of free will, the eladrin must take responsibility for when free will is abused beyond all compare. One of her children must take on the mantle of a killer of nations and reaper of civilizations - to bloody themselves in deeds that would make a tanar'ri proud. Only one answered the call. That tulani lord vanished from Arborea, stricken from the memories of her children.

Invested with the power of the apocalypse, the Angel of Last Resort is a terrible creature. In spite of this, he lies deep in the hidden layers of Arborea, eternally asleep in a peaceful dream granted by the Lady of the Lake. He only awakens when Her Majesty calls him forth.

In truth, there is no glory to the Angel of Last Resort's duties. He loathes the power within him yet he has never once considered turning away from his choice. He is a willing martyr, freely accepting the weight of his duties. As long as none other has to taken this measure and oath, he will endure his fate. His choice has saved others from having to commit unspeakable acts, and in this, he has obtained great solace.

The Angel of Last Resort is rarely called on. Several conditions must be satisfied. First, all other hopes and chances to avert what is happening must have failed. The mortal heroes of that world must have failed and lesser measures of divine intervention have been thwarted. Further, there must be a clear and present risk of great magnitude to not just the kingdom or region in question, but the greater world or planes beyond. If those conditions are met, the Angel of Last Resort may be called.

The most common reason for his presence is mortals seeking the power of the Far Realm. Other causes, such as throwing entire prime worlds into the Lower Planes, is known to also be sufficient.


Tulani 35//Paladin of Freedom 10/Grey Guard 25

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 35d10+385+35+70 (840 hp)
Initiative: +11
Speed: 60ft, fly 200ft (perfect)
Armor Class: 87 (+11 dex, +22 natural, +14 deflection, +20 armor, +10 shield)
Base Attack/CMB/CMD: +35/+46/91
Attack: Sword of Ruin+53 (1d8+18 plus 2 to all ability scores plus fate of ruination(DC 41))
Full Attack: Sword of Ruin+53/+48/+43/+38 (1d8+18 plus 2 to all ability scores plus fate of ruination(DC 41))
Space/Reach: 5ft/5ft
Special Attacks: Gaze, spells, spell-like abilities, sword of ruin, ruin, smite evil 8/day, turn undead 17/day(3d6; DC 27), debilitating touch, devastating touch.
Special Qualities: Damage reduction 25/cold iron, epic and evil, resistance to acid and cold 30, spell resistance 50, protective aura, alternate form, tongues, investiture of dreams, divine traits, aura of good, detect evil, lay on hands(490 hp), divine grace, divine health, aura of resolve, charging smite, remove disease 2/week, sacrament of trust, justice blade(all alignments), unbound justice, sacrament of the true faith, evasion.
Saves: Fort +56, Ref +66, Will +57 (+4 vs poison)
Abilities: Str 32, Dex 32, Con 32, Int 34, Wis 34, Cha 38
Skills: Balance+50, Bluff+64, Climb+50, Concentration+62, Diplomacy+52, Handle Animal+52, Heal+50, Hide+49, Intimidate+64, Knowledge(Arcana)+50, Knowledge(A&E)+50, Knowledge(Nature)+50, Knowledge(N&R)+50, Knowledge(Planes)+50, Knowledge(Religion)+50, Listen+50, Move Silently+49, Perform(Song)+52, Ride+49, Sense Motive+50, Spellcraft+50, Spot+50, Survival+50, Swim+49
Feats: Words of Creation(B), Power Attack(1), Shield Specialization(3), Divine Shield(P4), Shield Ward(6), Divine Defiance(P8), Active Shield Defense(9), Ability Focus(Gaze)(12), Skill Focus(Concentration)(15), Toughness(18)
Epic Feats: Epic Spell Capacity(21), Great Smiting(GG13), Epic Skill Focus(Concentration)(24), Spectral Strike(GG16), Epic Ability Focus(Gaze)(27), Epic Toughness(GG19), Shield Barrier(30), Nauseating Touch(GG22), Shield Evasion(33), Armor Skin(GG25)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-blessed sight, detect chaos, detect good, detect law, detect magic, discern lies, true seeing. At will-chain lightning*, greater planeshift, greater shout*, greater teleport, horrid wilting*, meteor swarm*, miracle, polar ray*, righteous smite*, superb dispelling, time stop**. Caster level 35th. The save DCs are 24 + spell level.

*Treat these spell-like abilities as intensified, as if by intensify spell.
**Treat time stop's duration as 7 rounds. Do not roll for it as normal.

Spells

The Angel of Last Resort casts as a 35th level cleric with access to the Destruction, Retribution and Wrath domains.

Investiture of Dreams (Ex)

The Angel of Last Resort has been granted great power for taking up his tasks. While a tulani, he has standing equal to the greatest of the Eladrin of Might. He has divine rank zero.

Alternate Form (Su)

The Angel of Last Resort has had his alternate form sealed away by Queen Morwel. This is a terrible burden on him, but a needed one. His alternate form is the pure destructive power that ruin manifests. It is unclear what taking on this form would entail, but it is likely it would cause widespread devastation similar to ruin. The means to undo this seal are not known to the Angel of Last Resort and he has no desire to know. The idea of taking this form is intolerable to him, no matter how only having one form maims his fundamental eladrin nature.

Gaze (Su)

Makes creatures of 20 HD or fewer panicked for 1 day, creatures of 21 to 40 HD frightened for 1 hour and creatures of 41 HD and higher shaken for 1 minute. Range 300ft, Will DC 54 negates. The save DC is Charisma based and includes a +7 racial bonus. This ability works in spite of the angel's face being covered.

The rare creature that is affected by this gaze and lives to tell of it is forever haunted by it. They will claim that they forever feel the gaze of the Angel of Last Resort on them.

Sword of Ruin (Su)

The Angel of Last Resort can create a longsword+7 at will as a free action. This weapon is the ruination of nations made manifest; any creature damaged by this blade also takes 2 points of ability damage to all six ability scores. In addition, they must make a DC 41 Will save or suffer from the fate of ruination. This causes all of their ventures to be doomed to ruin, inflicting a -7 penalty to all dice rolls. This doomed fate lasts for 24 hours. It may be removed early by a Wish or Miracle spell. If the Angel of Last Resort dies or loses physical contact with the sword, the sword disappears instantly.

Ruin (Su)

The terrible power of destruction is held within the spirit of the Angel of Last Resort. He may raise his dread sword to the heavens to herald the end of a region, city, nation or even civilization that has gone terribly wrong. This ability may target any area of the Prime Material plane. This area may be as large or as small as needed, but is rarely used on anything smaller than a nation.

This ability has three distinct phases as the time of ruin comes nigh. From 7 months to 7 days until the coming of the Angel of Last Resort, there are three signs. None of these signs can be stopped by any known mortal means.

Innocents Lost

During this time, innocent creatures will vanish from the area. This takes creatures innocent of the horrors that has drawn the coming of the Angel of Last Resort. These creatures are relocated to a different region or world with altered memories to live a happier life or taken directly to their eternal reward. No matter what, once a creature vanishes, they are beyond the reach of any but the Gods themselves. Any attempts to find them or divine information about them fail. As often the only innocent creatures left are babies and young children, this is seldom seen as anything but a curse of the Gods.

A DC 60 Knowledge(Religion) check can identify this occurrence as a sign of the Angel of Last Resort.

Retribution

The wicked find that divine wrath seeks them out during this time. Creatures that commit egregiously evil acts in the area risk being directly smited. Any such act (DM's discretion) has a 25% chance of provoking the retribution of the heavens. This manifests as a maximized righteous smite spell with a caster level of 30 and a save DC of 50, centered on the offending creature. Unlike a normal righteous smite spell, the blindness inflicted is permanent. A creature slain by retribution is often destroyed in a startling way - such as bursting aflame, turning into a pillar of salt or shattering like glass. In cases where more than one person commits the act, each creature is subject to a righteous smite.

A DC 55 Knowledge(Religion) check can identify this occurrence as a sign of the Angel of Last Resort.

Tears of the Righteous

As the Angel of Last Resort comes closer to his dread duty, even the hearts of statues weep in terror. During this time, statues will weep tears at random times. These tears are sometimes clear and sometimes bloody. Either type of tear has the same effect, acting as acid on evil creatures. Each tear deals 1d6 points of acid damage to creatures of evil alignment. In addition, the creature must make a DC 50 Fortitude save or be afflicted as by the haunting conscience affliction.

A DC 50 Knowledge(Religion) check can identify this occurrence as a sign of the Angel of Last Resort.

From a week until the coming of the Angel of Last Resort, three more terrible signs come. Note that the previous signs continue unabated during this time. These signs are in addition to those.

No Escape

When there is but a week to the coming of the Angel of Last Resort, the area to be affected is sealed. No creature can enter or exit the area by any means (save for good outsiders and those removed by Innocents Lost), including teleportation and plane shifting. The area is still connected to the Ethereal Plane, but escape through it is not possible. Creatures attempting to leave find themselves right back within with no explanation.

A DC 30 Knowledge(Religion) check can identify this occurrence as a sign of the Angel of Last Resort.

Lightless

So great is the coming sorrow that Selune and Lathander no longer bestow their blessings on the afflicted region. The sun and moon go dim and fade. A hazy twilight overtakes the area as well as a bitter, sub-zero chill. Plants wither and die while water freezes solid. This haze makes sleep difficult, requiring a DC 10 Concentration check to fall asleep and a DC (10 + 1 per hour of sleep) Concentration check to stay asleep each hour. Failing one of these checks causes the creature to wake up (if asleep) and prevents them from falling asleep for 24 hours. Indeed, as a side effect, the creature is immune to sleep effects of all kinds. In addition to the effects this has on arcane spellcasters, afflicted creatures suffer a -1 penalty to all rolls for every 24 hours they go without sleep. These penalties stack.

A DC 25 Knowledge(Religion) check can identify this occurrence as a sign of the Angel of Last Resort. A DC 70 Knowledge(Religion) check can also identify this as the result of Queen Morwel banishing the wicked from the land of dreams.

Writing on the Wall

The last sign of the Angel of Last Resort are prophecies that appear all about the area. These appear as huge writing on walls where they will be seen by many - such as public squares, castle walls or mountain sides. These prophecies are of hellfire and accusation, explicitly spelling out the sins that have brought this fate down. It is the last and final warning as well as sign.

A DC 25 Knowledge(Religion) check can identify this occurrence as a sign of the Angel of Last Resort.

Finally, the Angel of Last Resort appears. Where he appears in the area varies. While he prefers public places, he will appear in safer places if the evil infesting the area is strong enough. He raises his sword of ruin to the sky and calls on the Heavens to erase this blight from Creation in a long prayer. This takes one minute of uninterrupted time and concentration. During this time earthquakes rock the area, the sky turns to leaden ash and the last vestiges of the sun and moon vanish. At the conclusion of the minute, the area is torn apart by apocalyptic disasters. The sky rains fire, the earth splits apart, tidal waves come from dry land to sweep away cities and scything windstorms slice apart villages like a knife through hot butter. This has several effects as noted below. In addition, this ability bypasses and destroys all known mortal barriers, including walls of force and prismatic effects.

Buildings

All buildings in the area are reduced to rubble. Buildings of wood, dried mud or similar fragile building materials are vaporized and leave no remains behind. Studier materials such as stone or iron leave behind some rubble and ruin, but nothing noteworthy survives. Buildings made of extraordinarily sturdy materials, such as adamantine or diamond, are destroyed but have some minor parts somewhat intact.

Creatures

Every creature within the area of effect (except the Angel of Last Resort) takes 70d6 points of damage. There is no saving throw to reduce this damage. Creatures slain by this ability leave no body or possessions behind, being consumed by the various disasters unleashed. Further, such creatures can only be resurrected by the direct intervention of a deity with the Gift of Life salient divine ability. The damage from this ability bypasses all defenses, including damage reduction and regeneration. However, a divine shield can protect creatures (the shield takes no damage).

Terrain

The terrain of the area is leveled. Trees are destroyed, caves collapse, hills are flattened and so forth. In the aftermath, the area is a wasteland of craters, empty lakes and dead lands. No plant will grow in the area for 77 years thereafter. Such areas are often dead in other ways, such as being dead magic areas or preventing conception. After 77 years, the area will begin to host life again.

There are two ways to stop this ability. The first is to repent and cast out the evil that lead to this path. This must be done from when the signs begin to before the Angel of Last Resort appears. Those living in the area must fully cast aside what they have done and strive to make reparations for what they have done. In addition, they must be fully sincere. This is judged overall - a nation with a few who seek redemption while the leadership does not will not obtain respite. Those that do atone are spared damnation when ruin comes. In rare cases, a penitent may be removed in the same fashion as Innocents Lost to seek atonement away from the coming calamity. Most of the time these few are tasked with saving those within the area, however.

The second way to stop ruin is to confront the Angel of Last Resort. Should he take damage while invoking ruin, he must make a Concentration check (DC equals damage dealt) and failure results in his prayer being interrupted. Doing so does not stop the signs nor the natural disasters that are beginning. However, it does require him to begin his minute-long prayer once more to bring ruin - usually after killing those who attempted to stop him. This is a temporary measure and the only true respite is to slay the Angel of Last Resort. This will stop ruin and cause all the signs to cease. To date this has never occurred.

If the Angel of Last Resort is slain, the area earns a different fate. The area is removed from the Prime Material Plane and tossed into the Realms Below. This does not cause any immediate harm to those within the area. All the signs cease but one - No Escape continues with no expiration. Further, evil outsiders can now enter and exit the area freely.


Gear: [spoiler]

Orme-Telu

The armor the Angel of Last Resort wears appears to be fine mithral plate armor of the highest quality and of elven make. It is decorated with writings in the Words of Creation amid tiny murals of celestial figures creating worlds. These words are impossible to read (save with one hour of examination by someone with the Words of Creation feat and who passes a DC 50 Decipher Script check), but describe concepts of the most holy creation. The power in these words is directed inward as a barrier against the Angel of Last Resort's power. As a side effect of this barrier, this armor offers superb defenses.

Orme-Telu grants a +20 armor bonus to armor class. It does not have any armor check penalty, arcane spell failure or maximum dexterity cap. The wearer is immune to force damage. If Orme-Telu can be obtained and studied by a scholar who passes the decipher script check above, it is said that several secrets of Creation can be learned. What these secrets are, how long it would take to learn these secrets from studying and how these could be used is not clear.

Queen's Mercy

When the Angel of Last Resort first felt the weight of his new powers, he wept bitterly before Queen Morwel. He did not ask for this burden to be taken from him, but only for mercy to give him strength. The Lady of the Lake gave him this shield in response to his request. It is a triangular heavy steel shield, painted a glossy black with a single point of white within right-center.

Queen's Mercy is a heavy steel shield+7, heavy fortification. The mercy of Queen Morwel floods the Angel of Last Resort when he holds the shield. This mercy can be projected out from the single point on the shield, as a 60ft cone of radiant starlight. Any non-good creature exposed to this light must make a DC 50 Will save or be overwhelmed by this mercy. The creature simply stares ahead and takes no actions for 1 minute. Treat the creature as dazed.

Mask of Lamentations

This full helmet takes the form of a skull when worn. This completely hides the wearer's face. The purpose of this mask is two-fold. First, it cloaks the Angel of Last Resort's face. True seeing fails to penetrate the mask, as the mask's skull form is its real form when worn. X-ray vision and similar powers also fail to discern the angel's face. In spite of covering the angel's face, his gaze power is unaffected and works normally.

Secondly, the Mask of Lamentations turns the fear of the wicked he has condemned against them. It absorbs the regrets and curses of the unredeemed dead slain in his duties, crying out for freedom to continue the nightmares they spawned. This desire for freedom empowers the Angel of Last Resort. He is treated as being under a constant Freedom of Movement effect (CL 30). He is immune to all attempts to bind, imprison or banish him. This includes efforts to trap or seize his soul.
Title: Re: Beastiary
Post by: Anastasia on July 07, 2013, 05:07:03 PM
Estevan Salazar, Pure Flame of Zaaman Rul

Estevan Salazar is a half elf wanderer. A child of the Selvorn and Khalar, he fit into neither society. His wanderings eventually took him to the lands of the Ash'arai, where a mishap with an ancient portal tossed him into Fire. Only the timely intervention of an azer in the service of Zaaman Rul - known as Dalasy in his world - saved his life. In his adventures to return to his world, Estevan met Zaaman Rul. The Prince of Elemental Good had a strong impact on him and taught him the rites of the ash purifiers.

Since then, Estevan has returned to the Prime Material. He serves Zaaman Rul as an occasional agent on the Prime, helping his master gather further strength against Imix. This work has taken him far and wide in Alera and dozens of other Prime Material worlds. He is known amid the fire giants of a dozen worlds as Etal-Zaa, a mysterious avenger that lays them low for misusing the power of fire. The Empire of Kalkanar knows him as Estevan of the Shadows, liberator of Arai's Mantle. The Knightlords of Alasan know him only by the title Champion for his defeat of Khisaxyax the Red and taking the imprisoned Golden Seven to a realm of fire beyond the Prime Material.

These adventures have inspired a passion to see the planes and learn more of other worlds, both the truth of each Prime world and the truth that lies beyond them. Estevan believes that if he learns to understand these impossible and contradictory truths that all of Creation will be his oyster. His various identities across Creation are part of experiments and rituals to come close to that truth; to this end he pursues the Arcadian Grimorie, a spell-book said to have a record of every truth in Creation.

At heart, Estevan loves playing the dashing hero. He cuts a fine figure as he commits various acts of derring-do in his travels. Backing this up is a fine education in the magical arts and the powers of an ash purifier. Despite the potency of these arts, he calls on his fire spells and abilities only in serious battles against evil. He does not use the flames lightly, unlike many other fire mages.

Estevan is served by a fire mephit named Sizz. This creature has a sour outlook on life but is a loyal familiar. They get along in a large part because Sizz's natural sourness and Estevan's heroic demeanor allow for easy banter.


Half Elf Fighter 4/Swashbuckler 20//Wizard 10/Ash Purifier 14

Size/Type: Medium Humanoid (Elf)
Hit Dice: 24d10+120 (260 hp)
Initiative: +11
Speed: 30ft
Armor Class: 34 (+7 dex, +6 dodge, +7 armor, +4 deflection)
Base Attack/CMB/CMD: +24/+26/53
Attack: Heat Raiser+38 (1d6+25 plus 1d6 fire plus 2 str on crit plus 2 con on crit 15-20 x2)
Full Attack: Heat Raiser+38/+33/+28/+23 (1d6+25 plus 1d6 fire plus 2 str on crit plus 2 con on crit 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Weakening critical, wounding critical, spells, burn impurity(all), pure flames 3/day, cleansing meltdown 4/day.
Special Qualities: Immunity to sleep, low-light vision, survivalist, grace+3, insightful strike, dodge bonus+4, acrobatic charge, improved flanking, elven fencer, acrobatic skill mastery, slippery mind, familiar, fire domain.
Saves: Fort +19, Ref +17, Will +9
Abilities: Str 14, Dex 24, Con 21, Int 28, Wis 15, Cha 12 
Skills: Balance+34, Bluff+28, Climb+29, Concentration+32, Diplomacy+30, Escape Artist+34, Jump+29, Knowledge(Arcana)+36, Knowledge(Planes)+36, Knowledge(Religion)+36, Sense Motive+29, Spellcraft+36, Tumble+29, Use Rope+29
Feats: Improved Initiative(1), Weapon Focus(Rapier)(F1), Scribe Scroll(W1), Combat Expertise(F2), Fire Devotion(3), Weapon Specialization(Rapier)(F4), Weapon Finesse(S1), Searing Spell(W5), Eschew Materials(6), Improved Familiar(Fire Mephit)(9), Empower Spell(W10), Melee Weapon Mastery(Piercing)(12), Single Blade Style(15), Fiery Spell(AP5), Arcane Strike(18), Blistering Spell(AP9)
Epic Feats: Improved Weapon Finesse(21), Epic Spell Capacity(24), Extra Meltdowns(AP14)
Alignment: Neutral Good

Swashbuckler powers:
Spoiler: ShowHide


Grace (Ex)

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

Insightful Strike (Ex)

At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Acrobatic Charge (Ex)

A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex)

A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)

Elven Fencer (Ex)

You may apply your insightful strike bonus to any weapon you wield.

Acrobatic Skill Mastery (Ex)

At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.

Weakening Critical (Ex)

A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Slippery Mind (Ex)

When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.

Wounding Critical (Ex)

A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.


Wizard powers:
Spoiler: ShowHide


Estevan casts as a 23rd level wizard with access to the Fire domain.


Ash Purifier powers:
Spoiler: ShowHide


Fire Domain

At first level, the Ash Purifier gains access to the Fire Domain, including the granted power of that domain.

If you already have access to the Fire Domain, you instead gain a +1 bonus to the caster level of any spell with the fire descriptor.

Burn Impurity (Su)

Ash Purifiers are renowned for their ability to purify the darkness with fire. As they gain levels they gain greater ability to purify evil. These abilities only affect spells with the fire descriptor unless noted otherwise.

At 2nd level, an Ash Purifier's fire spells are difficult for evil creatures to resist. Evil creatures suffer a -2 penalty to saving throws against the Ash Purifier's fire spells. This also applies to the abilities below that allow a saving throw, including Cleansing Meltdown.

At 4th level, the Ash Purifier's fire spells can drive invading evil spirits out. When a fire spell cast by the Ash Purifier deals damage to a possessed creature, the possessing creature must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier of the Ash Purifier). Failure results in it being driven from the body of its victim as if targeted by dispel evil. In addition, the possessing creature's incorporeal form takes the damage from the spell instead of the possessed creature.

At 6th level, the fire spells of the Ash Purifier gain the good descriptor. For example, burning hands cast by an Ash Purifier would have the fire and good descriptors.

At 8th level, impure creatures are temporary removed from the source of their power when damaged by Ash Purifier's fire spells. Any creature with the evil subtype must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier of the Ash Purifier) or lose the evil subtype for a number of minutes equal to the Ash Purifier's class level. The loss of this connection is traumatic, resulting in the creature being unable to use any spell-like abilities with the evil descriptor. Any other spell-like abilities the creature possesses may still be used, though they must make a Concentration check (DC equal to the saving throw above) or have the spell fizzle. This lasts until the creature regains the evil subtype.

Pure Flames (Ex)

At 3rd level, the Ash Purifier gains the ability to channel sacred power into their fire spells. Once per day when the Ash Purifier casts a spell with the fire descriptor, he may apply the Searing Spell metamagic to it spontaneously. This does not increase the level or casting time of the spell. At 7th level he may do this two times per day.

Cleansing Meltdown (Su)

A master Ash Purifier can summon a massive inferno that cleanses evil. This functions as a fireball spell with a doubled area of effect and is a standard action to use. It deals 2d10 points of fire damage per class level of the Ash Purifier and has a save DC of 10 + 1/2 hit dice + Charisma modifier. All effects from Burn Impurity apply to this ability and it ignores any immunity or resistance to fire evil creatures possess. This ability can be used twice per day.


Gear:
Spoiler: ShowHide


Estevan uses a rapier+5, keen and flaming, bracers of armor+7, a ring of mind shielding, a ring of protection+4 and a signet ring that grants him a +6 enhancement bonus to dexterity, constitution and intelligence.
Title: Re: Beastiary
Post by: Anastasia on July 15, 2013, 03:34:01 PM
A ruin swarm is a swarm that has increased in size ten-fold or more compared to a normal swarm. This is caused by a spark of power. The exact spark varies, but it can be anything to exposure to ambient magical energies, divine intervention, circumstances continually forcing swarms together until a hive mind forms or myriad other causes. A ruin swarm is a massive entity, hundreds of thousands to millions of creatures banded together into one whole.

In short, ruin swarms are gigantic swarms with a hive mind. They are named for the heavy destruction they tend to cause before being defeated. Most ruin swarm hive minds are hostile, though this varies depending on what composes the swarm. Generally, unless the base creature is unusually disposed to friendliness or good-aligned behavior, the resulting ruin swarm will be hostile.

This template is meant to create huge swarms with room for further customization. Consider this template a base to make a normal swarm epic and add things as you see fit.

Creating a Ruin Swarm

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

Size and Type

The base creature's type and size does not change.

Hit Dice and Hit Points

Increase the base creature's hit dice by 20. Apply the changes for increased hit dice as normal.

Armor Class

The base creature gains a dodge bonus to armor class equal to 1/4 of its total hit dice. This results from the superior coordination a ruin swarm's hive mind provides.

Attacks

Increase the base creature's swarm damage by 5d6 in addition to any gain from increased hit dice. If the base creature does not deal damage in this way, it does not gain the ability to do so.

Space/Reach

Increase the base creature's space to 100ft. The base creature's reach remains unchanged.

Special Attacks

Blinding (Ex)

Any creature that begins its turn with a ruin swarm in its space is blinded for one round. In addition, a ruin swarm is so thick to be virtually impenetrable. Blindsense, blindsight, mindsight and other such abilities are blocked by a ruin swarm's blindness. This is caused by the massive deluge of creatures overwhelming these means of perception.

Ruinous Potency (Ex)

The ruin swarm gains a +5 bonus to the save DC of any of its racial abilities, including abilities granted by this template. If the ruin swarm somehow has non-racial abilities, this bonus does not apply to them.

Special Qualities

Blindsight (Ex)

A ruin swarm has blindsight 300ft. A ruin swarm's blindsight is not inhibited by its blinding ability.

Hive Mind (Ex)

Ruin swarms are hive-minds and thus have a minimum intelligence of 3. However, a ruin swarm may not gestalt.

Ruin Swarm (Ex)

A ruin swarm takes up 100ft worth of squares. It is ten times bigger than a typical swarm. Some ruin swarms may be bigger than this. A ruin swarm's exact size can be found under its space/reach entry. The squares taken up can be in any shape, though it must be a contiguous shape.

Fast Healing (Ex)

A ruin swarm has fast healing equal to triple its hit dice. This is from the hive mind's ability to control its losses and attract new members.

Damage Reduction (Su)

Ruin swarms have damage reduction 15/epic. For every 5 hit dice the ruin swarm has over 25 hit dice, increase this damage reduction by 5 points.

Abilities

Increase from the base creature as follows: Str+4, Dex+10, Con+10, Int+2(minimum 3), Wis+2, Cha+4

Alignment

If the base creature's intelligence 3 or higher, often any lawful. If the swarm already has a non-neutral alignment or alignment subtype, those override this.

Additional Powers

A ruin swarm may have additional powers. These are based on whatever circumstances created the ruin swarm. Adding additional powers is not mandatory, but instead a way to customize a particular ruin swarm. A few samples are listed below.

Sorcery

This ruin swarm casts spells as a sorcerer equal to 1/2 of its total hit dice. Increase the base creature's Charisma score by an additional ten points. For the sake of spells it casts, the ruin swarm counts itself as one creature. A ruin swarm may not move on rounds where it casts a spell due to the focus involved.

This is the result of ruin swarms created as a result of exposure to magical energies.

Divine Judgment

This ruin swarm is created by a deity to destroy something that has offended it. Increase the base creature's swarm damage by 3d6 in addition to the bonuses granted from this template. If this is a creature, the ruin swarm's swarm ability ignores damage reduction of all types, except for damage reduction -. If this is an object, building or similar thing, the ruin swarm's swarm ability can deal damage to objects and ignores the first twenty points of hardness an object has.

Once this ruin swarm has achieved its mandated goals, it disperses without further incident.

Magicproof

The ruin swarm radiates an antimagic aura. This aura extends to any squares the ruin swarm occupies and 20ft in all directions from it. This is identical to the antimagic field spell in all other respects. The ruin swarm's racial abilities are exempt from this aura, including abilities granted from this template.

This is the result of the swarm being created by a great disruption in the Weave.

Epic Swarm Damage

A swarm's damage from its swarm attack rises by 1d6 at 26 hit dice and every 5 levels thereafter. This continues the pre-epic pattern.

Swarm Accessories

Note: As feats require an intelligence score of 1 or higher, this assumes a hive mind or other method of swarm intelligence. As such, these are reserved for intelligent swarms.

Epic Swarm Attack [Epic]
Prerequisite: Improved Swarm Attack
Benefit: Increase the damage dice of your swarm ability by one die size. This is otherwise identical to improved swarm attack and stacks with it.

Improved Distraction [General]
Prerequisite: Swarm subtype, distraction ability
Benefit: When a creature successfully saves against your distraction ability, they are sickened for 1 round. Creatures with mettle or similar abilities are not subject to being sickened.

Improved Swarm Attack [General]
Prerequisite: Swarm subtype
Benefit: Increase the damage dice of your swarm ability by one die size. For a typical swarm, this increases them from a d6 to a d8. For instance, a 7 hit dice swarm would deal 2d8 instead of 2d6 damage.

Swarm Flow [General]
Prerequisite: Swarm subtype, Dodge, dex 17
Benefit: By momentarily scattering, you can effectively dodge attacks. Once per round as an immediate action, you may break apart to avoid any one attack or effect. This must be an effect that targets or includes you, such as a torch being used to attack you or a fireball cast at you. Doing so negates the attack, but nullifies your swarm damage and distraction abilities for 2 rounds. This ends at the end of the your second turn after using this ability.

Swarm's Focus [General]
Prerequisite: Swarm subtype, Improved Swarm Attack
Benefit: At the start of the your turn, you may choose to deal your swarm damage to a single creature that shares a square with you. This includes any secondary effects, such as poison, but not distraction.
Title: Re: Beastiary
Post by: Anastasia on July 15, 2013, 03:34:44 PM
This is a bog-standard ruin swarm. No customization is used except for scaling up the bat swarm's wounding ability. This is meant to show how a basic swarm is upgraded by this template.

I personally imagine this swarm as under the command of a vampire lord, who uses it as a tool of mass terror when his edicts are defied.


Ruin Swarmed Bat Swarm

Size/Type: Diminutive Animal (Swarm)
Hit Dice: 23d8+161+23 (287 hp)
Initiative: +8
Speed: 5ft, fly 40ft (good)
Armor Class: 21 (+4 size, +2 dex, +5 dodge)
Base Attack/CMB/CMD: +17/-/-
Attack: Swarm (10d8)
Full Attack: Swarm (10d8)
Space/Reach: 100ft/0ft
Special Attacks: Distraction, wounding, blinding, ruinous potency.
Special Qualities: Blindsight 300 ft, immune to weapon damage, low-light vision, swarm traits, hive mind, ruin swarm, fast healing 69, damage reduction 15/epic.
Saves: Fort +20, Ref +23, Will +12
Abilities: Str 7, Dex 26, Con 24, Int 6, Wis 16, Cha 8
Skills: Hide+35, Listen+36, Move Silently+35, Spot+36
Feats: Ability Focus(Distraction)(1), Toughness(3), Alertness(6), Lightning Reflexes(9), Improved Swarm Attack(12), Swarm's Focus(15), Iron Will(18)
Epic Feats: Epic Ability Focus(Distraction)(21)
Alignment: Lawful Neutral

Racial powers: [spoiler]

Distraction (Ex)

Any living creature that begins its turn with a swarm in its space must succeed on a DC 39 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex)

Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 33 Heal check or the application of a cure spell or some other healing magic that succeeds on a DC 23 caster level check.

Blinding (Ex)

Any creature that begins its turn with a ruin swarm in its space is blinded for one round. In addition, a ruin swarm is so thick to be virtually impenetrable. Blindsense, blindsight, mindsight and other such abilities are blocked by a ruin swarm's blindness. This is caused by the massive deluge of creatures overwhelming these means of perception.

Ruinous Potency (Ex)

The ruin swarm gains a +5 bonus to the save DC of any of its racial abilities, including abilities granted by this template. If the ruin swarm somehow has non-racial abilities, this bonus does not apply to them.

Blindsight (Ex)

A ruin swarm has blindsight 300ft. A ruin swarm's blindsight is not inhibited by its blinding ability.

Hive Mind (Ex)

Ruin swarms are hive-minds and thus have a minimum intelligence of 3. However, a ruin swarm may not gestalt.

Ruin Swarm (Ex)

A ruin swarm takes up 100ft worth of squares. It is ten times bigger than a typical swarm. Some ruin swarms may be bigger than this. A ruin swarm's exact size can be found under its space/reach entry. The squares taken up can be in any shape, though it must be a contiguous shape.

Skills

A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.
Title: Re: Beastiary
Post by: Anastasia on July 15, 2013, 10:42:03 PM
In ages past, a primal air elemental was summoned to the Prime Material. It defeated the wizard who sought to control it and set forth to bring Air to the world. With the world's elements in danger of unbalance, a hero confronted the primal elemental. He tricked the elemental into a portal leading deep below ground. Here the elemental was caged and slain by collapsing the cave.

Trapped within the earth, the air elemental's remnants were not able to disperse properly. Instead, thousands and thousands of elementites sprung up within the cracks and crevasses of the cave-in. Over the ages these elementites wore down the earth with wind's erosive power, allowing them to unite. This union was the birthing ground of this ruin swarm, and with that power, it was able to escape the cavern and return to the skies above. Now free of its prison, the ruin swarm desires to gather more elementites to itself, to grow further. Its dim intellect has focused on the idea that enough elementites will fix what is wrong with it. Namely, it will transform the swarm into a primal air elemental.

This backstory is utilized to give the ruin swarm several powers. It gets evasion and primal magic from its elemental sire. These are both degraded, but are both useful powers. A spell-slinging, evasion enjoying swarm is patently unfair. Consume translates its sole purpose into mechanics, giving it a way to pursue its quest for restoration. In addition its racial powers are buffed up numberwise to better suit an epic creature. Blind+distract+trip is a vicious three hit combo. A prone, blind and nauseated character stuck within the ruin swarm is in all sorts of trouble.

Also note that this swarm is bigger than a typical ruin swarm. Primal elementals tend to be mountainous, so this shouldn't surprise anyone. In fact, this is tied into the ruin swarm's consume ability.


Ruined Swarmed Air Elementite Swarm

Size/Type: Tiny Elemental (Air, Swarm)
Hit Dice: 27d8+135 (256 hp)
Initiative: +18
Speed: Fly 80ft (perfect)
Armor Class: 32 (+2 size, +10 dex, +1 natural, +9 dodge)
Base Attack/CMB/CMD: +20/-/-
Attack: Swarm (11d10)
Full Attack: Swarm (11d10)
Space/Reach: 150ft/0ft
Special Attacks: Air mastery, distraction, trip, blinding, ruinous potency, primal magic, consume.
Special Qualities: Darkvision 120ft, swarm traits, elemental traits, blindsight 300ft, fast healing 81, damage reduction 15/epic, evasion.
Saves: Fort +13, Ref +24, Will +9
Abilities: Str 14, Dex 30, Con 20, Int 4, Wis 13, Cha 21
Skills: Listen+33, Spot+33, Survival+31
Feats: Alertness(1), Improved Initiative(3), Dodge(6), Swarm Flow(9), Improved Distraction(12), Ability Focus(Distraction)(15), Improved Swarm Attack(18)
Epic Feats: Superior Initiative(21), Epic Swarm Attack(24), Epic Dodge(27)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Air Mastery (Ex)

Airborne creatures take a -4 penalty to attack and weapon damage rolls against an air elementite swarm.

Distraction (Ex)

DC 35 Fortitude negates.

Trip (Ex)

An air elementite swarm can attempt to trip any opponents (+35 CMB modifier) in its spaces as a free action without provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the air elementite swarm.

Blinding (Ex)

Any creature that begins its turn with a ruin swarm in its space is blinded for one round. In addition, a ruin swarm is so thick to be virtually impenetrable. Blindsense, blindsight, mindsight and other such abilities are blocked by a ruin swarm's blindness. This is caused by the massive deluge of creatures overwhelming these means of perception.

Ruinous Potency (Ex)

The ruin swarm gains a +5 bonus to the save DC of any of its racial abilities, including abilities granted by this template. If the ruin swarm somehow has non-racial abilities, this bonus does not apply to them.

Blindsight (Ex)

A ruin swarm has blindsight 300ft. A ruin swarm's blindsight is not inhibited by its blinding ability.

Hive Mind (Ex)

Ruin swarms are hive-minds and thus have a minimum intelligence of 3. However, a ruin swarm may not gestalt.

Ruin Swarm (Ex)

A ruin swarm takes up 100ft worth of squares. It is ten times bigger than a typical swarm. Some ruin swarms may be bigger than this. A ruin swarm's exact size can be found under its space/reach entry. The squares taken up can be in any shape, though it must be a contiguous shape.

Primal Magic (Sp)

As a primal air elemental with a maximum spell level of 6th.

Consume (Ex)

This ruin swarm is capable of consuming lesser air elementite swarms. It may apply its swarm damage against other air elementite swarms. If the elementite swarm is reduced to zero hit points in this manner, it is consumed and added to the ruin swarm.

For each swarm consumed, the ruin swarm recovers hit points equal to devoured swarm's hit dice*3. For example, a 7 hit dice swarm would restore 21 hit points.

For every 5 swarms consumed, the ruin elemental's space increases by 5ft. 

For every 100 swarms consumed, the ruin elemental gains one hit die. If it manages to reach 40 hit dice (1300 swarms), it will be reborn as a primal air elemental.
Title: Re: Beastiary
Post by: Anastasia on July 16, 2013, 11:48:30 PM
Courre Swarm

Courre swarms are a rarity. The erratic eladrins are not naturally suited to working together like this. As such, a courre swarm only forms under duress or great danger. This is most commonly seen when a greater fiend is caught in Arborea and no greater eladrin are around. Otherwise, they are occasionally formed as the result of great pranks or the suggestion of a powerful eladrin noble. It's known that Faerinaal is fond of courre swarms, often to spice up events or to provide an unorthodox fighting force.

In combat, a courre swarm favors swooping in to pummel (swarm) whatever has earned its ire while throwing out magic. The courre make a decent effort at being coordinated and military, but it comes off as childish antics combined with liberal infighting and arguing. More than one fiend has met a humiliating end while the courre argue over which strategy is the most heroic.


Size/Type: Tiny Outsider (Chaotic, Eladrin, Good, Swarm)
Hit Dice: 15d8+15+15 (165 hp)
Initiative: +7
Speed: 20ft, fly 60ft (perfect)
Armor Class: 24 (+2 size, +7 dex, +4 natural, +1 dodge)
Base Attack/CMB/CMD: +15/-/-
Attack: Swarm (3d8)
Full Attack: Swarm (3d8)
Space/Reach: 10ft/0ft
Special Attacks: Magic missile barrage, sleep salvo.
Special Qualities: Alternate form, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues, courre cheer.
Saves: Fort +10, Ref +16, Will +9
Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
Skills: Bluff+20, Concentration+19, Diplomacy+20, Hide+25, Knowledge(Planes)+19, Listen+18, Move Silently+25, Perform(Song)+20, Sense Motive+18, Spot+18, Survival+18, Tumble+25, Use Rope+25
Feats: Dodge(1), Mobility(3), Improved Flight(6), Swarm's Flow(9), Toughness(12), Improved Swarm Attack(15)
Epic Feats: -
Alignment: Chaotic Good

Racial powers: [spoiler]

Alternate Form (Su)

A courre swarm can assume the form of a countless incorporeal balls of light at will. This transformation counts as a standard action. In this form, the courre swarm can only be harmed by other incorporeal creatures, magic weapons, spells, spell-like abilities and supernatural abilities. 0In this form, the courre swarm has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A courre swarm in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a courre swarm always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the courre swarm sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the courre swarm can perform once per round.

Magic Missile Barrage (Su)

A courre swarm is capable of sending out an unbelievable amount of magic missiles at once. As a standard action three times per day, the courre swarm can fire a fearsome barrage of missiles. This inflicts 7d4+7 points of damage to all creatures within 50ft of the courre swarm. These missiles strike as magic missiles and have all the properties of them. This is a disorganized burst of magic and doesn't distinguish between friend or foe.

Sleep Salvo (Su)

A courre swarm can overwhelm a single target with a concentrated burst of sleep magic. This ability is a standard action to use and may be used three times per day. This functions as sleep, except that it can affect up a creature of up to 15 hit dice(DC 19 Will negates). The save DC is Charisma based.

Courre Cheer (Ex)

Courre are notorious for being cheerful and happy. An entire swarm of them is akin to a stampede of happiness, crowned by rambunctious songs. A courre swarm can use inspire courage as a 15th level bard. Unlike greater eladrin, a courre swarm is limited to only inspire courage.

Magic Circle Against Evil (Su)

A courre swarm is surrounded by a constant magic circle against evil effect with a caster level of 15th.
Title: Re: Beastiary
Post by: Anastasia on July 23, 2013, 01:50:58 AM
There's hints of why and what Nassrapk is about amid the general slaad weirdness. As much as there's any meaning to what a slaad does. See if you can find the various hidden messages littered throughout this post.

Fluff:
Spoiler: ShowHide


Background

- Eggs are tasty. Nassrapk came from one.
- Demons are tasty. Nassrapk ate a lot of them.
- Magic makes the colors that screams splendid.
- Magic is not enough. Learned more magic by reversing the electrical charge of death slaad.
- Ate a lot more eggs. Blended into magic. It worked good.
- Magic's done but still hungry. Are you tasty?

Appearance

By 5390, it was clear to everyone that the Lystadian Divine Imperium had reached an impasse. With the war in the east at a stalemate due to the failed efforts to dislodge Sir Axyal's Griffriders and geographical realities limiting growth in other directions, the long assayed problems of the empire came to the for. In particular, serious flaws in structure, taxation and political organization all contributed to the Ten Year's Trouble.

In no way should any be unequal to another! Let those that preach the lies of the castes be cast out! Brothers and sisters, the light of Tyr guide us in our holy mission. We swear an oath this day to renounce our titles and live amid the common man. For we have no need of prisons made of gold and prestige, for the true rewards await beyond the veil of this life! All those who will never again lie in idle repose while the common make labors for scraps, step forward! If your hearts are true and you cast aside the corrupt comforts of this life, toss your mantles into the flames!

Grigs? Yeah, I know them. They're a type of fey, real small ones. No, there not much of a danger. They're Seelie pranksters through and through, just leave a spare change of clothes a ways behind you and you're fine. They have magic fiddles that make you dance, but as long as they don't think you're an enemy, they won't do anything besides pranks. Yeah, one of those fireballs should do it. Stay calm, be patient and group them together.

What profit is it? WHAT PROFIT IS IT? Profit is the profit of profit! My friend, you can never have enough profit. The more you profit, the better you're off. It's a game and everyone plays it cut-throat. As long as you make profit and stay alive, you can keep going. Keep making more profit and keep winning. Anyone from stablehand to merchant lord will try and take your profit, so don't let them. They'll leave you alone and cold, nothing but rags and tears to fortify you through the cold winter nights. My friend, that is the profit.

Help you? It'll cost you. Feel that? It's your dignity pissing away down your leg. All dressed like a knight and now you have to beg me for help! If you want help, start by helping yourself. Run home and hide, you aren't a hero. There's no such thing, only people like me that make problems go away. Now get! You're one problem down and the next one's gonna get violent. Get! Your Momma's waiting for you!

Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color. Indigo is a disgusting color.

Time, space, distance and forever. Where did these things come from? Where are they taking us? Why can't we get off? I want a refund. I've always wanted a refund. The tyranny of time and space is too much to bear. It's why I ate them, so they wouldn't have to bear it any more. Happiness is when time and space aren't felt, like they're gone. Isn't that a wonderful dream, children?

End.

Personality

To break all the clocks you have to be faster than the clocks but the clocks are faster because they're always moving and never slow down so they're always faster and faster is bad since it's critical to be faster as only the fastest can reach the beautiful stony goal that drives us all and that has been denied in the light of forever and tomorrow and yesterday but not the day after if we're just faster and faster and fastest we can change our fate and become what we were always meant to be.

It is because we must love ourselves.

Combat

To Whom It May Concern

When rounded edges become sharp, a defense previously employed is crunchily. First it is confirmed that yellow cherries taste like the unseen cuirass, followed by sampling the future dippings in advance and finally a rigorous application of chaos. There after the only solution is a shattering one, complimented by the same in eardrums. Removing the game pieces from the throne is acceptable under duress. If the past is inferior to the future, then the summoning of minions is sanctioned; however, they must be purple and never yellow.

Sincerely,

Nassrapk


Nassrapk, slaad wild mage.

White Slaad 28//Wizard 10/Wild Mage 18

Size/Type: Large Outsider (Chaotic)
Hit Dice: 28d8+364+28+56 (580 hp)
Initiative: +8
Speed: 40ft, fly 80ft (perfect)
Armor Class: 40 (+8 dex, +23 natural, -1 size)
Base Attack/CMB/CMD: +28/+42/60
Attack: Claw+40 (3d12+13 plus stun)
Full Attack: 2 claws+40/+35/+30/+25 (3d12+13 plus stun) and bite+35 (4d12+6 plus 8d4 and ongoing damage)
Space/Reach: 10ft/10ft
Special Attacks: Chaos spittle, spell-like abilities, summon slaad, stun, weaponbreaker, spells, wildstrike.
Special Qualities: Fast healing 15, damage reduction 20/epic, cold iron and lawful, alternate form, immunity to sonic, resistance to acid, cold, fire and electricity 20, darkvision 120ft, spell resistance 36, favor of chaos, summon familiar, wild magic, random deflector 6/day, student of chaos, chaotic mind, reckless dweomer.
Saves: Fort +26, Ref +21, Will +20
Abilities: Str 36, Dex 26, Con 37, Int 25, Wis 25, Cha 25
Skills: Autohypnosis+38, Concentration+43, Climb+43, Craft(Possibilities)+38, Listen+38, Knowledge(Arcana)+38, Knowledge(A&E)+38, Knowledge(History)+38, Knowledge(Local:Limbo)+38, Knowledge(Planes)+38, Profession(Detective)+38, Profession(Psychologist)+38, Profession(Revisionist Metronome)+38, Profession(Zoologist)+38, Spellcraft+38, Spot+38, Truespeak+38, Tumble+39, Use Magic Device+38
Feats: Improved Sunder(B), Power Attack(1), Scribe Scroll(W1), Ability Focus(Stun)(3), Empower Spell(W5), Magical Aptitude(6), Rapidstrike(9), Reach Spell(W10), Toughness(12), Improved Natural Attack(Bite)(15), Improved Rapidstrike(18)
Epic Feats: Epic Ability Focus(Stun)(21), Epic Toughness(24), Epic Spell Capacity(WM14), Epic Sunder(27), Tenacious Magic(Cloak of Chaos)(WM18)
Alignment: Anarchic Neutral

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect law, see invisibility. At will-animate objects, chaos hammer, cloak of chaos, deeper darkness, dispel law, disintegrate, fear, fireball, greater dispel magic, greater teleport, identify, improved invisibility, magic circle against law, plane shift, power word blind, shatter, word of chaos. 1/day-true seeing. 1/week-wish. Caster level 28th. The save DCs are Charisma based.

Stun (Ex)

Any creature struck by the white slaad's claw attack must make a DC 41 fortitude save or be stunned for 1d8 rounds. A creature must save each time it is struck by the white slaad's claws, but a creature that is already stunned cannot be stunned again. The save DC is Strength based.

Chaos Bite (Ex)

The white slaad's bite attack deals an extra 8d4 points of damage. For the next 8 rounds, the victim takes an additional 4d4 points of damage. This effect can be neutralized by dispel chaos.

Chaos Spittle (Ex)

A white slaad can spite a glob of pure chaos. This is a ranged touch attack with a range of 80ft. This chaos deals 16d4 points of damage on impact and an additional 8d4 points of damage for the next 8 rounds. This affect can be neutralized by dispel chaos.

Weaponbreaker (Ex)

White slaad gain Improved Sunder as a bonus feat as well as an additional +8 bonus to CMB when they attempt a sunder combat maneuver. This bonus stacks with the bonus granted by Improved Sunder. In addition, a white slaad's natural weapons are treated as adamantine weapons, ignoring hardness less than 20 and bypassing damage reduction/adamantine.

Alternate Form (Su)

A white slaad can assume the form of any Small, Medium or Large humanoid.

Summon Slaad (Sp)

A white slaad may summon 4d4 red, blue, green, gray or death slaad. It may choose which type it wishes to summon, but there is a 35% chance that it will instead summon one of the other four types. Determine which type appears by rolling 1d4.

Favor of Chaos (Su)

A white slaad is constantly under the protection of chaos. Each round on its turn, it rolls 1d12. If the result is an odd number, add it as a bonus to attack rolls. If the result is an even number, add it as a bonus to armor class. The bonus of this ability does not stack with the bonuses of the chaos devotion feat.


Wizard powers:
Spoiler: ShowHide


Nassrapk casts as a 28th level wizard.


Wild Mage powers:
Spoiler: ShowHide


Wild Magic

A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level. For example, an 8th-level sorcerer/1st-level wild mage has a base caster level of 6th, not 9th, but her actual caster level varies from 7th to 12th for every spell she casts. Caster level affects all level-based variables of a spell, including spell penetration checks.

Random Deflector (Su)

At 2nd level and higher, a wild mage has the ability to protect herself from certain attacks with this ability. Using this ability is an immediate action (see page 86), which means that a wild mage activates it when it is not her turn. When activated, the random deflector lasts until the beginning of the wild mage's next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating the wild mage as the sole target, but not area spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes herself and her allies among the possible new targets. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target's AC, the new target receives a saving throw if a spell or effect allows one, and so on. A wild mage can use this ability once per day at 2nd level, two times per day at 5th level, and three times per day at 8th level.

Student of Chaos (Ex)

Whenever a wild mage of 3rd level or higher uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), a wild mage gains no special advantage.

Chaotic Mind (Su)

When a wild mage reaches 6th level, the power of chaos infuses her mind. She gains immunity to confusion and insanity spells and effects, and she is shielded by a continuous nondetection effect (as the spell).

Reckless Dweomer (Su)

At 9th level and higher, a wild mage knows how to spontaneously convert her own spell energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. The character's student of chaos ability (see above) applies when she uses her reckless dweomer ability. See page 237 of the Dungeon Master's Guide for details on the rod of wonder.

Wildstrike (Sp)

At 10th level, a wild mage gains the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder (see page 237 of the Dungeon Master's Guide).


Gear:
Spoiler: ShowHide


Nassrapk carries no gear. By unknown means anything akin to a rod in shape or design can be used by him as a greater rod of metamagic. Nassrapk may choose the type of metamagic applied each time. No matter how many rod-like objects he handles, he can only invoke this power eight times per day.
Title: Re: Beastiary
Post by: Anastasia on July 28, 2013, 04:11:02 PM
I'm working on a few more high ranking efreeti, so I made this. Abdul Nasr is more or less compliant to this template and any further emirs will be fully compliant to it. There's nothing worldshattering here, just the template and a few things related to it.

Efreeti Emir

These creatures are the princes of the efreeti, ruling over them as great lords. Each oversees a particular domain and is roughly equivalent to a Duke of Hell or Authority of Celestia. Efreeti emirs tend to have high hit dice but less racial abilities than other creatures of this level. 

Creating an Efreeti Emir

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

Size and Type

The base creature's type and size does not change.

Hit Dice and Hit Points

The base creature gains maximum hit points per hit die.

Armor Class

Natural armor improves by +18. This stacks with any natural armor bonus the base creature has.

Special Attacks

Change Size (Su)

An efreeti emir may use this ability at will.

Emir's Fire (Su)

An efreeti emir can emit a tremendous blast of fire that resembles the fireballs of mages but is far superior. This is identical to the spell fireball, except that it deals 1d6 fire damage per hit die of the base creature, has a save DC of 10 + 1/2 base creature's hit dice + Charisma modifier and has an area of a 60ft radius spread. This ability can be used at will.

Heat (Su)

The base creature's damage from it's heat racial ability rises by 3d6.

Spell-Like Abilities

The base creature replaces its previous racial spell-like abilities with the following spread.

At will-detect magic, gaseous form, greater invisibility, meteor swarm, mirage arcana, permanent image, produce flame, pyrotechnics, scorching ray, wall of fire. 3/day-grant up to three wishes (to nongenies only).

Acquired spell-like abilities are retained. If the base creature has non-standard spell-like abilities, it may gain alternate abilities to fit those instead.

Special Qualities

An efreeti emir has all the special qualities of the base creature, plus the following special qualities.

Damage Reduction

The base creature gains damage reduction 20/cold and epic. Weapons that deal cold damage, such as a frost weapon, count as cold to bypass this damage reduction. If the creature has pre-existing damage reduction, combine the two using the rules for combining types of damage reduction.

Spell Resistance

The base creature gains spell resistance equal to 13 + hit dice.

Sultan's Blood (Su)

An efreeti emir has the Grand Sultan's blood within him. This is usually through being one of the many bastard children of the Grand Sultan. Emirs that are not blood related to the Sultan imbibe a chalice of his blood, granting them some of his might. This grants the emir nobility over all other efreeti; the base creature is treated as divine rank 0 for the sake of effects, though the creature has no actual divine rank.

Abilities

Increase from the base creature as follows: Str+8, Dex+8, Con+8, Int+10, Wis+10, Cha+10

Alignment

Always lawful evil.

Combining Damage Reductions

Note: These rules are meant for high to epic level games where damage reduction is common. These characters can deal with damage reduction in myriad ways. As such, these rules are best used with caution in low level games.

When a creature already possesses permanent damage reduction and gains a new source of damage reduction, the two types combine. This follows the rules outlined below. Note that certain types of permanent damage reduction, such as taking the Damage Reduction epic feat more than once, stack with themselves. In those cases these rules aren't used.

* Damage reduction/- never combines. Unlike other types of damage reduction, it is possible to have this with another type of damage reduction. If damage reduction/- is the highest damage reduction a creature possesses, the other type of damage reduction is lost.
* The higher number is used. A creature with damage reduction 5/cold iron and damage reduction 10/magic takes the ten and discards the 5.
* A creature's damage reduction can comprise of several conditions. Conditions stack with the following exceptions. A creature may only have one material (such as silver or cold iron) in its damage reduction. When there is a choice of more than one material, choose whichever fits the current creature better. A creature may only have one damage type (such as piercing, slashing or bludgeoning) in its damage reduction. A creature may not have conflicting alignment types in its damage reduction (such as good and evil or anarchic and axiomatic), choose whichever fits the creature best.  Damage reduction/magic is superseded and replaced by damage reduction/epic.
* Creatures with unique types of damage reduction do not lose them, even when the rules above would dictate otherwise. For instance, a creature with damage reduction of cold iron and silver would maintain both of those.
* In otherwise unusual cases, use your best judgment.

Examples:

Damage reduction 5/cold iron + damage reduction 10/magic = damage reduction 10/cold iron and magic
Damage reduction 15/magic and evil + damage reduction 15/epic = damage reduction 15/epic and evil
Damage reduction 3/- + damage reduction 15/anarchic and cold iron = damage reduction 15/anarchic and cold iron AND damage reduction 3/-
Damage reduction 5/slashing + damage reduction 10/silver + damage reduction 5/axiomatic = damage reduction 10/axiomatic, silver and slashing.

Efreeti Accessories

Note: While these abilities are made with efreet and other genies in mind, some can be adapted by other creatures with similar abilities.

Deceptive Scimitar [Style]
Prerequisite: Weapon Focus(Scimitar), Weapon Specialization(Scimitar), Dodge, Mobility, genie
Benefit: You mix your skilled scimitar slashes with speed and your natural ability at illusion magic. When you strike an opponent twice with a scimitar in a round, they see afterimages of you, striking at where you were instead of where you are. The creature's next successful attack against you fails, hitting the afterimage instead. This afterimage lasts until it stops one attack or until the beginning of your next turn. Creatures under true seeing or immune to illusions are not affected by this feat.

Efreeti's Sting [General]
Prerequisite: Efreet, Combat Reflexes, Scorching Ray spell-like ability, cha 17
Benefit: When an enemy provokes an attack of opportunity against you, you may instead cast scorching ray in place of your attack of opportunity. You must target your scorching ray(s) against the creature that provoked the attack of opportunity. You may use this ability once per round. Casting scorching ray in this way does not provoke attacks of opportunity. Using scorching ray in this manner counts as one of your attacks of opportunity for the round.

Heat Aura [General]
Prerequisite: Heat ability, efreet, cha 17
Benefit: Creatures adjacent to you suffer burns as if you touched them. If a creature starts its turn adjacent to you, they take fire damage as if affected by your heat ability. This feat causes you to burn and shimmer with fire at all times when in your natural form. Unattended objects adjacent or in the same squares as you will burn if flammable. This ability can be suppressed and resumed as a free action.

Heat Cloak [Epic]
Prerequisite: Heat Haze, cha 25
Benefit: The miss chance you gain from heat haze rises to 50%.

Heat Haze [General]
Prerequisite: Heat Aura
Benefit: You are surrounded by a constant heat haze. This grants you protection as it obscures your exact location in battle. You gain concealment, as if affected by a blur spell. True seeing defeats this concealment. If you take cold damage, this feat's benefits are lost for one round.

Improved Heat [General]
Prerequisite: Heat ability, efreet
Benefit: The fire damage from your heat ability increases by 1d6.

Searing Body [Epic]
Prerequisite: Heat ability, efreet, con 25
Benefit: Your body burns so hot as to burn fire itself to ash. Damage dealt to creatures with your heat ability is considered searing. Searing fire damage ignores fire resistance and deals half damage to creatures otherwise immune to fire.
Title: Re: Beastiary
Post by: Anastasia on August 02, 2013, 09:51:36 PM
The Branded, guards of the Grand Sultan's harem

The branded are the guardians of the Grand Sultan's harem. They first and foremost protect the women within from external threats, while ensuring that the purity of harem is not compromised. Informally, they are also deeply involved in palace politics. They control access to the members of the harem and their various suites of rooms. Any power play or assassination within the harem is doomed to fail unless the branded support it. This functions as desired by the Grand Sultan, so long as those women who he is particularly fond of are not assassinated.

This duty is high prestige and is mostly filled by the sons of influential efreeti. A few do make it into the branded on account of merit, but this is uncommon. Serving in the branded is seen as a chance for an efreet to earn distinction politically and martially. Those who fail at this role are quietly killed or sent home, depending on how powerful the branded's patron is. A successful branded is in line for a promotion into the high officer corps of the Grand Sultan's military if they are from a noble background. Those that made it to the branded on merit are instead promoted into the branded's leadership.

Variant branded may substitute another base class instead of fighter. The devoted defender levels don't change, so this is not a posting for spellcasters. Any class with a religious bend, such as blackguard or cleric, are likewise forbidden from the branded. The intense mental and magical conditioning that creates a branded leaves no room for a patron besides the Grand Sultan.

For the sake of balance, it's best to assume allied defense shenanigans don't stack with one another. Since the bonuses from CE is a dodge bonus and it's technically two different sources, they stack. You can get up to all sorts of shenanigans by abusing this. I'd personally rule that CE/allied defense overlaps, even if it's from multiple different people.


Efreet 18//Fighter 8/Devoted Defender 10

Size/Type: Large Outsider (Fire)
Hit Dice: 8d10+10d12+108 (228 hp)
Initiative: +11
Speed: 20ft, fly 40ft (perfect)
Armor Class: 35 (-1 size, +5 dex, +10 natural, +1 dodge, +10 armor)
Base Attack/CMB/CMD: +18/+28/46
Attack: Scimitar+34 (1d8+22 plus 1d6 fire 18-20 x2)
Full Attack: Scimitar+34/+29/+24/+19 (1d8+22 plus 1d6 fire 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Change size, heat, spell-like abilities.
Special Qualities: Change shape, darkvision 60 ft, immunity to fear, fire and mind-affecting, plane shift, telepathy 100ft, vulnerability to cold, branded, status, armor class bonus(+5), harm's way, defensive strike+4, deflect attack+4.
Saves: Fort +17, Ref +17, Will +14
Abilities: Str 29, Dex 23, Con 22, Int 14, Wis 17, Cha 17 
Skills: Concentration+27, Diplomacy+24, Gather Information+24, Hide+27, Intimidate+24, Knowledge(Arcana)+23, Knowledge(N&R)+23, Knowledge(Planes)+23, Listen+26, Move Silently+27, Search+23, Sense Motive+24, Spellcraft+23, Spot+26
Feats: Improved Initiative(B), Mindsight(1), Weapon Focus(Scimitar)(F1), Dodge(F2), Combat Reflexes(3), Weapon Specialization(Scimitar)(F4), Alertness(6), Mobility(F6), Melee Weapon Mastery(Slashing)(F8), Deceptive Scimitar(9), Combat Expertise(12), Improved Combat Expertise(15), Allied Defense(18)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect chaos, detect evil, detect good, detect law, see invisibility. At will-detect magic, produce flame, pyrotechnics, scorching ray. 3/day-invisibility, wall of fire (DC 16). 1/day-grant up to three wishes (to nongenies only), gaseous form, permanent image, true seeing. Caster level 18th. The save DCs are Charisma-based.

Branded (Su)

The branded as so named for the elaborate changes that are wrought on them when they enter the Grand Sultan's service. These enchantments render the branded unable to lie to the Grand Sultan and any who act with his explicit authority. Further mental changes render the branded immune to mind-affecting and fear effects. These modifications turn off the sexuality of the branded, ensuring that the purity of the harem is maintained.

Most branded become fanatics of the highest order, completely devoted to branded, the Grand Sultan and the harem, in that order.

Status (Su)

A branded is aware of the status of any member of the Grand Sultan's harem and any other branded within 500ft. This functions as a status spell except as noted here. The branded is finely aware of the health of each person he detects, as follows. Unharmed (100% hit points), wounded (99-50% hit points), gravely wounded (49%-25% hit points), critical (24%-1% hit points) and dying (0 to -9 hit points).

Change Size (Sp)

Twice per day, the branded can magically change a creature's size. This works just like an enlarge person or reduce person spell (the branded chooses when using the ability), except that the ability can work on the branded. A DC 22 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)

The branded's red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Change Shape (Su)

A branded can assume the form of any Small, Medium, or Large humanoid or giant.


Devoted Defender powers:
Spoiler: ShowHide


Armor Class Bonus (Ex)

The devoted defender concentrates on defense, both for herself and her charge. She receives this dodge bonus to AC as a result of that focus. This only applies when the devoted defender is protecting her charge.

Harm's Way (Ex)

Beginning at 1st level, the devoted defender may elect to place herself in the path of danger in order to protect her single charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.

Defensive Strike (Ex)

You can make an attack of opportunity against any adjacent opponent who attacks your charge in melee. You gain a +1 bonus to this attack for every two levels after 2nd.

Deflect Attack (Ex)

Beginning at 3rd level, the devoted defender can attempt to parry a melee attack against her charge. She must be within 5 feet of her charge to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when your charge would normally be hit with a melee weapon, you may make a Reflex saving throw against DC 20. (If the melee weapon has a magic bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.


Gear:
Spoiler: ShowHide


Each branded wields a scimitar+5. When the branded uses the combat expertise feat with this scimitar, the bonus to armor class gained also applies as a circumstantial bonus to saving throws. They also use mithral breastplates+5, greater cold resistance and boots of speed.
Title: Re: Beastiary
Post by: Anastasia on August 04, 2013, 06:11:43 PM
Branded Captains

Those skilled branded that distinguish themselves and are not snatched up for military service elsewhere get promoted within. They undergo decades of diplomatic, leadership and tactical training. The end result is a branded captain. They command squads of six branded and are in charge of a suite of rooms. Any assassination or other dirty pool has to be approved by the captain overseeing the area. They report to colonels that oversee several captains, who in turn report to the Grand Vizier of the palace.

Generally, branded captains oversee the defenses in battle from the middle, personally protecting targets. The branded will form a box with the harem members in the middle along with the branded captain. This allows for the captain's auras and the branded's allied defense abilities to work with each other, as well as providing several chances to deflect attacks. As the elite of the elite, they are expected to excel in everything they do in their duties.

Branded captains that impress are promoted to colonel. If the Grand Sultan is personally impressed, he may instead offer them a minor title as an opportunity to join the nobility. This is a demotion in most ways, but it opens up many opportunities for them. While most nobles treat a risen branded with haughty contempt, few underestimate the skills of one who was able to last for thousands of years in the thick of palace intrigue. Note that most branded have trouble taking this offer, as they are so blindly devoted to the Grand Sultan that leaving his service is unthinkable. Having the strength of will to take that opportunity is seen as a final test to join the nobility.


Efreet 20//Fighter 8/Devoted Defender 10/Marshal 2

Size/Type: Large Outsider (Fire)
Hit Dice: 8d10+10d12+2d8+108 (250 hp)
Initiative: +11
Speed: 20ft, fly 40ft (perfect)
Armor Class: 38 (-1 size, +5 dex, +11 natural, +1 dodge, +10 armor, +2 deflection)
Base Attack/CMB/CMD: +20/+31/51
Attack: Scimitar+37 (1d8+24 plus 1d6 fire 18-20 x2)
Full Attack: Scimitar+37/+32/+27/+22 (1d8+24 plus 1d6 fire 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Change size, heat, spell-like abilities, auras.
Special Qualities: Change shape, darkvision 60ft, immunity to fear, fire and mind-affecting, plane shift, telepathy 100ft, vulnerability to cold, branded, status, armor class bonus(+5), harm's way, defensive strike+4, deflect attack+4.
Saves: Fort +18, Ref +18, Will +15
Abilities: Str 30, Dex 23, Con 22, Int 14, Wis 17, Cha 17 
Skills: Concentration+29, Diplomacy+29, Gather Information+26, Hide+29, Intimidate+26, Knowledge(Arcana)+25, Knowledge(N&R)+25, Knowledge(Planes)+25, Listen+28, Move Silently+29, Search+25, Sense Motive+26, Spellcraft+25, Spot+28
Feats: Improved Initiative(B), Mindsight(1), Weapon Focus(Scimitar)(F1), Dodge(F2), Combat Reflexes(3), Weapon Specialization(Scimitar)(F4), Alertness(6), Mobility(F6), Melee Weapon Mastery(Slashing)(F8), Deceptive Scimitar(9), Combat Expertise(12), Improved Combat Expertise(15), Allied Defense(18), Skill Focus(Diplomacy)(M1)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect chaos, detect evil, detect good, detect law, see invisibility. At will-detect magic, produce flame, pyrotechnics, scorching ray. 3/day-invisibility, wall of fire. 1/day-grant up to three wishes (to nongenies only), gaseous form, permanent image, true seeing. Caster level 20th. The save DCs are Charisma-based.

Branded (Su)

The branded as so named for the elaborate changes that are wrought on them when they enter the Grand Sultan's service. These enchantments render the branded unable to lie to the Grand Sultan and any who act with his explicit authority. Further mental changes render the branded immune to mind-affecting and fear effects. These modifications turn off the sexuality of the branded, ensuring that the purity of the harem is maintained.

Most branded become fanatics of the highest order, completely devoted to branded, the Grand Sultan and the harem, in that order.

Status (Su)

A branded is aware of the status of any member of the Grand Sultan's harem and any other branded within 500ft. This functions as a status spell except as noted here. The branded is finely aware of the health of each person he detects, as follows. Unharmed (100% hit points), wounded (99-50% hit points), gravely wounded (49%-25% hit points), critical (24%-1% hit points) and dying (0 to -9 hit points).

Change Size (Sp)

Twice per day, the branded can magically change a creature's size. This works just like an enlarge person or reduce person spell (the branded chooses when using the ability), except that the ability can work on the branded. A DC 23 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)

The branded's red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Change Shape (Su)

A branded can assume the form of any Small, Medium, or Large humanoid or giant.


Devoted Defender powers:
Spoiler: ShowHide


Armor Class Bonus (Ex)

The devoted defender concentrates on defense, both for herself and her charge. She receives this dodge bonus to AC as a result of that focus. This only applies when the devoted defender is protecting her charge.

Harm's Way (Ex)

Beginning at 1st level, the devoted defender may elect to place herself in the path of danger in order to protect her single charge. Any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with your charge and receive the attack in his place. You must declare this before the attack roll is made. You select your charge when you roll initiative, and it is a free action to do so. You may not change your charge for the duration of that combat.

Defensive Strike (Ex)

You can make an attack of opportunity against any adjacent opponent who attacks your charge in melee. You gain a +1 bonus to this attack for every two levels after 2nd.

Deflect Attack (Ex)

Beginning at 3rd level, the devoted defender can attempt to parry a melee attack against her charge. She must be within 5 feet of her charge to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when your charge would normally be hit with a melee weapon, you may make a Reflex saving throw against DC 20. (If the melee weapon has a magic bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.


Marshal powers:
Spoiler: ShowHide


The branded projects auras as a 2nd level marshal.

Minor Auras(+3): Motivate Dexterity.
Major Auras(+1): Motivate Care.


Gear:
Spoiler: ShowHide


Each branded wields a scimitar+5. When the branded uses the combat expertise feat with this scimitar, the bonus to armor class gained also applies as a circumstantial bonus to saving throws. They also use mithral breastplates+5, greater cold resistance and boots of speed. In addition, branded captains are given black sash that grants them light fortification and a +2 deflection bonus to armor class.
Title: Re: Beastiary
Post by: Anastasia on August 24, 2013, 04:03:20 PM
Akil bin Faheem, Emir of the Flametongued and Special Diplomat of the Crimson Firebrand

Akil's story is as much about Fire and various facets of the efreeti as it is about him. He took forever since this inspired me to write, rewrite, tweak and adjust. Gah.

Fluff:
Spoiler: ShowHide


Background

Akil bin Faheem was born in the antiquity of Fire. He was one of many children of an efreeti chieftain, one of several petty kings before the establishment of the Grand Sultan's empire. The young Akil was nearly invisible by virtue of being far from the first-born. As such, he was left to develop as he saw fit. Akil was a bright and gregarious child who quickly established a comfortable position for himself amid his peers. This lead to confidence and to being noticed; soon enough Akil was placed with the adult diplomats.

Diplomacy amid the efreeti was rudimentary in those days. The act of negotiations was often merely the prelude to violence, a chance for the one side to capitulate and become little more than slaves to the other. Here Akil took to it naturally, learning to make himself strong and disguise it webs of silken words and tangling promises. In time his tribe grew greatly, conquest after conquest greatly enriching the tribe and Akil in particular. Once Akil reached his majority, he was the most influential efreet in the tribe save for his father and his eldest brother. The assassin that took his father and eldest brother's lives came soon after. This paved the way for Akil to become the next chieftain.

For several centuries Akil bin Faheem enriched himself and his tribe at the expense of any tribe that got in his way. Most were laid low by his words alone, and those that were not found Akil had a core of steely, boiling violence. Beneath his polished exterior was the nature of a killer, ready to take over when diplomacy failed. No tribe could stand against Akil's power. He established his tribe as one of the greatest within Fire, which lasted until the rise of the Crimson Firebrand.

Where the Crimson Firebrand came from is not known, but he took control of a small tribe and began winning incredible victories over much larger forces. Any tribe in his way fell with a calamitous speed before the Firebrand's advance. Akil took notice of this upstart and decided to meet him personally. A meeting was arraigned through the Mercane, who had already come to trade with the races of Fire. Akil strode into the meeting chamber. He was intent on wresting control of the conversation immediately, looking to bury the Crimson Firebrand then and there. Yet when Akil laid eyes on the young efreet, all his words shriveled and his mouth stayed closed. Instead, it was the Crimson Firebrand who took the initiative.

The Crimson Firebrand spoke of a city of basalt, obsidian and flames crowned with domes of brass. This City of Brass would be the seat of power for all efreeti and the throne of an empire that would come to dominate all of Fire. The efreeti would rise as the rightful rulers of Fire, all other races serving them as slaves. Many times Akil sought to speak, to impose his own will on the Crimson Firebrand or to do anything. But he could not. All Akil could do is listen until the end, spellbound to the core. When the Crimson Firebrand finished, Akil knew he was defeated. He could resist the Crimson Firebrand, yet he knew that he and his tribe would be overcome, ground into sparks and forgotten in the past of Fire. Instead he knelt before the Crimson Firebrand and offered his entire tribe and all his wealth, all for the honor of being an adviser to the young warlord.

Akil's tribe passed into memory, most of his tribesman becoming slave-soldiers to the Crimson Firebrand. Akil stayed at the Crimson Firebrand's side as the rest of the tribes formed the Alliance of the Bonfires and the War of the Fiery Heart began. In the course of the war Akil distinguished himself as one of the Crimson Firebrand's greatest servants. Akil lead grand armies to victory in the Crimson Firebrand's name, all while establishing alliances within and beyond Fire. He was at the Crimson Firebrand's side when the leaders of the Alliance of the Bonfires were executed, the the establishment of the City of Brass was declared and the Crimson Firebrand took the title of Grand Sultan.

For his loyal service, Akil was granted the title of emir. During the ensuing centuries, several contingents of baatezu came to explore the new-found City of Brass. It fell to Akil to deal with them. Here Akil found kindred souls more than interested in a profitable alliance; Akil had no compunctions about establishing a mutually beneficial slave trade, as his former tribesmen could attest to, while the devils found Akil's black morals suitable to their tastes. This lead to a long series of diplomatic meetings which lead to the Treaty of Flamesky. This treaty was a smashing success for both sides - a rare case of mutually beneficial evil - and secured Akil's place near the top of the Grand Sultan's court.

When the Crimson Firebrand was assassinated (an event that Akil believes to be a ruse and with some evidence to support him) and a new Grand Sultan emerged, Akil's place was briefly threatened. However, the diabolical ties Akil had cultivated gave him more than sufficient means to politically defend himself. With so many powerful devils willing to support Akil and having some sway due to the Treaty of Flamesky, his position was unassailable. This was not without a price, as since that time Akil has been seen as little more than a baatezu lapdog. He is secure in his place as one of the most powerful emirs, yet every other emir and most other nobles oppose any of his efforts to gain more power.

Akil bin Faheem deals with any and all matters relating to efreeti and devil cooperation. His long life and diabolical dealings has bestowed his name with power. Akil is a common word used in spells binding devils, particularly by those who wish to curry Hell's favor with bribes. Efreeti and efreeti trained bards invoke his names in the chant for spells such as tongues and glibness. Akil is sometimes mistaken by mortal scholars as a pit fiend or even a Duke of Hell. A few scholars also suspect he may have been the creator of the factotum's arts, though this is not a view held widely.

Appearance

Akil bin Faheem almost always smiles. He usually appears jovial, though the more perceptive notice the smile is the fake smile of a politician. He is a little over eight feet tall. While he is not flabby, he lacks the sharp definition many efreeti have. His black hair is kept short and his eyes appear as little more than chips of obsidian floating in a pool of lava. Akil favors various elaborate outfits of red and gold, all of which match with his Mantle of the Flametongued. He sometimes wears a turban, or if expecting a battle, a conical helmet; Akil prefers to go bare headed the majority of the time.

Most people, mortal or immortal, that see Akil immediately think of a politician. The wise and the holy tend to see past that, catching the slight glint of sharp teeth in that smile, the predatory gleam in his eye, the curl of his fingers towards Razalim's hilt and smell the lingering scent of brimstone around him. While it is not unheard of for an efreet to smell of brimstone naturally, the smell of it on Akil brings to mind the diabolical.

Personality

The Emir of the Flametongued is a oily-smooth man who greets all he meets with a smile. He acts to put those he is dealing with at peace, preferring to come off as a rich playboy prince. He weaves flattery with insightful metaphors and similes when he speaks, looking to dazzle conversational partners with his turn of phrase.

To those below him (and thus servants) he spares little more than commands. He never threatens with his commands and they often sound like requests. Those that do not instantly obey find themselves punished most severely; the routine punishment is for the other servants to drag the defiant one out of sight and beat them to death or disfigurement, depending on how valuable the servant is. Akil never bothers to openly show disapproval. Even if a servant or underling angers him to the point of execution, he will take their head with a pleasant smile on his face.

To those equal to him or otherwise worth his time, he engages them in civilized conversation, his veneer warm as he seems to pay attention to everything they say. He will spend hours leisurely chatting with such people, all while they luxuriate in the full flower of efreeti wealth. He prefers to listen and make reactive remarks, guiding the conversation in ways that benefit him. The purpose of this is to gather information and learn about his guests, for this is the first step of successful diplomacy. He keeps this up even with those he loathes, as knowledge is power and more power allows him to better use diplomacy to force his will onto others.

When dealing with the Grand Sultan, Lords of the Nine and other entities that outrank him, Akil is the picture of deferential grace. Nonetheless, he is not afraid to speak up when he feels it may benefit him, no matter the propriety of it. While respectful, he does not allow those above him to think him nothing more than another minion. At the same time, he is happy to offer gifts and tribute to such figures, going out of his way to do so. In all, he cultivates the air of a competent, confident and powerful prince that sees himself equal to the highest rulers. The only exception to this is to Belial and Eblis due to past incidents with them. He avoids both whenever possible and keeps his mouth shut around them.

Relations

Akil bin Faheem has never married and has no surviving family. He does have a few lovers at any one time, usually slaves that catch his eye. These women are treated well enough as befitting an efreeti prince's concubines. Akil does not grow close to any of them, using them instead to sate his various desires. Within a century he tires of each one and opts to dispose of them. Precautions are taken to ensure that no children result from his kept women. Akil has no desire for a child or a possible heir, having no interest in the distraction and viewing the child as a weakness to be exploited.

It is safe to say that Akil has many acquaintances, working partners and contacts. His basic nature and his political isolation ensues he has no real friends. He spends the majority of his time dealing with devil diplomats, and neither side is so gullible to think of friendship. Nonetheless, he has a strong working relationship with Hasalur, the pit fiend diplomat currently serving as imperial ambassador of the Ruby Division; the Ruby Division is Hell's diplomatic division dealing with Fire and the efreeti in particular. Both are masterful wordsmiths and meetings between the two involve a great deal of verbal repartee. As large amounts of formal and informal information must pass to Akil, they work together frequently. So far Akil has dominated the relationship, as Hasalur has held this post for less than a decade and is still sorting his division out. Hasalur has no interest in serious maneuvering until he has his own affairs in order.

Beyond the routine devil diplomats of the Ruby Division, Akil often entertains the nobility of Hell when they come to visit. He is familiar with several Dukes of Hell and a handful of Archdukes. In addition, Akil has met several past and current Lords of the Nine. His relations with them vary considerably but a few are of special note.

Akil's relationship with Eblis is strained. While the Fallen's status in Hell is that of an outcast, there is nonetheless need for various diabolical factions to occasionally deal with him. Akil's position as the Emir of the Flametongued means that many of these secretive communications fall to him to deliver. This is made difficult for the fact that Eblis terrifies Akil. When they first met, Akil spoke at length about Eblis' virtues, seeking to curry favor with the Fallen. Eblis merely stared at him throughout and intimidated Akil to the point that his speech faltered. Eblis turned to the Grand Sultan and made it clear that he has no time for useless sycophants; these pathetic things are best slaughtered, burned and destroyed like mortals. This left Akil with a deep-rooted fear of the Nemesis of the Heavens.

In contrast, Belial is fond of Akil. The honeyed words of the efreeti diplomat won Belial's favor and therein Akil found the downside of Belial's favor. The sheer, beautiful agony Belial gave Akil as a gift was indescribable. The sadistic and loving nature of the Lord of the Fourth utterly sickens Akil. Belial's affinity for pain is all wrong to the efreeti prince, pointless suffering that has no role in his proper politics. Akil defers any business from the Fourth Hell to underlings whenever possible as a result of this. This has not lessened Belial's fondness of the emir; throughout the years, Akil has needed to fend off several invitations to visit Phlegethos. So far Akil has managed to avoid a second meeting with Belial.

Past Fire Akil has few true allies. He is known in many courts at least in passing and has contacts with them. None are deep contacts, as he is in too deep with the devils to be seen as anything but an extension of baatezu policy.

Akil can count the Heavens as a unified enemy against him. His diplomacy has resulted in millions of slaves passing into Baator's meatgrinder and the continued tilt of Fire towards evil. His sins count beyond reckoning and have done much to further poison Fire.

Zaaman Rul, Prince of Elemental Good in Fire, considers Akil an enemy that must be overcome before Fire is purified. While he has made a few attempts to eliminate the emir, so far they have been unsuccessful. There has been a series of low level retaliations between the two sides. This is limited by Zaaman Rul's own weak base of support and Akil seeming it as a low priority. Akil claims he has little time to deal with Imix's child. In truth, he simply doesn't view Zaaman Rul as a serious threat. Zaaman Rul's defeat on the Plain of Burnt Dreams is well known to Akil, causing him to dismiss the Archomental.

Lliira finds him distasteful and orders her clergy to oppose him when his workings cross paths with hers. Lliira does not have many dealings in Fire and Akil does not directly meddle in the Prime Material often, so this conflict seldom sees direct hostilities. When it does erupt, it tends to be between powerful servants who cross paths with one another. These conflicts tend to be short, violent and lethal.

Grandfather Time holds a special enmity towards Akil, as the emir took one of his adopted grandchildren into slavery. Unfortunately, Grandfather Time's duties as a keeper of the Temporal Compact prevent him from acting. Should this limitation ever be removed, it is likely Akil will die or cease to exist altogether. Akil is not aware of this enmity.

Combat

Akil views violence as natural continuation of diplomacy. When words and flattery fail, the sword will ensure triumph. As such, Akil has no compunctions about entering combat. He is no fool and prefers to allow slaves to slay lesser threats and wear down greater threats when possible. He does not hesitate to enter into melee, trusting his considerable defenses to keep him unharmed.

Against weak opponents, Akil opts to overwhelm them with a charging, full power attack strike and using inspiration to compensate for the penalty as needed. Stragglers and those who attempt to flee are slain by blasts of emir's fire. Akil prefers to take prisoners when possible, for interrogation or slavery as fitting. The typical fate of a prisoner is sale to the baatezu, immersion into the Styx and then integration into a Blood War front line unit. As a matter of politics, Akil will not subject an efreet to this fate.

Stronger opponents result in a variable strategy. Akil prefers to rush down and quickly defeat the weakest looking opponent. Past the first round, Akil will generally aim to kill those who have the greatest ability to wound him. He relies on power attack and combat expertise in equal numbers, perfectly offset by inspiration on each attack. Each round he will shift those numbers to suit the tempo and priorities of the combat. Against foes who last against this or those Akil suspects will, he instead relies on utterdark, hellball, emir's fire and summons.

If Akil is faced with opponents he cannot defeat, is reduced to less than half his hit points or otherwise dislikes an aspect of the battle, he will escape with his plane shift racial power or a scroll of gate. Should escape be off the table, Akil goes all-in with offense and tries to defeat his opponents faster than he can be defeated. His recent acquisition of Razalim has only cemented this, as he refuses to believe he will be another victim to Razalim's curse.


Efreet 38//Factotum 10/Martial Factotum 28

Size/Type: Large Outsider (Fire)
Hit Dice: 10d8+28d10+380 (740 hp)
Initiative: +29
Speed: 60ft, fly 80ft (perfect)
Armor Class: 77 (-1 size, +10 dex, +32 natural, +16 int, +10 armor)(50% miss chance)
Base Attack/CMB/CMD: +38/+52/88
Attack: Razalim+72 (1d8+41 plus 4d6 on crit and slowed for 1 round on crit 15-20 x3)
Full Attack: Razalim+72/+67/+62/+57 (1d8+41 plus 4d6 on crit and slowed for 1 round on crit 15-20 x3)
Space/Reach: 10ft/10ft
Special Attacks: Change size, heat, spell-like abilities, emir's fire, inspiration(22/encounter), arcane dilettante(4 spells), improved cunning strike, opportunistic piety(19/day), cunning weapons.
Special Qualities: Change shape, darkvision 120ft, damage reduction 20/cold and epic, spell resistance 53, immunity to fire, resistance to cold 100*, fast healing 30*, plane shift, telepathy 200ft, vulnerability to cold, sultan's blood, cunning insight, cunning knowledge, trapfinding, improved brains over brawn, improved cunning defense, cunning move, cunning focus, cunning toughness, cunning breach, cunning dodge.
Saves: Fort +45, Ref +45, Will +43
Abilities: Str 37, Dex 31, Con 30, Int 43, Wis 27, Cha 33
Skills: Appraise+57, Bluff+81, Concentration+51, Decipher Script+57, Diplomacy+96, Disable Device+57, Forgery+57, Gather Information+81, Intimidate+81, Knowledge(Arcana)+57, Knowledge(Local: City of Brass)+57, Knowledge(N&R)+57, Knowledge(Planes)+57, Knowledge(Religion)+57, Listen+49, Perform(Act)+55, Profession(Slaver)+49, Search+57, Sense Motive+51, Sleight of Hand+67, Spot+49, Use Magic Device+51
Feats: Improved Initiative(B), Weapon Focus(Scimitar)(1), Skill Focus(Diplomacy)(3), Heat Aura(6), Heat Haze(9), Negotiator(12), Power Attack(MF3), Font of Inspiration(15), Combat Expertise(MF6), Improved Critical(Scimitar)(18), Staggering Critical(MF9), Improved Combat Expertise(21)
Epic Feats: Overwhelming Critical(MF13), Great Ability(Intelligence)(24), Devastating Critical(MF16), Heat Cloak(27), Improved Cunning Knowledge(MF19), Epic Skill Focus(Diplomacy)(30), Improved Cunning Insight(MF22), Epic Reputation(33), Epic Font of Inspiration(MF25), Searing Body(36), Dire Charge(MF28)
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-detect magic, gaseous form, greater invisibility, meteor swarm, mirage arcana, permanent image, produce flame, pyrotechnics, scorching ray, wall of fire. 3/day-grant up to three wishes (to nongenies only).

Change Size (Sp)

At will, Akil bin Faheem can magically change a creature's size. This works just like an enlarge person or reduce person spell (Akil bin Faheem chooses when using the ability), except that the ability can work on Akil bin Faheem. A DC 40 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex)

Akil bin Faheem's red-hot body deals 6d6 points of extra fire damage whenever he hits in melee, or in each round he maintains a hold when grappling.

Change Shape (Su)

Akil bin Faheem can assume the form of any Small, Medium, or Large humanoid or giant.

Emir's Fire (Su)

Akil bin Faheem can emit a tremendous blast of fire that resembles the fireballs of mages but is far superior. This is identical to the spell fireball, except that it deals 38d6 fire damage, has a save DC of 40 and has an area of a 60ft radius spread. This ability can be used at will.

Sultan's Blood (Su)

Akil bin Faheem has drank the blood of the Grand Sultan, granting him great power and authority. He is treated as divine rank 0 for the sake of effects, though he has no actual divine rank.


Factotum powers:
Spoiler: ShowHide


Inspiration (Ex)

The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough. To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level.

Cunning Insight (Ex)

Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others' turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Cunning Knowledge (Ex)

When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex)

You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).

Arcane Dilettante (Sp)

At 2nd level, you gain a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the wizard/sorcerer spell list based on your factotum level.  You can choose one spell at 2nd level, and you gain additional spells as shown on the table.  You can select any wizard/sorcerer spell up to that level, but you can only prepare one spell of your maximum level. Your caster level equals your factotum class level. The save DCs are intelligence based.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you can choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot select the same spell more than once during the same day. You must provide the material components as usual.

Brains over Brawn (Ex)

At 3rd level, you gain your intelligence bonus as a modifier on strength checks, dexterity checks, and skill checks based on strength and dexterity, such as jump, hide, move silently and so on.

Cunning Defense (Ex)

You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend one inspiration point to gain your intelligence bonus as a dodge bonus to armor class against one opponent for one round. Using this ability is a free action. You can use this ability even while using medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once per turn on a single foe.

Cunning Strike (Ex)

Starting at 4th level, you can spend 1 inspiration point to gain 1d6 sneak attack. When determining if you can SA something that has uncanny dodge, use your factotum level as your rogue level.

Opportunistic Piety (Su)

Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend.

If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modifier. The energy will also deal the same amount of damage to undead targets.

If you use this ability to turn undead, you act as a cleric of a level equal to your factotum level. No matter what your alignment, you cannot control undead—your understanding of divine magic is too rudimentary.

Cunning Move (Su)

Through pure inspiration you can manage a quick burst of magical movement. By spending 3 inspiration points you can teleport 10 feet per factotum level. Using this ability is a move action that does not provoke AoOs.


Martial Factotum powers:
Spoiler: ShowHide


Cunning Focus (Ex)

A 1st level martial factotum may apply the bonus from weapon focus to any weapon to which she is proficient with. This does not apply to any other feat.

Cunning Toughness (Ex)

At second level, a martial factotum may use her depth of martial knowledge and rudimentary spellcasting to supercharge her body with energy. As a swift action, the martial factotum can spend 2 points of inspiration to gain temporary hit points equal to her intelligence modifier plus her martial factotum plus her factotum level. These temporary hit points last for one minute.

Improved Cunning Strike (Ex)

A martial factotum that reaches 4th level that uses Cunning Strike gains 1d8 points of sneak attack damage instead of 1d6.

Cunning Breach (Ex)

This ability functions as the factotum ability of the same name, except that it costs 1 point of inspiration to use and only applies to damage reduction.

Cunning Dodge (Ex)

This ability functions as the factotum ability of the same name.

Cunning Weapons (Ex)

A martial factotum of 7th level or higher can temporarily emulate weapon properties into her own weapons. As a free action when the martial factotum declares an attack, she may apply any weapon property to her attack. This lasts until the start of the martial factotum's next turn and costs a number of inspiration points equal to the weapon's enhancement bonus cost. For example, emulating flaming would cost 1 point of inspiration, while adding holy would cost 2 points. This affects all the weapons the martial factotum uses for the duration.

Epic weapon properties cannot be emulated with this ability.

Improved Cunning Defense (Ex)

This ability functions as the factotum ability of the same name.

Improved Brains over Brawn (Ex)

A master martial factotum learns to apply her formidable intellect to how she fights. The martial factotum may use her Intelligence modifier in addition to her Strength or Dexterity modifier on weapon attack rolls and weapon damage rolls. This does not stack with the bonus to attack or damage rolls from Cunning Insight.


Gear:
Spoiler: ShowHide


Razalim

This large scimitar is an early work by Kassim of the Honored Flame. Legends say that a tongue was used as the base of the blade. There's disagreement on if it was the tongue of a charismatic red dragon, a pit fiend or both. Regardless, the tongue was tossed into a boiling vat of silver mined deep in Fire, then superheated so that the tongue and metal turned into a cloud of smoke. Kassim breathed in the smoke and blew it out, pounding it into the shape of a scimitar.

Razalim appears as one smooth piece of silver polished into the shape of a scimitar. The blade has no indents, nicks or signs of wear on it anywhere. When the blade is examined closely, light and shadows form indistinct patterns across it. These patterns are hypnotic, able to enthrall weak-willed creatures.

Razalim is a large scimitar+6. Any creature of 20 or less hit dice that views Razalim must make a DC 48 Will save or be hypnotized by the blade. Such creatures take no actions save to watch Razalim. This effect lasts as long as the creature can see Razalim or until the wielder of Razalim attacks them. During this time, anything the bearer of Razalim says is treated as a suggestion, as the spell with a save DC of 48. Creatures that succeed on the initial saving throw are immune to Razalim's hypnotic powers for 24 hours. There is no limit to the number of creatures that can be hypnotized by Razalim at any one time, so long as they can all see the scimitar. Creatures with 21 or more hit dice are not at risk of hypnosis, but must make the same Will save or be distracted by scimitar. This inflicts a -4 penalty on attack rolls against the wielder, as well as a -4 penalty to armor class against attacks with Razalim. Both types of hypnosis are mind-affecting effects.

In addition to the above powers, Razalim grants a +25 competence bonus to bluff, diplomacy, gather information and intimidation checks. Razalim counts as silver for the sake of bypassing damage reduction, but does not inflict the -1 penalty to damage that alchemical silver does.

In spite of its great power, it is said that Razalim is cursed. Akil is not the first owner of Razalim; he took it from the treasury of a fellow emir he successfully discredited and assassinated. It is said that until the destined hand holds Razalim that all who possess it will come to ruin. The truth of the matter is supported by history, as several powerful efreeti nobles and emirs have held Razalim before suffering grievous misfortune. Further, Kassim has refused to take the blade back when offered and will not speak of it.  In spite of this, various divinations have not discerned a curse on Razalim.

Akil's political position has become isolated in recent centuries. Nevertheless, he refuses to bow to a curse, believing that he is the destined hand and that his setbacks are but weaklings jealous of his powerful position and diabolical ties. He keeps Razalim on his belt at all times, constantly caressing the blade's hilt.

Mantle of the Flametongue

This mantle is golden red, woven in a repeating pattern that resembles flames. It is the symbol of Akil's office of special diplomat, a gift from the first Grand Sultan, the Crimson Firebrand, long ago. In the eons since, it has been imbued with a tremendous amount of magic to bolster the wearer. The costs of these enchantments would bankrupt entire mortal nations.

The Mantle of the Flametongue grants the following bonuses to the wearer.

* Functions as bracers of armor+10
* Functions as an amulet of natural armor+8
* Functions as a cloak of resistance+8
* Functions as a headband of intellect+12
* Functions as a belt of magnificence+6.
* Grants a +15 competence bonus to bluff, diplomacy, gather information and intimidation checks. This overlaps with the bonus from Razalim.
* Bestows a +9 luck bonus to saving throws.
* Increases the damage of the efreet burn ability by 2d6.
* Increases all modes of movement by 40ft.
* Fast healing 30.
* Resistance to cold 100.
* True seeing, always active (CL 27).
* Mind blank, always active (CL 27).
* Allows the following spells to be cast as spell-like abilities at will with a caster level of 27th: Devil's Ego, Devil's Eye, Greater Teleport, Hellfire Storm, Summon Monster 9 (Lawful Evil creatures only).
* Allows the following spell to be cast as a spell-like abilities once per day with a caster level of 27th: Hellball, Utterdark.

This mantle cannot be removed from the wearer by any means, save for the wearer willingly removing it. If the wearer is slain, the mantle may be taken. Creatures who wear the mantle besides Akil bin Faheem explode into a bonfire. They take 20d6 points of searing fire damage per round. Akin bin Faheem can call this mantle to him as a standard action. Treat this as a greater teleport effect. This ability does not function across planes. A DC 60 Use Magic Device check can fool the cloak for 24 hours and allow it to be used safely.

These enchantments have been provided by efreeti and devil spellcasters. In addition to the massive cost involved, it's said that each enchantment entailed the gift of 9,999 slaves to Baator. Each enchantment would have been enough to damn Akin bin Faheem's soul countless times over. The evil of what he did pervades this mantle, causing it to radiate overwhelming evil.

In addition, Akil bin Faheem carries several throwing daggers+9, returning on his person. He keeps scrolls of Gate and Mass Heal at hand, as well as other spell scrolls or items as appropriate.
Title: Re: Beastiary
Post by: Anastasia on September 21, 2013, 01:22:23 PM
Belial took quite awhile. This is due to several factors, one of which is that he's unpleasant to write about. I wanted to get him done for the sake of completionism. Notes as follows.

- I went with Gates of Hell having Belial be a fallen rather than a native devil. This is rather needed with GoH's fallen vs true devils politics amid the nobles of Hell. I don't view it as mattering much overall. Belial's a monstrous pervert no matter where he came from. It doesn't meaningfully impact most of his flavor. I favor the Gates of Hell version since it has more freedom to deal with the subject matter Belial represents. Enough said, I don't want to go into that subject matter.
- FC2 suggests the knowledge domain for Belial. I can see where they're coming from with it, but it feels extraneous to the core concept. I decided not to have him take that domain and instead focus on more visceral and relevant domains.
- Belial's offense centers around direct damage, stunning, disablement and domination. Being wracked with pain or entranced into being a thrall of the Lord of the Fourth is a constant danger when doing battle with him. It all tends to mix together into one repulsive whole. Pain leads to domination, domination leads to pain and both lead to a mental breakdown where one can only love Belial.
- Meanwhile, Belial's defense is all about high hit points, regeneration and immunity to non-lethal damage. Belial doesn't have the flashy defensive tricks most deities and powers have for defense, but instead he can literally take an infinite amount of pain. So long as you can't beat his damage reduction or hit him with holy magic. Of course, dealing damage to him is likely to make him stronger, since Agonized Fist enables quickened sadism and masochism.


Fallen Solar 49//Monk 49

Belial
Master of Pain and Suffering, The Dark Light
Lord of the Fourth
Symbol: An angel immersed in a lake of fire on a black background
Home Plane: Phlegethos, the 4th Hell.
Alignment: Lawful Vile
Portfolio: Pain, suffering, fire, sadism, domination, perversity
Worshipers: Sadists, torturers, deviants, pyromaniacs
Cleric Alignments: LE, LN, NE
Domains: Domination, Evil, Fire, Law, Lust, Pain, Suffering
Favored Weapon: Forever Embraced (Trident)

Size/Type: Large Outsider (Evil, Fallen, Lawful)
Divine Rank: 9
Hit Dice: 46d8+3d10+1029+49+392 (1868 hp)
Initiative: +24
Speed: 240ft, fly 400ft (perfect)
Armor Class: 102 (-1 size, +15 dex, +9 divine, +18 deflection, +24 natural, +18 wis, +9 monk)
Base Attack/CMB/CMD: +49/+67/136
Attack: Forever Embraced+81 (2d6+32 plus 2d6 axiomatic 19-20 x4)
Full Attack: Forever Embraced+81/+81/+81/+76/+71/+66 (2d6+32 plus 2d6 axiomatic 19-20 x4)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, belial's revelation, turn water 21/day, ki strike(magic, lawful, adamantine), gift of pain 11/day, agony fist 49/day(DC 62), divine blast 21/day(27d12).
Special Qualities: Damage reduction 40/anarchic, epic, good and silver, darkvision 120ft, low light vision, heatsense 90ft, immunity to acid, fire and poison, protective aura, regeneration 32, resistance to cold 30, spell resistance 64, tongues, cursed, aura of hell, divine traits, summon devils, endure fire, purity of body, wholeness of body(98 hp), abundant step, body of agony, mastery of the stunning fist, timeless body, tongue of the sun and moon, empty body, perfect self.
Saves: Fort +69, Ref +63, Will +64 (+4 vs petrification, +2 vs enchantment)
Abilities: Str 45, Dex 40, Con 52, Int 36, Wis 47, Cha 47
Skills: Balance+76, Bluff+79, Climb+78, Concentration+82, Diplomacy+79, Escape Artist+76, Gather Information+79, Heal+79, Intimidate+81, Knowledge(Arcana)+74, Knowledge(Dungeoneering)+74, Knowledge(History)+74, Knowledge(Local: Hell)+74, Knowledge(Nature)+74, Knowledge(N&R)+74, Knowledge(Planes)+74, Knowledge(Religion)+74, Listen+79, Perform(Dance)+79, Profession(Torturer)+79, Sense Motive+79, Spellcraft+74, Spot+79, Tumble+76, Use Rope+76
Feats: Dark Speech(B), Spell Focus(Enchantment)(B), Greater Spell Focus(Enchantment)(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Combat Reflexes(M2), Pain Touch(3), Ability Focus(Stunning Fist)(6), Improved Trip(M6), Empower Spell(9), Maximize Spell(12), Power Attack(15), Toughness(18), Corrupt Spell(30), Jaela's Gambit(36)
Epic Feats: Epic Spell Capacity(21), Blinding Speed(M23), Epic Spell Focus(Enchantment)(24), Improved Combat Reflexes(M26), Epic Ability Focus(Stunning Fist)(27), Improved Stunning Fist(M29), Epic Toughness(M32), Epic Trip(33), Axiomatic Strike(M35), Improved Stunning Fist(M38), Intensify Spell(39), Epic Toughness(M41), Enhance Spell(42), Epic Toughness(M44), Improved Metamagic(45), Improved Toughness(M47), Improved Metamagic(48)
Salient Divine Abilities: Agony Fist, Alter Size, Automatic Metamagic(Corrupt Spell), Control Creatures(Fallen Celestials), Divine Blast, Divine Fire Mastery, Divine Spell Focus(Enchantment), Domination Magic, Elemental Might(Fire), Extra Domain(Fire), Extra Domain(Lust), Extra Domain(Suffering), Govern the Children(Fallen Celestials), Mass Divine Blast
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Belial casts as a 42nd level cleric (caster level 49th, caster level 58th for caster level checks). The save DCs are 28 + spell level (36 +  spell level for enchantment). All of Belial's spells are automatically corrupted. His metamagic options are Empower Spell (+1), Maximize Spell (+1), Enhance Spell (+2) and Intensify Spell (+5)

[6/day]0: Cure Minor Wounds, Detect Magic, Detect Poison, Light, Resistance, Virtue
[10+1/day]1: (Angry Ache), Cure Light Woundsx2, Deathwatchx2, Divine Favorx2, Inflict Light Woundsx2, Slow Consumptionx2BoVD
[10+1/day]2: (Produce Flame), Belial's Nimbusx2SC, 1BoneblastBoVD, Cure Moderate Woundsx2, Infernal Woundx2SC, Inflict Moderate Woundsx2, Wither LimbBoVD
[9+1/day]3: (Wrack), BlindsightSC, Cure Serious Woundsx2, DarkfireSC, Flesh RipperBoVD, Inflict Serious Woundsx4
[9+1/day]4: (Wall of Fire), Cure Critical Woundsx2, Damning Darknessx2BoVD, Inflict Critical Woundsx2, Maximized Flesh Ripper, Poisonx2
[9+1/day]5: (Maximized Order's Wrath), Flame Strikex3, Morality Undonex2BoVD, Parboilx2Sand, Symbol of Painx2
[8+1/day]6: (Pox), Blade Barrier, Greater Dispel Magicx2, Healx2, Maximized Parboilx2, Thousand NeedlesBoVD
[7+1/day]7: (Enhanced Maximized Unholy Blight), Empowered Maximized Flame Strikex2, Greater Restoration, Regeneratex2, Withering PalmSC, Wretched BlightBoVD
[7+1/day]8: (True Domination), Antimagic Field, Fire Storm, Intensified Flesh Ripper, Maximized Wretched Blightx4
[7+1/day]9: (Empowered Maximized Fire Storm), Empowered Maximized Wretched Blightx2, Gate, Mass Healx2, Spread of Savageryx2BoVD
[7+1/day]10: (Belial's MercyHome), Curse of Inadequacyx2Home, Empowered Energy Drainx4, Enhanced Intensified Flesh Ripperx2
[6+1/day]11: (Empowered Enhanced Maximized Fire Storm), Mass Regeneratex3Home, Superb Dispellingx3Home
[6+1/day]12: (Enhanced Intensified Flame Strike), Empowered Enhanced Maximized Fire Stormx2, Nerve Overloadx2Home, Sensual Blessingx2Home
[6+1/day]13: (Intensified Incendiary Cloud), Darkfire Impalementx3Home, Maximized Nerve Overloadx3
[6+1/day]14: (Mass Monstrous ThrallHome), Enhanced Intensified Wretched Blightx2, Intensified Energy Drainx2, Maximized Darkfire Impalementx2
[5+1/day]15: (FirescapeHome), Empowered Maximized Darkfire Impalementx2, Enhanced Maximized Nerve Overloadx3
[5+1/day]16: (Maximized Firescape), Enhanced Maximized Darkfire Impalementx2, Mass Nerve Overloadx3Home
[2+1/day]17: (Empowered Maximized Firescape), Maximized Mass Nerve Overloadx2

1 - As Balor Nimbus

BoVD - Book of Vile Darkness
Home - Homebrew
Sand - Sandstorm
SC - Spell Compendium

Regeneration (Ex)

Belial takes normal damage from anarchic, epic, holy and silvered weapons or from spells with the good descriptor.

Cursed (Ex)

Belial has betrayed all he once stood for and has an unsettling nature about him. Belial suffers a –2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on all Intimidate checks.

Belial's Revelation (Su)

Belial can reveal the utter depths of his depravity to creatures. This revelation breaks the mind of all but the strongest, turning them into little more than shells seeking pleasure and pain. As a standard action, Belial can focus his attention on a creature within 400ft. The creature needs to be able to see or hear Belial for this power to be effective, telepathy or divine communication are sufficient for this ability. This focus reveals the full depths of Belial's twisted desires to the creature, immersing them in unspeakable fantasies.

The creature must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 61). Failure results in the creature taking 4d8 points of Intelligence, Wisdom and Charisma drain. A creature reduced to zero in any ability score by this attack results in its mind being broken by the horror. The creature is stunned for 4 rounds. Thereafter, its alignment shifts to lawful evil (if not already) and the ability drain is restored. The creature then seeks to indulge in the various vile acts it saw from the revelation, this is now its only desire and reason to exist. 

This condition can be removed in two ways. A wish or miracle spell while the creature is stunned from the revelation negates any further effects. The ability drain remains, further, this ability drain is treated as vile and must be cured on consecrated grounds. Once the creature has shifted to lawful evil, restoration is much more difficult. A wish or miracle spell can still reverse the changes, but a DC 61 caster level check is required. Alternately, a deity can negate these changes with an opposed rank check against Belial.

A creature that successfully saves against this ability is sickened for one round and suffers 4 points of Intelligence, Wisdom and Charisma damage. These changes are the result of directly assaulting the creature's spirit. As such, various protections against ability damage, ability drain, stunning, sickening or mind-affecting do not protect against this ability. Belial must succeed on an opposed rank check to affect a deity with this ability.

Aura of Hell (Ex)

The presence of Belial is so vile that it causes lesser beings to cower or pay homage to the might of his evil. All within 900 feet of Belial must succeed in a Will save(DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 61). Those who succumb to the evil Belial represents suffer one of the two following effects as determined by Belial (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of Belial. They can defend themselves normally but take no actions.
Induce Fear: Affected beings become panicked and suffer a –9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Belial makes them frightened, and they flee from him as quickly as they can.

Belail can make his servants, worshipers, beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Belial dismisses it. Other Lords of the Nine, and beings possessing divine rank equal to or greater than that of the Lord, are immune to the Aura of Hell. The Aura of Hell replaces any existing fear aura and divine aura of Belial's.

Summon Devils (Su)

Belial may summon up to 49 hit dice of devils three times per day. Alternately, he can call the same another three times per day. Finally, once per day, he may call a Duke of Hell in his service. The Duke is aware of the situation but must answer the summons.


Divine powers:
Spoiler: ShowHide


Always active-detect chaos, detect good, magic circle against good. At will-angry ache, bane, bear's endurance, bestow curse, burning hands, calm emotions, charm monster, charm person, clairaudience/clairvoyance, command, create undead, blasphemy, desecrate, dictum, dispel chaos, dispel good, dominate person, elemental swarm(fire only), energy drain, enervation, enthrall, eternity of torture, fire seeds, fire shield, fire storm, feeblemind, geas/quest, greater command, greater plane shift, greater teleport, harm, hold monster, horrid wilting, incendiary cloud, invisibility, liquid pain, magic circle against chaos, mass charm monster, mass suggestion, monstrous thrall, order's wrath, pox, produce flame, protection from chaos, protection from good, refuge, resist energy, sadism, scrying, shield of law, suggestion, summon monster 9(lawful evil only), symbol of pain, symbol of persuasion, sympathy, thousand needles, true domination, unholy aura, unholy blight, wall of fire, wave of pain, waves of exhaustion, wrack. Caster level 49th. The save DCs 47 + spell level.


Alter Reality (Su)

Belial 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 manifests in a number of ways. Belial can use limited wish when doing so can help him promote perversity, pain and suffering. Note that in the situation where Belial 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.

Inflict Wounds (Su)

Belial may cast any inflict wounds spell as a standard action. He may apply any metamagics to this that he pleases. The spell cannot be higher than ninth level.

Domain powers:

Domination: Spell focus(enchantment) as a bonus feat.
Evil: +1 caster level to evil spells.
Fire: Turn water creatures 21/day.
Law: +1 caster level to lawful spells.
Lust: 9/day as a free action gain a +24 enhancement bonus to charisma for one round. Net +5.
Pain: 9/day heal damage from successful attack against an enemy, up to 24 hp.
Suffering: Pain touch 9/day, touch attack that inflicts -2 str/dex for one minute.

Immunities: Belial is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers she 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. In addition to these, Belial is immune to effects that imprison or banish him. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

Belial does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Belial can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within nine miles of himself.

Remote Communication: As a standard action, Belial can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as a sultry, sexy whisper. In this case, anyone within earshot of the sound can hear it.

Create Items: Belial can create any wondrous item with power related to perversity or pain; the maximum is 30,000 gold.

Portfolio Sense: Belial is aware of any act of perversity, suffering or agony that involves 500 or more people.


Monk powers:
Spoiler: ShowHide


Endure Fire (Su)

Once per day as a free action when taking fire damage, the Agonized Fist may revel in the pain of the flames. They burn the monk and yet do not truly harm him. The monk may treat that occurrence of fire damage as non-lethal damage.

At 5th level and every 3 levels thereafter, the Agonized Monk gains another daily use of Endure Fire.

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.

Gift of Pain (Sp)

A 9th level Agonized Monk can use sadism or masochism once per day as a spell like ability. His caster level equals his monk level. He may choose which to cast each time he uses this ability, he is not restricted to one or the other. Non-lethal damage from Endure Fire counts as damage for masochism.

At 13th level and every four levels thereafter, the Agonized Monk gains another daily use of sadism or masochism.

At 14th level, the Agonized Monk may use this ability as a swift action.

Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Body of Agony (Ex)

At 13th level, an Agonized Monk becomes immune to non-lethal damage of all types. They still feel pain from this damage and take superficial injuries, but no true damage is done. Non-lethal damage from Endure Fire still counts for the sake of masochism, even though the Agonized Monk takes no damage.

Master of the Stunning Fist (Ex)

Your mastery of the art of the stunning fist lets you weave it into your blows like an artist painting a canvas. You may designate any number of attacks in a round as stunning fist attempts. Each one consumes a daily use of stunning fist as usual. You may only use target an individual creature once per round with stunning fist, however.

Timeless Body (Ex)

Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.

Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self (Ex)

At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.


Gear:
Spoiler: ShowHide


Forever Embraced

The origins of Forever Embraced are unclear. Belial favored unarmed strikes before his fall and did not carry a trident, nor did he carry one in his time in Hell before the overthrow of Adrammelek. It appeared soon after Belial's rise to Lord of the Fourth. Details remain elusive, as Belial and his servants seem to mistake anyone asking about it as demanding they experience the lovely torments of Phlegethos. As such, only speculation exists to the origins of Forever Embraced.

It is generally accepted that Forever Embraced being made of hellforge iron is meaningful. Adrammelek was banished for bringing the taint of chaos to Phlegethos, leading to speculation that the trident represents Belial's dedication to order. In particular, hellforge iron weapons excel at demonslaying. While a practical choice for many devils embroiled in the Blood War, there is relatively little need for Belial to have such a weapon. This has caused many scholars of Hellish affairs to assume that it is a direct statement against the failures of the previous Lord of the Fourth.

Forever Embraced is a hellforge iron trident covered in sharp hooks. It is coated in Belial's dried blood, as the trident is capable of piercing his flesh. Belial regularly caresses Forever Embraced as well as rubbing it all over his body. It is a large hellforge iron trident+7, keen and returning. It has a x4 critical hit multiplier (x7 against demons) and a range increment of 40ft. The trident can be used for flurry of blows, to deliver stunning fist/agony fist attacks and any other special monk abilities that require unarmed strikes.

Any wound from Forever Embraced does not heal properly. The injury heals and the wound vanishes, yet the pain does not fade. It instead intensifies into an eternal ache that torments Belial's victim. A creature wounded by Forever Embraced that thereafter heals the damage (the means of healing is irrelevant) must make a DC 55 Fortitude save. Success allows the pain of the wound to fade and spares the creature further suffering. Failure results in intense pain in the healed wounds. This pain is permanent, constant and unrelenting, inflicting a -4 penalty to attack rolls, armor class and saving throws. This stacks with the penalty from Agony Fist, as well further injures from Forever Embraced. Creatures immune to pain or that do not feel pain are immune to this ability. A wish or miracle spell that succeeds on a DC 55 caster level check can end this pain, as can a deity who succeeds on an opposed rank check against Belial.

As a side effect of Belial's own masochistic tendencies, Forever Embraced has gained the ability to inflict lethal damage to the Lord of the Fourth. Injuries from Forever Embraced count as lethal damage to Belial, these overcome his regeneration and damage reduction.

Belial carries no other gear with him, preferring to go unclad or in exotic outfits. He tends to neglect his defenses as he wants to feel pain. Nonetheless, he does have a great deal of treasure to draw on as a Lord of the Nine. He'll draw on it for particularly interesting challenges or against opponents that intrigue him.


Custom Material:
Spoiler: ShowHide


Darkfire Impalement
Evocation [Fire]
Level: Clr 13
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 50ft cube
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You invoke the essence of darkfire, causing the area to be filled with needles made of solid darkfire. All creatures within the area of effect take 35d6 points of fire damage.

Darkfire is invisible to normal sight. Creatures who are currently seeing with darkvision, have the ability to see in darkness(such as devils) or are under true seeing can see the darkfire. Creatures who cannot see the darkfire suffer a -4 penalty to the Reflex save and lose the benefit of evasion and improved evasion, if they have those abilities.

Firescape
Evocation/Abjuration [Fire]
Level: Sor/Wiz 15, Fire 15
Components: V, S, M/DF
Casting Time: 10 minutes
Range: Anywhere within the area to be warded
Area: Up to 200 square ft/level (S)
Duration: 1 day/level (D)
Saving Throw: See text
Spell Resistance: No

This spell is used to ward strongholds for creatures native to fiery climates. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

Heat

The entire warded area is superheated. This heat is pleasant to creatures native to fiery climates such as fire elementals and devils. Any creature not immune to fire takes 25d6 points of fire damage per round within the area. The warded building is not affected by this heat, nor are items carried by creatures immune to fire.

Airless

The tremendous heat consumes oxygen fast, making it impossible for creatures that are not of fire to breathe. Creatures that are not immune to fire cannot breathe within the warded area. They risk suffocation as normal for a lack of oxygen. Creatures immune to fire find it easy to breathe and suffer no difficulties.

Water and Cold Repellant

Creatures with the water or cold subtypes find it difficult to enter the warded area. They must succeed on a Will save to do so. A creature that fails this save may not enter the warded area for 24 hours. A creature that succeeds on the save may enter as it pleases for 24 hours.

Water and Cold Suppression

Spells and spell-like abilities with the water or cold descriptors are almost impossible to cast within. A Spellcraft check (DC 60) is required to successfully cast those spells within the warded area. Even if the spell is successfully cast, it suffers a -5 penalty to caster level. A spell reduced to a caster level of zero or lower fizzles.

Dimensional Locking

In addition to the above defenses, the entire area is treated as being under a dimensional lock spell.

The entire warded area radiates overwhelming evocation and abjuration. The effects are resistant to most dispelling magic, requiring superb dispelling or greater to remove. A successful superb dispelling brings down the entire ward.

Material Components

A hunk of brimstone, a silver rod and a burning fire.

Mass Monstrous Thrall
Enchantment (Compulsion) [Mind-Affecting]
Level: Domination 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level; no two of which can be more than 100ft apart
Duration: Permanent
Saving Throw: Will negates; see text
Spell Resistance Yes

This spell functions as monstrous thrall except as noted here. The penalty to Will saves is increased to -8. This spell penetrates defensive spells and spell-like abilities of 12th level or lower, such as protection from evil and mind blank. A creature protected must still save, but they do not suffer the -8 penalty. Such spells do not suppress the domination once established. Your control of dominated creatures extends across planes.

Mass Nerve Overload
Transmutation
Level: Clr 16
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level; no two of which can be more than 50ft apart
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance

This spell functions as nerve overload, except that it can deal a maximum of 45d8 damage.

Nerve Overload
Transmutation
Level: Clr 12
Components: V
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You utter a fervent prayer that cause the target's nerves to go berserk. This causes unbelievable pain to the target, dealing 1d8 points of damage per caster level (maximum 30d8) and stunning them for 4 rounds. A successful Fortitude save negates the stunning but does not reduce the damage taken. Creatures without nerves or who do not feel pain are immune to this spell.

Epic Trip [Epic]
Prerequisite: Improved Trip, str 23
Benefit: You gain a +6 bonus on the CMB check you make to trip your opponent, as well as a +6 bonus to CMD to resist being tripped. This stacks with the bonus from Improved Trip. When you deal damage to a creature you tripped with your extra attack from Improved Trip, they must make a Fortitude save (DC 10 + 1/2 hit dice + strength modifier) or be unable to move or rise from being prone for one round. They may still act otherwise.

AGONY FIST
Prerequisite: Pain Domain, Stunning Fist, Pain Touch, Improved Stunning Fist, wis 37
Benefit: The merest touch from Belial can inspire overwhelming pain. When Belial successfully stuns an opponent with Stunning Fist, they are stunned for four rounds and then nauseated for four rounds. These effects bypass normal protections against stunning. Only creatures that cannot feel pain are immune to the stunning caused by Agony Fist. In addition, the target is forevermore wracked with pains after the stunning and nausea passes. They suffer a -4 penalty to attack rolls, armor class and saving throws. This penalty is permanent unless reversed by a wish or miracle spell that succeeds on a DC 62 caster level check, a deity who succeeds on an opposed rank check against Belial or by Belial willingly ending the pain. This ability replaces the stunning and nausea from stunning fist and pain touch.

DOMINATION MAGIC
Prerequisite: Domination domain, Divine Spell Focus(Enchantment), cha 35
Benefit: Belial's magic causes incredible pain that breaks the mind and makes creatures serve him. Any creature that suffers damage from Belial's spells or spell-like abilities must make a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank + Spell Focus(Enchantment) feats/SDA bonuses; DC 68) or fall under Belial's influence. Such creatures are controlled completely by Belial, this lasts until the end of Belial's next turn. Until that time, the creature acts as Belial sees fit and cannot resist. Directing the creature is automatic for Belial and does not count as an action. Should Belial spend his next turn focusing on the bond (a full round action), the duration of this domination becomes permanent. Such domination may only be removed by a wish or miracle spell that succeeds on a DC 68 caster level check, a deity who succeeds on an opposed rank check against Belial or by Belial willingly releasing the domination. Belial can keep a maximum of four creatures permanently dominated (temporary dominations do not count) in this fashion. Should he dominate a fifth, the creature who has been dominated the longest is freed of the effect. This is a mind-affecting, compulsion ability.

Title: Re: Beastiary
Post by: Anastasia on October 09, 2013, 03:13:02 AM
Levistus. He's an interesting fellow, but let's face it. He's not getting out unless he's the absolute focus of a campaign. For all his power as a Lord of the Nine, there's no reason to bother stating him out. So I cheated. His aspect has gone rogue in the way only the aspect of a deity of betrayal could. While the aspect is no match for the true Levistus, he is a powerful and active force for lawful evil outside of Hell.

The Levistus here is based on the FC2's portrayal. There are aspects of the Gates of Hell's Leviathan in play, but this aspect is primarily the devil duelist presented in the the canon material. I really like both the FC2's and GoH's takes on Levistus/Leviathan. I leave open the possibility that the true Levistus is different from this rogue aspect, as the aspect has had eons to grow into a unique being. Notes are as follows.

- Levistus's FC2 domains are Cold, Evil, Trickery and War. I retained Cold and swapped Trickery for Treachery. I view Trickery for Treachery to be merely refining the type of trickery Levistus favors. The one I don't get is War. Yeah, Levistus is a betraying son of a bitch, but he's not really a warmonger. He's a backstabber, a betrayer. War feels like jamming him into an SRD domain that doesn't quite fit on inspection. Bel's someone who should have the War domain, as is Tempus and Red Knight. Levistus isn't. The rest of his domains were chosen based on the flavor synthesis from the FC2 and GoH versions.
- Levistus settles for being an excellent defensive dueler. Fighting him is a battle of attrition. He won't score a lot of hits against a worthy foe, but his strikes will count for a hell of a lot. Ability damage, negative levels and bad status on critical hits all lead to a slow path to victory. His style resembles the Styx eroding the memories from a creature that falls in. Each strike takes something from the victim. Otherwise he makes a good boss type with SLAs, summons and a few other tricks. But he's not an offensive juggernaut and isn't going to win most battles quickly.
- Conversely, if he ever gets the psionics of the true Levistus, he'll go way up on the power scale. He'd be a 36th level psion(telepath) if that happens. The attack bonuses alone would make him much nastier, let alone all the other tricks he can pull out.
- The true Levistus gets psion manifesting from his racial hit dice. It's 9/10 progression per ten levels. The manifesting the aspect might gain may not precisely match what the true Levistus has.


Note: The creature described here is a renegade aspect of Levistus. The true Levistus is locked away in Stygia and beyond the reach of any, save Asmodeus. The deity information block refers to the true Levistus while the stats after refer to the renegade aspect.

Fluff:
Spoiler: ShowHide


Background

Avatars and aspects are an extension of a deity's will, used to interact with lesser creatures and travel in the mortal world. They do not possess free will, yet this rule has been broken by Levistus. Levistus's aspect has taken on a life of his own and now works to his own ends; indeed, he now conspires against the imprisoned Lord of the Fifth.

When Levistus was sealed away by Asmodeus, he had an aspect attending to business within Carceri. The sealing severed the connection between aspect and master, which rendered the aspect nothing more than a mindless shell. It should have immediately returned to Levistus and been imprisoned with the Prince of Stygia. Instead, the aspect was pulled back by Carceri at the same time as the seal attempted to return him.  The prison plane would not relinquish a chance to capture a prime inmate. Yet as the two inexorable forces fought over the aspect, the impossible happened. The aspect, which by all rights should have been reduced to a mindless shell, acted of its own will and betrayed both. It opened a portal and escaped, eluding both forces.

The aspect, which calls itself Levistus and will be referred to as such from hereon, was now fully aware. He was no longer connected to the true Levistus and only a shadow of the might of the Prince of Stygia. Nevertheless, he was still a powerful being and capable of growing stronger. He has all the memories of Levistus, and while he did not believe himself the true Levistus, was not in the least bit disturbed by that.  His connection to Levistus was gone, only leaving the memories of the Lord of the Fifth and fragments of his divine might.

In the aftermath of this, Levistus was furious. Yet the main target of his anger was not Asmodeus, who had sealed the true Levistus away. His fury was not directed to the other Lords of the Nine, who had worked against him time and time again, nor was it aimed at the lesser peerages of Hell. His wrath was focused on the true Levistus. The fool's murder of Bensozia had cost the true Levistus everything, a foolhardy betrayal of Hell's order. He would have revenge on not just Hell, but the blundering idiot now imprisoned within Stygia.

To enact his revenge, Levistus realized that he needed power, both external and internal. He first focused on his own abilities, spending time in a place no devil would willingly choose to live in - Limbo. There he spend years training and progressed from a mere student of dueling to a grand master. His improvement was swift, perhaps fueled by the betrayal against his own diabolical nature. He then went on to travel the planes. Levistus established bases, obtained treasures and gained allies that he always betrayed in the end.

Levistus's allies are bewitched by sweet words and agreeable promises, all before being betrayed and subjected to devour mind. The same pattern emerged countless time over the eons, a secret trail of back-stabs left in his wake. Each one follows the familiar story arc of a riches to ruin tragedy. His new ally would prosper greatly with Levistus's aid, all before being betrayed near the zenith of success. Levistus uses the carefully nurtured hubris of the ally to effectively betray him, trapping the ally in a situation where a duel with Levistus is the only option. This climatic duel ends with the defeat of the ally and Levistus devouring the ally's mind.

Recently, Levistus has cemented his power base enough to begin the next phase of his plan. He has traveled about Creation as a dashing gentleman devil, set on spreading the worship of Levistus. Not the true Levistus, but his own worship. Each stop has resulted in the birth of a new cult of Levistus. His goal steadily gain worship, in time he believes that worship to the true Levistus will come to him instead. He will become a deity able to carve his own desires in Creation. As he is already divine, he is confident that Ao will not accurse him as a hunefer. After all, he will be receiving worship directed to legitimate power.

Levistus believes that once he becomes a deity and obtains all of the true Levistus's worship, that the imprisoned fool will be forever forgotten within Stygia. He will be yet another forgotten and tormented soul within the Styx. This will be his ultimate revenge on the fool that threw away his freedom and it will set the stage for his triumph over the rest of Hell. His worship will rise and he will have the power to defy Asmodeus. Once he does, he will remove his banishment from Hell, storm the pit and devour the minds of the Lords of the Nine one by one. With the memories of the first eight Lords and his own power, not even Asmodeus will be able to stop him. He will devour the mind of the Lord of the Ninth and become the supreme king of Hell.

This plan has shown early promise. Worship has allowed Levistus to regain the domains and spell-like abilities of the Lord of the Fifth, as well as part of the true Levistus's psionic power. Levistus eagerly awaits the day where his dreams become reality.

Appearance

Levistus is the dapper image of a dashing gentleman. His coal black hair is slicked back and he wears blue and white finery. He has matching black eyes and a neatly trimmed goatee. A sheathed rapier is always at his belt. He finishes his outfits with large, feathered hats. He makes a point not to wear jewelry beyond a single (non-magical) signet ring, as he believes jewelry doesn't match the image he prefers to cultivate. This changes when Levistus expects battle; in those cases, he wears enough enchanted jewelry, clothing and equipment to resemble a remarkably prosperous and powerful adventurer.

Those who study Levistus's appearance for a long time or who are exceptionally observant may notice that his teeth resemble those of sharks. Those that notice that find that Levistus appears far more menacing. He brings to mind a shark on the hunt and his words have ill portends. Mortals find this distracting to the point of forgetting everything else that is going on. Greater creatures can endure this, but still find the knowledge weighs heavily on them. It constantly comes to mind, disrupting thought and causing promising trains of thought to be lost.

Personality

Levistus is a charming fellow. He is refined and has excellent manners, coming off as a learned gentleman of action. He engages people in conversation around his exploits, telling riveting tales of his own derring-do. These tales entertain and enthrall, allowing the listener to forget everything and lose themselves in a story. Afterwards, he works them smoothly, making friends and impressing the ladies. The last in particular, for he well enjoys their company.

Beneath this polished facade lies a predator. Levistus rarely tips his hand towards this, instead working his wiles on his prey. For at heart he desires nothing more than to rip the memories from all he meets and devour them. He is a hopeless glutton of the mind. Levistus sees others as resources to be exploited and then consumed, even when it would be in his better interests otherwise. He has repeatedly hurt his own cause by consuming valuable allies, ones who would be more useful intact.

Relations

It is obvious that Levistus has no immediate family. He does not consider the true Levistus as a parental figure nor does he have any need for such, coming into his new life fully mature. However, his love of women has resulted in myriad half-fiend children left in his wake. These children are noted for fish-like features, an affinity for cold and a gluttonous nature. Levistus pays little mind to them, usually gone before they are born. He has underlings keep loose tabs on them; he expects them to betray him, as it's only natural, and this is acceptable so long as they don't turn towards good. Those that do are mercilessly exterminated by a Levistus lead strike force. He does not risk escalation by sending weaker servants, instead he relies on a single, irresistible strike that is meant to annihilate the wayward child.

Levistus is generally unknown to the nobles of Hell. Bel is aware of him from before his rise to Lord of the First, but has no interest in dealing with him. There is only one fate for traitors to Baator's military machine; however, he has kept this knowledge to himself. He has loose plans to frame an enemy with connections to this Levistus at the right time, the knowledge is hoarded as a trump card. With Levistus's reputation as a traitor, the proper framing can make a connection damning indeed. Levistus knows that Bel knows, and has properly deduced the reasons why Bel has not informed the rest of Hell. Levistus made several new strongholds across the planes after this realization, to ensure safe retreat is available should he be used as a scapegoat.

Beyond that, only Asmodeus knows of Levistus. He felt and saw the aspect tear away, as it was his power that imprisoned the true Levistus. This was the rarest of rare things for the Lord of the Ninth, a genuinely unanticipated event. He has intensely watched Levistus since then. Levistus's growth into a being separate from the true Levistus intrigues the Lord of the Ninth, while his desire to seek revenge against the true Levistus delights and amuses Asmodeus. He has allowed Levistus to exist on these grounds. While there are a few reasons to be cautious of the aspect, Asmodeus has woven him into his plans. Many of Levistus's adventures have been subtly influenced by Asmodeus, using him as a powerful agent to advance lawful evil. The Lord of the Ninth considers him an unofficial Archduke of Hell in this capacity.

Past this, Levistus has few allies or enemies. Those he deals with are inevitably subjected to devour mind and he chooses his targets carefully. He is relatively unknown and makes an effort to stay that way for now. Still, a few entities have quiet ties to the renegade aspect.

Levistus has made peaceful contact with Olhydra, Prince of Elemental Evil in Water. The two have little use for one another, as Olhydra prefers demons. Nonetheless the two maintain polite diplomacy so they can stay out of each other's way on Water. In return for Olhydra's tolerance, Levistus has taught the Archomental several diabolical secrets centered around the Styx. Conversely, Ben-Hadar is not aware of Levistus. Istishia does know of Levistus; when Levistus first set up a lair within Water, a primal water elemental came to greet him and serve at Istishia's behest. It is an unhidden spy protected from Levistus's devour mind, yet Levistus can do nothing about it. To dismiss or slay it would be an insult to the Water Lord, one he can ill afford.

Combat

Levistus only fights when it is to his advantage. His entire life has been defined from his separation from the power of the true Levistus, so he only risks combat under carefully set conditions. This is routinely a duel against a single opponent. His strategy is simple. He engages his enemy head on in an honorable, face to face sword duel, trading full attacks. He fights defensively to gain a massive bonus to armor class, relying on that to keep him unharmed. His blows are not the most accurate, but they weaken, disable and ultimately erode the target to total defeat. Fighting Levistus in a duel is much like fighting the Styx, with each blow sapping away some of the opponent's vigor.

Against duelists that are outmatched, Levistus attempts elaborate combat maneuvers to impress any bystanders. He will do these even if fighting alone, for her greatly enjoys playing the role of a swashbuckler. Disarms, trips and dirty tricks are all employed. Many of these provoke attacks of opportunity, but with his defenses, he sees it as another chance to elegantly parry his opponent's strikes. He draws these battles out long enough to assert his complete superiority before finishing his foe off.

When facing an opponent that can match him, Levistus takes the fight seriously. He goes full defense and is content to settle in for a long battle. These instances are rare and he savors them to the utmost. He tries to encourage his opponent to match him in wild feints, insane maneuvers and acrobatic combat. Should Levistus be reduced to less than half his hit points, be clearly losing the duel or should it go reach a long stalemate, Levistus dips into his spell-like abilities. He is not so honorable as to risk actual defeat and will use his spell-like abilities, summon devils and use all his powers should a duel turn against him.

Should Levistus be forced to battle on terms not of his own choosing, he is a vicious duelist who holds nothing back. He prepares before battles by casting unholy aura, shield of law and mind blank. Generally, he will have a few scrolls with powerful spells to further boost his attack ability. If he has time before the battle, he will call Amea, a 30 hit dice gelugon summoner who serves him, as well as a 10 hit dice erinyes. The erinyes summons 20 lemures as fodder (Levistus's presence is sufficient to ensure the summon succeeds and has the maximum result) while Amea summons more devils then invokes various summoning spells. Meanwhile, Levistus casts elemental swarm each round, garnering large water elementals to aid and establishing the possibility of free reinforcements later. This lasts until the battle is joined.

At this point Levistus stays back, flinging his horrid wilting, acid fog and summon monster 9 spell-like abilities. Amea continues to summon while his servants whittle down the forces against Levistus. Levistus holds nothing back and will summon further as needed. He engages in melee only as a last resort. While he is good at holding his own, an enemy able to forcefully lay a hand on him in this situation means his plans have gone gravely awry.


Levistus
Prince of Stygia, Traitor of Stygia
Lord of the Fifth
Symbol: A black cauldron filled with chunks of ice
Home Plane: Stygia, the 5th Hell
Alignment: Axiomatic Vile
Portfolio: Amnesia, water, betrayal, mind, consumption
Worshipers: Betrayers, traitors, duelists, telepaths, gluttons
Cleric Alignments: LE, LN, NE
Domains: Cold, Evil, Gluttony, Law, Mind, Treachery, Water
Favored Weapon: Stygian Rapier (Rapier)

Aspect of Levistus

Devil 40//Swashbuckler 6/Rogue (Feat Variant) 4/Duelist 30

Size/Type: Medium Outsider (Evil, Lawful, Psionic)
Divine Rank: 0
Hit Dice: 36d10+4d8+440 (832 hp)
Initiative: +33
Speed: 60ft, fly 200ft (perfect), swim 100ft
Armor Class: 82 (+15 dex, +15 natural, +13 deflection, +15 int, +2 dodge, +12 armor)
Base Attack/CMB/CMD: +40/+51/96
Attack: Stygian Rapier+61 (1d6+35 plus 3d6 unholy and 1 negative level (9d6 and 3 negative levels on crit) plus 2 wis plus 7d6 precise strike plus 2 str on precise strike plus 1d6 deadly strike plus 4d6 on critical hit plus slow 3 rounds on critical hit plus confusion 3 rounds on critical hit (DC 41) 15-20 x3)
Full Attack: Stygian Rapier+61/+56/+51/+46 (1d6+35 plus 3d6 unholy and 1 negative level (9d6 and 3 negative levels on crit) plus 2 wis plus 7d6 precise strike plus 2 str on precise strike plus 1d6 deadly strike plus 4d6 on critical hit plus slow 3 rounds on critical hit plus confusion 3 rounds on critical hit (DC 41) 15-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, devour mind, aura of hell, insightful strike, precise strike+7d6, crippling strike.
Special Qualities: Damage reduction 30/anarchic, epic, good and silver, immunity to cold, fire and poison, resistance to acid 30, spell resistance 55, see in darkness, summon devils, telepathy 500ft, banishment, psionic, divine traits, grace+10, trapfinding, evasion, trapsense+1, uncanny dodge, enhanced mobility, acrobatic charge, improved reaction+10, canny defense, elaborate parry, superior mobility.
Saves: Fort +42, Ref +65, Will +41
Abilities: Str 32, Dex 41, Con 33, Int 40, Wis 31, Cha 36 
Skills: Appraise+58, Balance+58, Bluff+58, Diplomacy+58, Climb+54, Disable Device+58, Escape Artist+58, Forgery+58, Gather Information+56, Hide+58, Intimidate+56, Knowledge(Arcana)+58, Knowledge(Nature)+58, Knowledge(N&R)+58, Knowledge(Planes)+58, Knowledge(Psionics)+58, Knowledge(Religion)+58, Move Silently+58, Listen+53, Perform(Dance)+56, Perform(Oratory)+56, Sense Motive+55, Spellcraft+58, Spot+53, Swim+54, Tumble+58, Use Magic Device+56, Use Rope+58
Feats: Dark Speech(B), Mindsight(1), Weapon Finesse(S1), Deadly Defense(3), Dodge(6), Mobility(R1), Einhander(R2), Combat Expertise(9), Improved Feint(R4), Improved Critical(Rapier)(12), Power Attack(15), Staggering Critical(18), Deflect Arrows(D9), Weapon Focus(Rapier)(21), Improved Disarm(33), Improved Initiative(36)
Epic Feats: Overwhelming Critical(D13), Epic Reflexes(24), Devastating Critical(D16), Improved Weapon Finesse(27), Exceptional Deflection(D19), Stygian Critical(30), Infinite Deflection(D22), Spell Parry(D25), Superior Initiative(D28), Improved Precise Strike(39)
Salient Divine Abilities: -
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect chaos, detect good. At will-acid fog, bestow curse, bite of the king, blasphemy, brain spider, calm emotions, chill metal, chill touch, comprehend languages, cone of cold, control water, control weather, create food and water, create undead, death knell, desecrate, detect thoughts, dictum, discern lies, dispel chaos, dispel good, fog cloud, eagle's splendor, elemental swarm(water only), eyebite, glibness, goodberry, greater plane shift, greater teleport, heroes feast, hold monster, horrid wilting, ice storm, imprisonment, lesser telepathic bond, magic circle against chaos, magic circle against good, magic jar, mind blank, obedient avalanche, obscuring mist, order's wrath, polar ray, probe thoughts, protection from chaos, protection from good, shield of law, sleet storm, stone to flesh, summon monster 9(lawful evil only), superior dispelling, symbol of persuasion, telepathic bond, trap the soul, undetectable alignment, unholy aura, unholy blight, vampiric touch, vortex of teeth, wall of ice, water breathing, weird. 1/day-wish. Caster level 40th. The save DCs are 33 + spell level.

Psionic (Ex)

Levistus has some fragments of psionic powers from the true Levistus. He is treated as a psionic character and has a power point reserve equal to a 36th level psion. However, he does not currently have any psionic abilities.

Banishment (Ex)

As a result of the true Levistus being imprisoned with Stygia and his own unusual means of awakening, Levistus cannot enter Hell by any means. This is similar to the banishment certain outcast devils and Archdukes of Hell suffer from.

Devour Mind (Su)

Levistus is able to consume the mind and knowledge of defeated foes. He may place his hands on the head of a helpless character as a full round action. This provokes attacks of opportunity, a successful one that deals damage to Levistus interrupts Devour Mind and ruins the attempt. Otherwise, the target must make a DC 48 Will save; the target may take this save even if being helpless would normally render them unable to. A target that succeeds on this save takes 2d6 points of Intelligence damage from mental trauma. If this damage reduces the target to zero Intelligence, they are treated as having failed the save. A creature that succeeds on the save and is not reduced to zero Intelligence is immune to Devour Mind for 24 hours.

A target that fails this save has its memories taken by Levistus. Levistus gains every memory the creature had in perfect clarity and can draw on them at will. In addition, stealing memories invigorates Levistus. He heals 5 hit points per hit die of the target. The target is left an amnesiac shell, reduced to mental childhood. These memories can only be regained in one of three ways.

Levistus may choose to give the memories back. This is a free action for him. If he does, he loses all of the target's memories and the target regains them and recovers in one round. A wish or miracle spell can restore the memories, though it requires a DC 48 caster level check. If this is successful, Levistus loses the memories but is aware of who regained them and who cast the spell to seize them. Finally, a deity can restore the memories by an opposed rank check against Levistus. In this case, Levistus loses the memories but does not know which deity took them back.

A target shorn of memories loses all knowledge and is little more than a child. It must learn how to do everything all over again. Such creatures develop as normal, save for a marked tendency towards lawful evil actions. They retain any class levels and hit dice they had but may need to relearn how to use various powers they possess.

Mindless creature are immune to this ability, as are deities of rank 1 or higher. Any creature immune to the effects of the Styx is also immune to this ability; however, creatures that serve Levistus may find this immunity to unexpectedly fail. There is a single exception to this rule; Lords of the Nine, Archdukes and Dukes of Hell are not immune to Devour Mind. If the devil has divine rank, they are allowed an opposed rank check to negate this ability. Levistus gains a +5 bonus to that rank check and his target does not gain any strata bonuses against him. The cause of this exception is unclear. Levistus believes it will be a key part of his revenge, while the few others who know of it suspect it has to do with Levistus's role as a traitor.

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

Aura of Hell (Ex)

The presence of Levistus is so vile that he causes lesser beings to cower or pay homage to the might of his evil. All within 900 feet of Levistus must succeed in a Will save (DC 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 43). Those who succumb to the evil Levistus represents suffer one of the two following effects as determined by him (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of Levistus. They can defend themselves normally but take no actions.
Induce Fear: Affected beings become panicked and suffer a –9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Levistus makes them frightened, and they flee from him as quickly as they can.

Levistus can make his servants, worshipers, beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Levistus dismisses it. Other Lords of the Nine, and beings possessing divine rank equal to or greater than that of Levistus, are immune to the Aura of Hell.

Summon Devils (Su)

Levistus may summon up to 40 hit dice of devils three times per day. Alternately, he can call the same another three times per day.

Domains (Ex)

The aspect of Levistus has managed to tap into some of the divine power of the true Levistus. He gains access to the domain powers and the spell-like abilities of his domains. These function as a deity's.

Cold: Turn fire creatures 16/day.
Evil: +1 caster level to evil spells.
Gluttony: Free action to increase size as if by enlarge person, up to 20 rounds/day.
Law: +1 caster level to lawful spells.
Mind: +2 bonus to bluff, diplomacy and sense motive.
Treachery: 1/day deal an extra 10d6 sneak attack damage to a flatfooted target.
Water: Turn fire creatures 16/day.


Swashbuckler powers:
Spoiler: ShowHide


Grace (Ex)

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

Insightful Strike (Ex)

At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.


Rogue powers:
Spoiler: ShowHide


Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she 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 the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her 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 to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.


Duelist powers:
Spoiler: ShowHide


Enhanced Mobility (Ex)

When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Acrobatic Charge (Ex)

A duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Improved Reaction (Ex)

At 2nd level, a duelist gains a +2 bonus on initiative checks.

At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Canny Defense (Ex)

When not wearing armor or using a shield, a duelist adds her Intelligence bonus (if any) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Grace (Ex)

At 4th level, a duelist gains an additional +1 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

This bonus increases to +2 at 7th level and +3 at 10th level. If you possess the grace class feature from swashbuckler, the bonuses stack. Add them together to determine your total competence bonus to Reflex saves.

Precise Strike (Ex)

At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.

Crippling Strike (Ex)

This ability functions as the rogue special ability of the same name, except that it applies to precise strike.

Elaborate Parry (Ex)

At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Deflect Arrows

At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

Superior Mobility (Ex)

When wearing no armor and not using a shield, a duelist does not provoke attacks of opportunity for moving. She can enter and leave threatened squares without risk.


Gear:
Spoiler: ShowHide


Stygian Rapier

This rapier is a replica of a weapon owned by the true Levistus. It does not have the potency of that weapon, but it is nonetheless a powerful blade. It is a rapier+5, unholy power. The blade is made of stygian ice, but it is far superior than normal specimens of it. This rapier does not melt in temperatures above freezing and has no risk of taking damage on a successful attack. The Wisdom (or Constitution) damage is automatic rather than requiring a save DC.

Levistus has a great deal of treasure beyond this. He has collected it from victims of his betrayals and uses much of it. He wears bracers of armor+12 and his finery is enchanted to give a +5 bonus to Reflex saves. He carries a dagger+6, icy blast that also functions as a greater rod of metamagic, piercing cold as well as a bag of holding with an extensive selection of scrolls centered around healing. He has a great deal of other treasure he can draw on as situations warrant. Unlike some powerful entities, Levistus does not hesitate to use any and all of it to the extreme. Being cut off from true power has sharpened his survival instincts to a razor edge.


Custom Material: [spoiler]

Stygian Critical [Epic]
Prerequisites: Overwhelming Critical, Staggering Critical, str 23
Benefit: When you confirm a critical hit with a weapon for which you have the Improved Critical feat, the target is also slowed for 3 rounds. This overlaps (does not stack) with the benefits from the Staggering Critical feat. In addition, the target must make a Will save (DC 10 + 1/2 your hit dice + Strength modifier) or be confused for 3 rounds as well due to sudden, brief amnesia.
Title: Re: Beastiary
Post by: Anastasia on October 12, 2013, 02:47:41 PM
These are for Amea, who has a spell that can summon them. He should be done fairly soon.

Stygian Chilblain

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

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


Size/Type: Large Outsider (Cold, Evil, Lawful)
Hit Dice: 21d8+168 (256 hp)
Initiative: +8
Speed: 40ft, fly 80ft (perfect), swim 80ft
Armor Class: 37 (-1 size, +4 dex, +24 natural)
Base Attack/CMB/CMD: +15/+28/32
Attack: Tail slap+26 (6d6+18 plus 3d6 cold)
Full Attack: Tail slap+26/+21 (6d6+18 plus 3d6 cold) and 4 claws+26 (1d8+6 plus 3d6 cold)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, cold aura, frost touch, stygian stare, spell-like abilities.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to cold, paralysis and poison, spell resistance 30, fast healing 10, vulnerability to fire, darkvision 120ft, telepathy 200ft, styx adaptations.
Saves: Fort +20, Ref +16, Will +15
Abilities: Str 34, Dex 19, Con 26, Int 10, Wis 16, Cha 21
Skills: Climb+33, Concentration+31, Hide+27, Intimidate+28, Listen+26, Move Silently+27, Spot+26, Swim+33
Feats: Improved Initiative(B), Snowrunner(B), Mindsight(1), Multiattack(3), Power Attack(6), Rapidstrike(Tail Slap)(9), Improved Multiattack(12), Ability Focus(Breath Weapon)(15), Improved Natural Attack(Tail Slap)(18), Recover Breath(21)
Epic Feats: -
Alignment: Lawful Evil

Racial powers: [spoiler]

Spell-Like Abilities

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

Breath Weapon (Su)

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

The save DC is Constitution based.

Cold Aura (Ex)

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

Frost Touch (Ex)

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

Stygian Stare (Su)

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

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

Styx Adaptations (Ex)

Stygian chilblains have been specially bred and augmented to thrive in the Styx. They are able to breathe water as easily as air. A stygian chilblain is immune to the effects of the Styx.
Title: Re: Beastiary
Post by: Anastasia on October 13, 2013, 07:25:43 PM
Amea was mentioned in Levistus's stat block. The fluff below describes him well enough, most of what I have to say is mechanics based. Notes as follows.

- Gelugons not being innately immune to cold is an odd design choice. I'm reminded of this every time I work on one. Amea happens to be. Pure DM fiat here.
- ____ is a hell of a weapon. Amea isn't the best suited to exploit it, but it's what he has. It may have more powers than what is described here, whatever the hell it is.
- Summon Elemental Monolith is too good to be a 9th level spell. Yes yes, I know you could argue stuff like Wish or Time Stop is stronger. That's not the point I'm making. The point I'm making is that it shatters the power curve summons are based on before this. I'd personally push it back to a 10th level spell. A 100 gp cost doesn't begin to balance it. Working around that makes 10th/epic level spells difficult, since you have to compare it to those over HDed monstrosities. I'm not going to houserule it as much as ignoring it as far as designing other spells go. So that's a thing.
- I debated about making SMX. By epic, I think summons should behave differently. This is reflected by spells like Summon Stygian Chilblain. Toolkit SM monsters start to get out of line as well as being intensely difficult to balance. The first SM that has something like planetars or other full casters gives the typical spellcaster an entire new layer of flexibility. Anyway, there's still enough design space to make SMX, but I wouldn't make an SMXI.
- Amea's mental partition is one of those cute personalized spells. You can imagine the shenanigans he gets up to it with summons, especially summon elemental monolith+twin spell. I personally assume most epic casters have a personal spell (or two, or three, or four...) that makes them distinctive. That one is Amea's and enables his summoning shenanigans. Compare and contrast to the craziness someone like Erathaol can do with summons.


Amea, high summoner of Levistus

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

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

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


Gelugon 30//Conjurer 20/Master Specialist 10

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 30d8+330 (570 hp)
Initiative: +5
Speed: 40ft, swim 80ft
Armor Class: 52 (-1 size, +5 dex, +18 natural, +20 armor)
Base Attack/CMB/CMD: +30/+37/42
Attack: ____+40 (2d6+14 plus slow x3) or claw+35 (1d10+6)
Full Attack: ____+40/+35/+30/+25 (2d6+14 plus slow x3) plus bite+35 (2d6+3) and tail+35 (3d6+3)
Space/Reach: 10ft/10ft (20ft with spear)
Special Attacks: Slow, spell-like abilities, summon devil, stygian summons, spells.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to cold, fire and poison, resistance to acid 20, spell resistance 41, regeneration 11, darkvision 120ft, see in darkness, student of the styx, telepathy 200ft, enhanced summoning(+4 dispel DC, +4 str/con), expanded spellbook, minor school esoterica, caster level increase+2, moderate school esoterica, major school esoterica.
Saves: Fort +32, Ref +26, Will +27
Abilities: Str 23, Dex 21, Con 33, Int 36, Wis 22, Cha 30
Skills: Balance+38, Bluff+43, Climb+39, Concentration+44, Decipher Script+44, Diplomacy+43, Hide+38, Intimidate+43, Knowledge(Arcana)+44, Knowledge(Dungeoneering)+44, Knowledge(Geography)+44, Knowledge(N&R)+44, Knowledge(Nature)+44, Knowledge(Planes)+44, Knowledge(Religion)+44, Listen+38, Move Silently+38, Spellcraft+44, Spot+38, Swim+38
Feats: Spell Focus(Conjuration)(1), Augmented Summonings(W1), Beckon the Frozen(3), Fiendish Summoning Specialist(6), Extend Spell(9), Snowcasting(12), Icy Calling(15), Twin Spell(18), Skill Focus(Spellcraft)(MS1), Greater Spell Focus(Conjuration)(MS3), Mindsight(21), Quicken Spell-Like Ability(Greater Teleport)(24)
Epic Feats: Epic Spell Capacity(27), Epic Quicken Spell-Like Ability(Greater Teleport)(30)
Alignment: Lawful Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Slow (Su)

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

Summon Devil (Sp)

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

Regeneration (Ex)

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

Stygian Summons (Su)

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

Student of the Styx (Ex)

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

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


Wizard powers:
Spoiler: ShowHide


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

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

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



Master Specialist powers:
Spoiler: ShowHide


Expanded Spellbook (Ex)

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

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

Minor School Esoterica (Ex)

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

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

Caster Level Increase (Ex)

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

Moderate School Esoterica (Ex)

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

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

Major School Esoterica (Ex)

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

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


Gear:
Spoiler: ShowHide


____

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

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

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


Custom Material:
Spoiler: ShowHide


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

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



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

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

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

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

Material Component

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

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

This spell summons a drowned, a type of undead that causes creatures around it to drown.  It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

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

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

You summon a stygian chilblain, a particularly unpleasant variety of chilblain. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.


Summons Summary: [spoiler]

Summons gain the following benefits.

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

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

Cold subtype (immune cold, vulnerable to fire).

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

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

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

Erosion of the mind special attack.

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

Fast healing equal to 1/2 hit dice.

Immunity to the Styx and water breathing.
Title: Re: Beastiary
Post by: Anastasia on October 13, 2013, 07:35:15 PM
Creatures that Amea summons are affected by this template. It exists beyond him, as occasionally unlucky souls are changed by creatures such as barregons or marraenoloths. How useful this template is directly corresponds to how useful erosion of the mind is to the base creature. +3 LA is a guesstimate.

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


Styx-Corrupted Creature

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

Creating a Styx-Corrupted Creature

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

Armor Class

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

Special Attacks

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

Erosion of the Mind (Su)

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

Special Qualities

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

Aquatic Form (Ex)

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

Fast Healing (Ex)

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

Styxian Body (Ex)

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

Abilities

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

Alignment

Always evil (any).

Level Adjustment

+3
Title: Re: Beastiary
Post by: Anastasia on October 20, 2013, 07:28:02 PM
If you've ever written much, you know that writer's block sucks. It doubly sucks when you have a concept you like that needs strong writing to make it work. Yemimah took me 4 months on account of writer's block. I'm not 100% happy with her fluff block, but the hell with it. I'll add a few notations in the notes, which are below.

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

- Yemimah's mother as well as who kidnapped her can be deduced from previous Balmuria games. Her mother's not too hard but the latter's tough.
- It's worth explicitly mentioning that Yemimah isn't well known. The Triad doesn't advertise that she's kidnapped, it's not information that's useful to be known. Likewise, it's not well known in Hell. On the few occasions that someone's alluded to it to (or outright asked) Dispater, he has denied everything. This can be implied by the flavor block, but I couldn't find a good place to lay that explicitly down.
- Knight of the Chalice is a prestige class that was created when Yemimah was born. Even as a newborn child, Yemimah was capable of teaching it to others. It was taught to mortals meant to serve her as she took her place in Creation. These mortals were the first Knights of the Chalice. As noted, the order's mission was changed to rescuing Yemimah.
- No cleric spell list for her. It was the last thing to do, and after 4 months I decided to say fuck it. Not going to work on this longer for that. She favors defensive spells and has a few custom spells involving iron and defense. She has her own improved take on iron body, akin to Dispater's custom spells.
- Yemimah is powerful but highly limited. She isn't meant to be a rank 1 deity. Her captivity has prevented her from growing further.
- Should Yemimah ever return to Celestia, it will be interesting to see how she integrates her new aspects into the Triad. Metal is no great concern, but trickery will be more difficult. In time, the Knight of the Chalice prestige class may change to reflect how Yemimah has adapted to life in Dis.
- Both Yemimah and Dispater have impossible dreams regarding the other. It's worth noting that either achieving those dreams would have massive impacts, as it would involve overcoming everything the other represents. In simple words, that one hell of a plot power bomb and huge XP award.
- Finally, Dispater's stat block should have mentioned Yemimah. The joys of doing largely self-contained stat blocks. Oh well.

Fluff:
Spoiler: ShowHide


Background

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

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

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

Soon after her kidnapping, Yemimah was taken to Dis in utter secrecy. The Lost Chalice was raised in total seclusion within the Iron Tower of Dispater. Here she lives a lonely life, only visited by Dispater, nine brachina handmaidens gifted to her from the Iron Duke and the secretive comings of Aesmadeva, the Grim Fiend. Yemimah's handmaidens are at her beck and call, they are her friends, tutors, teachers and ladies in waiting. Every nine days Dispater visits. The two pass hours in conversation, amusements and other such things. She has been schooled in the virtues of lawful evil, with the end goal of converting her to a thrall of Baator.

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

Deep within the Iron Tower, Yemimah lives as an honored guest and prisoner of the Lord of the Second. She has spent ages in decadent baatezu luxury worthy of a Duke of Hell. Here she passes the time surrounded by wealth sufficient to drown entire mortal worlds in gold. The divine is not so easily distorted. Yemimah has vowed to endure until she is once more free. She has adapted her nature to thrive in her captivity while still maintaining what she is. She has become a trickster wrapped in iron, all to protect the core of good within her soul.

Appearance

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

Personality

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

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

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

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

Relations

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

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

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

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

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

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

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

Combat

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


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

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

Size/Type: Medium Outsider (Good, Lawful)
Divine Rank: 1
Hit Dice: 30d10+480 (780 hp)
Initiative: +11
Speed: 60ft, fly 200ft (perfect)
Armor Class: 76 (+1 dex, +1 divine, +17 deflection, +25 natural, +22 armor)
Base Attack/CMB/CMD: +30/+44/72
Attack: Salim-Etal+52 (2d6+28 plus 3d6 axiomatic and one negative level (6d6 axiomatic and two negative levels on crit) 19-20 x2)
Full Attack: Salim-Etal+52/+47/+42/+37 (2d6+28 plus 3d6 axiomatic and one negative level (6d6 axiomatic and two negative levels on crit) 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, smite evil 7/day, turn undead 20/day (4d6; DC 33, fiendslaying +7/+7d6, censure demons 10/day.
Special Qualities: Damage reduction 30/epic, evil and silver, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 19, resistance to electricity and fire 20, spell resistance 45, tongues, banish chaos, social insight, loosened morals, divine traits, aura of good, detect evil, divine grace, lay on hands(170 hp), divine health, aura of courage, special mount, remove disease 2/day, courage of heaven, consecrated casting, holy aura.
Saves: Fort +66, Ref +60, Will +71 (+7 vs Will saves from evil outsiders)
Abilities: Str 38, Dex 31, Con 42, Int 30, Wis 40, Cha 44
Skills: Bluff+95, Concentration+50, Diplomacy+51, Hide+44, Intimidate+51, Knowledge(All)+44, Listen+49, Move Silently+44, Perform(Oratory)+51, Ride+44, Search+44, Sense Motive+93, Spellcraft+44, Spot+49
Feats: Weapon Focus(Warhammer)(B), Words of Creation(B), Skill Focus(Sense Motive)(1), Power Attack(3), Extra Smiting(P4), Skill Focus(Bluff)(6), Extra Smiting(P8), Deceptive Spell(9), Invisible Spell(12), Iron Will(15), Cumbrous Will(18)
Epic Feats: Improved Banishment(B), Epic Spell Capacity(21), Widen Courage of Heaven(KC13), Epic Skill Focus(Sense Motive)(24), Armor Skin(FC16), Epic Skill Focus(Bluff)(27), Armor Skin(KC19), Epic Will(30)
Salient Divine Abilities: Automatic Metamagic(Deceptive Spell), Divine Skill Focus(Bluff), Divine Skill Focus(Sense Motive), Extra Domain(Metal), Extra Domain(Trickery)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Yemimah casts spells as a 27th level cleric with access to the Endurance, Good, Law, Metal and Trickery domains.

Regeneration (Ex)

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

Change Shape (Su)

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

Banish Chaos (Su)

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

Social Insight (Ex)

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

Loosened Morals (Ex)

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


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Alter Reality (Su)

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

Domain powers:
Endurance: +7 enhancement to con for 1 minute per day. Overlaps and worthless with her base enhancement bonus.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Metal: Weapon Focus(Warhammer) as a bonus feat.
Trickery: Add bluff, disguise and hide to cleric class skills.

Divine Aura (Ex)

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

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

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

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

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

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

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

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


Paladin powers:
Spoiler: ShowHide


Aura of Good (Ex)

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

Detect Evil (Sp)

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

Smite Evil (Su)

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

Divine Grace (Su)

Yemimah gains a +17 bonus on all saving throws.

Lay on Hands (Su)

Yemimah can heal wounds (her own or those of others) by touch. Each day she can heal 170 hit points. She may choose to divide her healing among multiple recipients and she doesn't have to use it all at once. Using lay on hands is a standard action.

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

Aura of Courage (Su)

Yemimah is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while Yemimah is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

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

Turn Undead (Su):

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

Special Mount (Sp)

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

Remove Disease (Sp)

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


Knight of the Chalice powers:
Spoiler: ShowHide


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

[6/day]1: Bless Weaponx2, Detect Chaos, Divine Favorx3
[6/day]2: Resist Elementsx2, Sound Burstx2, Summon Monster 2x2
[6/day]3: Invisibility Purgex2, Searing Lightx2, Shoutx2
[5/day]4: Dimensional Anchorx2, Greater Magic Weapon, Lesser Planar Allyx2
[5/day]5: Atonement, Break Enchantment, Flame Strike, Valiant Furyx2SC
[5/day]6: Banishment, Forbiddance, Greater Shout, Righteous Mightx2
[4/day]7: Dimensional Lock, Fire Storm, Lion's RoarSC, Repulsionx2

SC - Spell Compendium

Fiendslaying (Ex)

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

Censure Demons (Su)

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

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

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

Yemimah may attempt to censure demons ten times per day.

Courage of Heaven (Su)

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

Consecrated Casting (Ex)

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

Holy Aura (Su)

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


Gear:
Spoiler: ShowHide


Salim-Etal

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

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

Ferrum's Strength

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

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

Yemimah has a selection of enchanted dresses, iron armors and jewelry that has been given to her by Dispater. All of these are potent, but enchanted so to fail against Dispater or his minions.
Title: Re: Beastiary
Post by: Anastasia on October 21, 2013, 06:10:15 PM
Dispater has many powerful defenses woven into the Iron Tower. Guardians of the Iron Tower are one such defense. They are powerful brutes designed to defend vital points while being impervious to spellcasting opponents. They are kept unintelligent on purpose, despite that intelligence would make them stronger yet. These golems are somewhat akin to iron colossi from the ELH, albeit redesigned with far fewer hit dice.

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

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


Guardians of the Iron Tower

Iron Golem 40

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

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Breath Weapon (Su)

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

Magic Immunity (Ex)

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

Iron Fists (Ex)

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

Living Iron (Ex)

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

Constructed Toughness (Ex)

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

Bound (Ex)

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


Gear: [spoiler]

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

A pound of living iron is worth 32,000 gold.
Title: Re: Beastiary
Post by: Anastasia on November 08, 2013, 06:01:41 PM
Lady Gwynharwyf of the Court of the Stars. There's a lot to say about her and I'm going to stick with OOC. Faerinaal may and Morwel will get full flavor blocks, but Gwynharwyf is established enough to not need one. Her fundamental flavor hasn't changed from the BoED. Most of the flavor needs to be Morwel's writeup.

- You'll notice right away that Gwynharwyf's official rank is 'Consort to Queen Morwel'. It's a further nod towards the fact that power in the Court of the Stars originates from Queen Morwel.
- There's only three eladrin lords versus seven of the Hebdomad and an unclear number of leaders of the 77+7 archangels. As a result of this, each one of the three is more powerful than they'd normally be due to this concentrated power. Gwynharwyf's a little weaker than Faerinaal, and both are considerably weaker than Queen Morwel.
- Gwynharwyf has no default domains in the BoED, so I had to work from scratch. Chaos and Good are automatic. Celestial fits in her role as a paragon and as being deeply revered by the bralani eladrin. Courage, Strength and War fit into her role as being Morwel's designated ass kicker, as does wrath. Windstorm's a nod to her alternate form. They're all fairly straightforward. It's worth noting that Celestial also grants Gwynharwyf the ability to smite evil, which fits since her prestige class gives smites. Speaking of, daily use domain powers are usable a number of times equal to the deity's divine rank. I'd forgotten that in my flowchart so I had to correct a few sheets. The only one it really matters for is the smiting domains, in which cases it's stupidly good.
- The few clerics or favored souls Gwynharwyf accepts have to be good aligned. She's willing to work with NG but CN's right out. As the vast majority of her clerics are bralani eladrin, this rarely comes up. Gwynharwyf is the greatest bralani eladrin in the history of Arborea and is seen as their personal patron.
- Morwel and her lovers racial hit dice are variable. They can choose to add various powers, progressions or whatever they please to it. In Gwynharwyf's case it grants her barbarian abilities from her mortal life. In addition, each of the three gain bardic music abilities. Gwynharwyf doesn't greatly develop hers, but they're available should she need it. Words of Creation gives them a further boost.
- Dervish is a no brainer for Gwynharwyf. She's one in all but name in her BoED writeup, in the same way that Levistus is a duelist. It doesn't seamlessly mesh with rage but that's okay. She can fight in more than one way. Incidentally, she used to have an SDA that let her combine bardic music, dervish dance and rage. It got removed for being too good by deity standards. That's a hell of a lot of broken.
- Gwynharwyf is all about the offense. She has several ways to overwhelm opponents and relatively light defensive abilities. Queen Morwel gave her a tiara to help with this, but she's still not that hard a kill for an intermediate power. Of course, the trick is surviving long enough.
- Gwynharwyf has developed several fighting styles based around her powers. They are detailed under combat.


Combat:
Spoiler: ShowHide


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

Listen to the Wind

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

Storm's Howl

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

Whirlwind's Dance

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


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

Bralani Eladrin 55//Fighter 10/Dervish 45

Size/Type: Medium Outsider (Chaotic, Eladrin, Good)
Divine Rank: 12
Hit Dice: 55d10+1110+55+110 (1815 hp)
Initiative: +32
Speed: 135ft, fly 275ft (perfect)
Armor Class: 114 (+18 dex, +12 divine, +27 natural, +21 deflection, +12 dervish, +4 dodge, +10 armor)(33% miss chance)
Base Attack/CMB/CMD: +55/+76/143
Attack: Rage+104 (1d8+47 plus 2d6 holy plus 3d6 anarchic and 1 negative level (6d6 anarchic and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) or Righteousness+104 (1d8+47 plus 2d6 holy plus 3d6 holy and 1 negative level (6d6 holy and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) or slam+89 (3d6+42 plus 2d6 holy)
Full Attack: Rage+102/+102/+97/+92/+87 (1d8+47 plus 2d6 holy plus 3d6 anarchic and 1 negative level (6d6 anarchic and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) plus Righteousness+102/+97/+92/+87 (1d8+47 plus 2d6 holy plus 3d6 holy and 1 negative level (6d6 holy and 2 negative levels on crit) plus 2d6 wound enemy 15-20 x2) plus possible two weapon rend (7d6+63 plus 3d6 holy and 1 negative level plus 3d6 anarchic and 1 negative level) or 2 slams+89 (3d6+42 plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Whirlwind blast, rage 14/day, smite evil 12/day, dervish dance 23/day(+23 hit/damage), thousand cuts 5/day, divine blast 24/day(33d12).
Special Qualities: Damage reduction 25/-, immunity to acid, cold, electricity and petrification, spell resistance 90, protective aura, divine traits, tongues, holy barbarian, alternate form, whirlwind's haste, darkvision 120ft, greater rage, tireless rage, mighty rage, battlesense, bardic music 55/day, countersong, fascinate, inspire courage+9, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, movement mastery, slashing blades, dance of death, improved reaction, elaborate parry, tireless dance.
Saves: Fort +76, Ref +75, Will +71
Abilities: Str 52, Dex 47, Con 50, Int 40, Wis 41, Cha 53 
Skills: Balance+88, Climb+91, Concentration+90, Diplomacy+91, Escape Artist+88, Gather Information+91, Handle Animal+91, Intimidate+91, Knowledge(All)+85, Listen+85, Perform(Dance)+91, Perform(Song)+91, Sense Motive+85, Spot+85, Survival+85, Swim+91, Tumble+88, Use Rope+88 
Feats: Weapon Focus(Scimitar)(B), Words of Creation(B), Two-Weapon Fighting(1), Combat Expertise(F1), Dodge(F2), Righteous Wrath(3), Mobility(F4), Improved Two-Weapon Fighting(6), Toughness(F6), Weapon Specialization(Scimitar)(F8), Reckless Rage(9), Melee Weapon Mastery(Slashing)(F10), Greater Two-Weapon Fighting(12), Spring Attack(D3), Two-Weapon Rend(15), Power Attack(18), Bounding Assault(21), Rapid Blitz(24)
Epic Feats: Perfect Two-Weapon Fighting(D14), Epic Toughness(27), Endless Cuts(D18), Damage Reduction(30), Final Blitz(D22), Epic Rage(33), Great Strength(36), Perfect Parry(D26), Pulverize(39), Epic Dodge(D30), Terrifying Rage(42), Untouchable(D34), Incite Rage(45), Damage Reduction(48), Penetrate Damage Reduction(Silver)(D38), Holy Strike(51), Penetrate Damage Reduction(Cold Iron)(D42), Endless Cuts(54)
Salient Divine Abilities: Alter Form, Alter Size, Battlesense, Divine Blast, Divine Blessing(Strength), Divine Celerity, Extra Domain(Celestial), Extra Domain(Courage), Extra Domain(War), Extra Energy Immunity(Cold), Free Move, Increased Spell Resistance, Indomitable Strength, Mass Divine Blast, Possess Mortal, Sunder and Disjoin, Wave of Chaos, Wound Enemy.
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Holy Barbarian (Ex)

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

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

Bardic Music (Su)

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

Alternate Form (Su)

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

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

Whirlwind Blast (Su)

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

Whirlwind's Haste (Su)

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


Divine powers:
Spoiler: ShowHide


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

Alter Reality (Su)

Gwynharwyf exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Gwynharwyf can use wish when doing so can help her promote rage, restraint, wind, holy war and holy wrath. Note that in the situation where Gwynharwyf and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:

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

Divine Aura (Ex)

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

Immunities: Gwynharwyf is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In addition to these, Gwynharwyf is immune to effects that imprison or banish her. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

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

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

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

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

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

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


Dervish powers:
Spoiler: ShowHide


AC Bonus (Ex)

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

Dervish Dance (Ex)

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

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

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

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

Movement Mastery (Ex)

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

Slashing Blades (Ex)

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

Dance of Death (Ex)

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

Improved Reaction (Ex)

Gwynharwyf gains a +2 bonus on initiative rolls.

Elaborate Parry (Ex)

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

A Thousand Cuts (Ex)

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

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

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


Gear: [spoiler]

Rage and Righteousness

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

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

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

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

Consort's Tiara

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

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

Gywnharwyf otherwise prefers to dress lightly and not to rely on magic items. Few can last long against her attacks and she has gotten in the habit of not bothering with magic items, viewing them as trinkets for mortals. Should she desire something, she creates it herself or one of her two lovers do.
Title: Re: Beastiary
Post by: Anastasia on November 19, 2013, 01:40:04 AM
I'm doing a few odds and ends projects as a break during/after Faerinaal. He's an extremely complicated build that requires a lot of effort, so the occasional palate cleanser is helpful.

Marianne's from Balmuria 2. This is a what if they all reached high levels like Balyss; I presume they had more adventures and Balyss didn't get her levels from nowhere. So this takes it to the logical conclusion. She's a quasi-gish that relies on typical duskblade arcane channeling+arcane strike tactics in melee and various spells otherwise. Her personal preference are cold descriptor spells, but she's not inflexible about it. She merely prefers ice spells, rather than someone like Simmer who is all about fire. Anyway, a few notes follow.

- Her end of B2 build was duskblade 7//sorcerer 6/frost mage 1. This continues that and tacks on elemental savant for a few other goodies.
- I chose level 20 out of personal preference. Generally, I see about 18-20 as a soft cap on most prime material mortals. It's not an ironclad barrier as much as many mortals getting away from adventuring and advancing by then, as well as attrition, planar attention and other factors. If nothing else, reaching level 20 can easily be a lifetime's work for a character. PCs are atypical in how fast they level up.
- I assume frostfell just deals frostburn damage rather than inflicting ice based ID. It's a bonus spell from frost mage and I didn't feel like subbing it out over one easily houseruled clause.
- Marianne finally shifted from N(NE tendencies) to full neutral. She's not a good or a nice person, but having a group of close friends has helped ground her. Considering how her last life worked out, this is a good thing.
- Marianne's items aren't that remarkable. Her gear's powerful but still in the realm of normal magical items. She's not swinging around artifacts like epic characters or deities.
- I'll probably do Lyris, Neveril or Yuria over the next few days, then work on Faerinaal over the weekend. I doubt I'll finish him this weekend, but I can make more inroads. I have most of him done, but what's left is the heavy lifting.


Marianne

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

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

Racial powers:
Spoiler: ShowHide


Terror (Ex)

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


Duskblade powers:
Spoiler: ShowHide


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

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

PHB2 - Player's Handbook 2.

Arcane Attunement (Sp)

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

Armored Mage (Ex)

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

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

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

Arcane Channeling (Su)

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

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

Quick Cast (Ex)

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

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

Spell Power (Ex)

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


Sorcerer powers:
Spoiler: ShowHide


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

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

Frost - Frostburn
Home - Homebrew
SC - Spell Compendium

Metamagic Specialist (Ex)

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

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


Frost Mage powers:
Spoiler: ShowHide


Natural Armor Increase (Ex)

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

Resistance to Cold (Ex)

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

One with Cold (Ex)

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


Elemental Savant powers:
Spoiler: ShowHide


Elemental Specialty (Ex)

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

Resistance to Energy (Ex)

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

Immunity to Sleep (Ex)

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

Energy Penetration (Ex)

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


Gear:
Spoiler: ShowHide


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

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


Custom Material: [spoiler]

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

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

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

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

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

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

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

Your hand freezes solid with bitter cold, dealing 13d6 points of cold damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the numbing pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level. If you do not use the touches from this spell within one hour per caster level, they are lost.
Title: Re: Beastiary
Post by: Anastasia on November 20, 2013, 01:09:28 PM
Lyris is also from Balmuria 2. She's a dart thrower who relies on skirmish and poison to get the job done. Unfortunately for her this isn't 2nd edition, but she does alright for herself. She has various ways to debilitate foes and prefers to stay mobile whenever possible. Notes below.

- Scout 7//Fighter 5/Master Thrower 2 was her end of B2 build. Finishing up Master Thrower was a no brainer. From there I tacked on Occult Slayer to shore up her magic defenses and called it a day.
- Weapon bond working on her darts is me fudging the rules. It isn't limited to melee weapons, but it is limited to one weapon. I consider it applying to one set of darts and leaving it at that.
- Improved unarmed strike is for those times when Lyris gets stuck in melee. It's not a good option, but it's better than eating AoOs. With free movement, improved evasion and blank mind, it's tough to pin her down like that in the first place.
- Master Thrower granting deflect arrows at level 2 is a houserule. Otherwise snatch arrows doesn't quite work RAW. Not a big deal.
- I'll leave the story about Yuria poison to your imagination.


Lyris

Scout 20//Fighter 10/Master Thrower 5/Occult Slayer 5

Size/Type: Medium Humanoid (Human)
Hit Dice: 15d10+5d8+100 (210 hp)
Initiative: +16
Speed: 60ft
Armor Class: 33 (+9 dex, +8 armor, +1 dodge, +5 deflection)
Base Attack/CMB/CMD: +20/+22/37
Attack: Darts+38/+38 (1d4+18 plus 5d6+2 skirmish (7d6+2 if moved 20ft) plus 1d6 vs spellcasters plus poison 19-20 x3)
Full Attack: Darts+38/+33/+28/+23 (1d4+20 plus 5d6+2 skirmish (7d6+2 if moved 20ft) plus 1d6 vs spellcasters plus poison 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish(+5d6/+5), deadeye shot, sneaky shot, palm throw, critical throw, vicious strike.
Special Qualities: Empty body, trapfinding, battle fortitude+3, uncanny dodge, trackless step, improved evasion, flawless stride, camouflage, blindsight 30ft, hide in plain sight, free movement, weapon bond, mind over magic, auravision, nondetection cloak, blank thoughts.
Saves: Fort +22, Ref +22 Will +16 (+3 vs spells and slas)
Abilities: Str 14, Dex 28, Con 20, Int 11, Wis 12, Cha 16 
Skills: Balance+32, Escape Artist+32, Hide+32, Knowledge(Arcana)+23, Knowledge(Dungeoneering)+23, Knowledge(Geography)+23, Listen+24, Move Silently+32, Sleight of Hand+32, Spellcraft+23, Spot+24, Tumble+32, Use Magic Device+26
Feats: Master of Poisons(H), Subduing Strike(1), Weapon Focus(Darts)(F1), Point Blank Shot(F2), Precise Shot(3), Weapon Specialization(Darts)(F4), Improved Initiative(S4), Improved Unarmed Strike(6), Ranged Disarm(Darts)(F6), Ranged Weapon Mastery(Piercing)(F8), Dodge(S8), Darkstalker(9), Deadeye(Darts)(F10), Quick Draw(MT1), Stinging Darts(12), Deflect Arrows(MT2), Mobility(S12), Snatch Arrows(MT4), Improved Critical(Darts)(MT5), Improved Precise Shot(15), Improved Skirmish(S16), Greater Weapon Focus(Darts)(18), Iron Will(S20)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Empty Body (Su)

Lyris can assume an ethereal state for 1 round per hit die per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her hit dice.


Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

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

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

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

Trapfinding (Ex)

A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Battle Fortitude (Ex)

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

Uncanny Dodge (Ex)

Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player's Handbook.

Trackless Step (Ex)

Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

Evasion (Ex)

Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player's Handbook.

Flawless Stride (Ex)

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

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

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

Camouflage (Ex)

Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Hide in Plain Sight (Ex)

Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex)

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

Blindsight (Ex)

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


Master Thrower powers:
Spoiler: ShowHide


Thrown Weapon Trick (Ex)

At 1st level and every two levels thereafter, a master thrower chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master thrower's repertoire and may not be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be used with a thrown weapon for which the character has taken Weapon Focus.

Deadeye Shot

The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of ×4 instead of ×3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.

Palm Throw

When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll.

Sneaky Shot

Just before making a ranged attack, a master thrower with this ability can use a move action to make a Sleight of Hand check opposed by her target's Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.

Critical Throw (Ex)

At 5th level, a master thrower gains the Improved Critical feat for any thrown weapon with which she has Weapon Focus.


Occult Slayer powers:
Spoiler: ShowHide


Weapon Bond (Su)

An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else—no adventuring) to create a new weapon bond.

Mind over Magic (Su)

Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.

Vicious Strike (Ex)

At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Auravision (Su)

At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Nondetection Cloak (Su)

Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's occult slayer level), except that it affects only the occult slayer and her possessions.

Blank Thoughts (Ex)

At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.


Gear:
Spoiler: ShowHide


[Weapon]50 darts+5
[Armor]Bracers of Armor+8: +8 armor bonus to armor class.

[Neck]Amulet of Health+6: +6 enhancement bonus to constitution.
[Hands]Gloves of Dexterity+6: +6 enhancement bonus to dexterity.
[Ring 1]Ring of Defense+5: +5 deflection bonus to armor class and +5 resistance bonus to saving throws.
[Feet]Skirmisher's Boots: +2 damage to skirmish, 2/day gain an extra attack at full BAB when you move 10ft or more in a round, swift action to activate.

[Expendable]20 doses of large scorpion venom: DC 18 fort, 1d6/1d6 str.
[Expendable]5 doses of enhanced knockout poison: DC 23 fort, KO/KO 2d4 hours.
[Expendable]5 doses of colossal centipede venom: DC 23 fort, 2d6/2d6 dex.
[Expendable]5 doses of Yuria poison: DC 30 fort, 1d8/2d6 int.
[Expendable]3 doses of shadow's malice poison: DC 35 fort, 2d4/2d8 cha, 2d8 is ability drain.


Custom Material: [spoiler]

Stinging Darts [General]
Prerequisite: Precise Shot, Weapon Focus(Darts), dex 15
Benefit: As a full attack action, you may choose to throw a single dart at your highest base attack bonus. If you successfully deal damage to the target, it suffers a -1 penalty to attack rolls, armor class and saving throws for 3 rounds. Multiple uses of this feat stack, to a maximum of a -3 penalty to attack rolls and armor class.

Title: Re: Beastiary
Post by: Anastasia on November 24, 2013, 11:18:59 PM
Neveril is also from Balmuria 2 to continue the NPC retrospective. She's a support bard that focuses on song and bardic magic to get the job done. She's not great at direct damage but that's not her role. Notes below.

- Her old build was Neveril, Sirine 5/Martial Rogue 2//Bard 4/Sirine Paragon 3. Her build below is an evened out version of that. There's nothing new here, Siren was planned before B2 ended.
- Neve has a gallon of options with song or bardic music. It gives her a fair few options to deal with enemies, though she hates the deaf and those warded against mind-affecting magic. If she reaches epic levels, she'd love Music of the Gods.
- She put all of her level up stat points into Constitution. With the Charisma bonuses Siren provides, she can get away with it without crippling her main stat.
- I chose not to have Neve go Exalted to grab Words of Creation. I'd been considering it in B2, but it was always a high/epic level choice. Her HP doesn't support that type of sacrifice easily, so I opted to avoid it for now. Likewise, I toyed with having her go VoP, but I didn't want to make that radical a change here. With how Aaeru rolls, it could happen someday.
- Arcane strike lets Neveril do some damage in melee if she absolutely must. It's a feat of last resort.
- I'll probably sit down and tweak/finish Faerinaal next, then Yuria as a break and finally Morwel. On review I think I need to adjust a few factors of Faerinaal, so it's going to take some time anyway.


Neveril

Sirine 4/Sirine Paragon 3/Siren 10/Martial Rogue 3//Bard 20

Size/Type: Medium Fey (Aquatic)
Hit Dice: 20d6+100+20 (195 hp)
Initiative: +7
Speed: 30ft, swim 60ft
Armor Class: 40 (+6 dex, +10 deflection, +1 dodge, +3 shield, +10 armor)
Base Attack/CMB/CMD: +15/+15/42
Attack: Shortsword+27 (1d6+5 19-20 x2) or unarmed touch+22 melee touch (1d6 intelligence damage)
Full Attack: Shortsword+27/+22/+17 (1d6+5 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Charming song, intelligence damage, spell-like abilities, spells.
Special Qualities: Amphibious, deflection, low-light vision, soothing touch, damage reduction 5/cold iron, bardic music, inspire courage+6, countersong, fascinate, inspire competence, mass suggestion, inspire greatness, inspire freedom, inspire heroics, bardic knowledge, song of hope, song of peace, song of delusion, song of idiocy, song of nature, song of rapture, trapfinding, evasion, spell sense+1.
Saves: Fort +11, Ref +19, Will +15
Abilities: Str 10, Dex 24, Con 21, Int 13, Wis 16, Cha 31
Skills: Concentration+28, Handle Animal+33, Heal+26, Knowledge(Arcana)+24, Knowledge(Nature)+24, Listen+26, Perform(Dance)+44, Perform(Oratory)+41, Perform(Song)+41, Spot+26, Swim+31
Feats: Dodge(1), Improved Sirine's Touch(3), Song of the Heart(6), Reverberation(S1), Combat Expertise(9), Lingering Song(12), Water Devotion(15), Arcane Strike(18), Toughness(MR1), Weapon Finesse(MR2), Skill Focus(Dance)(Book)
Epic Feats: -
Alignment: Chaotic Good

Racial abilities:
Spoiler: ShowHide


Spell-like abilities

3/day-alter self, fog cloud, improved invisibility. Caster level 20th. The save DCs are Charisma based.

Charming Song (Su)

As a standard action, a sirine may sing a beautiful song. Any who hear this song, regardless of distance, must make a DC 15 will save or be afflicted as by a charm person spell. This effect lasts for 12 hours and does not grant a +5 bonus to its saving throw if the sirine has attacked or been hostile to the targets.

Intelligence Damage (Su)

The unarmed touch of a sirene deals 1d4 points of intelligence damage. This damage increases to 2d4 on a critical hit.

Deflection (Su)

The sirene gains her charisma modifier as a deflection bonus to armor class.

Soothing Touch (Su)

As a standard action, the touch of a sirene can remove any intelligence damage caused by herself or another sirene.


Bard powers:
Spoiler: ShowHide


Neveril casts as a 20th level bard. The spell DCs are 20 + spell level.

[4/day]0: Dancing Lights, Lullaby, Know Direction, Mage Hand, Mending, Prestidigitation.
[7/day]1: Cure Light Wounds, Expeditious Retreat, ImprovisationSC, Inspirational BoostSC, Remove Fear.
[7/day]2: BladeweaveSC, Harmonic ChorusSC, Heroism, Hold Person, Mirror Image.
[6/day]3: Cure Serious Wounds, Haste, Major Image, Ray of DizzinessSC, Wounding WhispersSC.
[6/day]4: Cure Critical Wounds, Dimension Door, Freedom of Movement, Greater Invisibility, Resonating BoltSC.
[6/day]5: Bolts of DevilmentSC, Greater BlinkSC, Greater Dispel Magic, Mind Fog, Mislead.
[6/day]6: Greater Shout, Mass Cure Moderate Wounds, Summon Monster 6, Veil.

Bardic Knowledge (Ex)

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

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

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Siren powers:
Spoiler: ShowHide


Song of Hope (Su)

At 2nd level, a siren begins to enhance her already formidable sonic abilities with additional effects. Once per day, she can sing a song of hope identical to that of an good hope spell. This functions in all ways like the spell good hope, except the duration is 1 minute per siren level. This is a sonic, mind effecting ability.

Charisma Bonus (Ex)

At 3rd level, a siren gains a +2 bonus to her Charisma score. This bonus rises to +4 at 6th level and to +6 at 8th level.

Song of Peace (Su)

At 4th level, the siren calms all who hear it. Once per day per level in this class, she may sing a song of peace, those that hear it must make a will save (DC 10 + Charisma modifier + 1/2 hit dice) or be affected as by a calm emotions spell. This functions in all ways like the spell calm emotions, except that the duration is 1 round per siren level. This is a sonic, mind effecting ability.

Song of Delusion (Su)

At 5th level, a siren gains another new sonic ability. Once per day per level in this prestige class, she can overlay a confusion effect on her sonic attack. This is identical to the effects of a confusion spell, affects all creatures within range of the siren's sonic attack, and lasts for 1 round per siren level. The will save to resist this effect has a DC of 10 + Charisma modifier + 1/2 hit dice. This is a sonic, mind affecting ability.

Song of Idiocy (Su)

At 7th level, a siren gains a new sonic ability. Once per day per level in this prestige class, she can overlay an Intelligence-damaging effect on her sonic attack. This is identical to the effect of a feeblemind spell, affects all creatures within range of the siren's sonic attack, and has instantaneous duration. The will save to resist this effect has a DC of 10 + Charisma modifier + 1/2 hit dice, and arcane spellcasters and creatures that use arcane spell-like abilities take a –4 penalty on their saves. This is a sonic, mind affecing ability.

Song of Nature (Su)

At 9th level, a siren gains yet another sonic ability. Once per day as a standard action, she may bestow the natural world's breath of life to all her allies within a 30 foot radius around her. This spell bestows the benefits of an Aura of Vitality spell. This is identical to the effect of an Aura of Vitality spell, with a duration of one round per siren level. This is a sonic ability.

Song of Rapture (Su)

At 10th level, a siren gains her final song. Once per day as a standard action, she may sing to a single creature within 30 feet. This functions as a Dominate Monster spell, with a save DC of 10 + Charisma modifier + 1/2 hit dice. This is a sonic, mind affecting ability.


Martial Rogue powers:
Spoiler: ShowHide


Trapfinding (Ex)

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she 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 the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Spell Sense (Ex)

Beginning at 3rd level, you gain a +1 dodge bonus to your AC against spells and spell-like abilities. This bonus increases by 1 for every three barbarian or rogue levels thereafter (to +2 at 6th level, +3 at 9th level, and so on to a maximum of +6 at 18th level). This is an extraordinary ability.


Gear:
Spoiler: ShowHide


[Weapon]Shielder: Shortsword+5, grants a +3 shield bonus to armor class when wielded.
[Armor]Mithral Breastplate+5, nimbleness.

[Neck]Siren's Necklace: Grants a +6 enhancement bonus to dex, con and charisma.
[Ring 1]Siren's Ring: Grants a +1 bonus to inspire courage and a +2 bonus to the DC of bardic music and siren songs.
[Ring 2]Ring of Telekinesis: Allows telekinesis at will (CL 9).


Custom Material: [spoiler]

Improved Sirine's Touch
Prerequisite: Must be a sirine
Benefit: The Intelligence damage from your touch rises to 1d6 damage and 2d6 on a critical hit.
Title: Re: Beastiary
Post by: Anastasia on December 04, 2013, 04:04:16 AM
This template covers promoted mortals and other creatures who gain the favor of the Court of the Stars. It's a template that can be put on almost anything, so it has tremendous flexibility. Compared to the Authorities of Celestia, it offers many more powers. However, Authorities of Celestia are already high ranking celestials or are transformed into them before being granted that position. So the new Authority already has a wealth of powers to draw on and isn't in need of many more. Succinctly, Celestia integrates the creature into its hierarchy and grants them power that way, while Arborea gives them some customized powers and lets them go do what they wish.

Eladrin hero is a broad category. It isn't meant to represent powerful epic figures, though there are many of those, but instead a special caste that reaches far. It's just as valid to give this template to a 5 HD creature as a 50 HD creature. A fair deal of the customization of this template revolves around that. It does have enough flexibility so serve as a powerful template in the right situations, however.

This template is for mortals and not celestials. Eladrins and angels that warrant promotion within the Court are given ad-hoc powers by Queen Morwel or other powers there. Fey are eligible for this template, ones who receive it essentially change which side of Morwel/Titania they're serving. Not that all but the rarest are aware of that.

Offhand, the only character in any game who could have ever gotten this was Crystal. Marie wouldn't qualify, as she's a servant of Mystra, though she did get a gift from Morwel nonetheless. Jaela wouldn't qualify since she serves the Seladrine and they prefer to do their own things instead. Though to be honest, this template could have replaced half-celestial and that one PrC she wanted to take. It would have been more elegant and saved some headaches. Alas, hindsight is always 20/20.


Eladrin heroes are creatures that have served the Court of the Stars above and beyond. These creatures are gifted with a fragment of Queen Morwel's might and gain their eternal reward as part of the Court of the Stars. They range about Arborea, free-roaming heroes answer only to their hearts and soul. An eladrin hero becomes part of Queen Morwel's eternal dream and moves things one step closer to Queen Morwel's dream becoming all of Creation.

This template is meant to be the end reward for characters who pursue chaotic good above all else. The more powerful eladrin heroes can rival the higher luminaries of other planes, such as demon lords and slaad lords.

Creating an Eladrin Hero

"Eladrin Hero" is an acquired template that can be added to any living creature that is not already an outsider (referred to hereafter as the base creature) and who is chaotic good in alignment.

Size and Type

The base creature's type changes to outsider with the chaotic, eladrin and good subtypes. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged.

Speed

The eladrin hero can fly at twice the base creature's base land speed (good maneuverability). If the base creature has a fly speed, use whichever is better. The base creature may grow wings suitable to this form, but they are not obligatory nor are they needed to fly.

Armor Class

Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).

Attacks

An eladrin hero has a slam attack and the slam is a primary natural weapon. If the base creature can use weapons, the eladrin hero retains this ability. An eladrin hero fighting without weapons uses a slam when making an attack action. When it has a weapon, it usually uses the weapon instead. A creature that already has a slam attack or similar natural attack may use whichever is better.

Full Attacks

An eladrin hero fighting without weapons makes two slams as a full attack. If armed with a weapon, it usually uses the weapon instead. It may not add a slam attack when using a weapon to full attack.

Damage

See the table below for slam damage for eladrin heroes.

Special Attacks

An eladrin hero retains all the special attacks of the base creature and also gains the following special abilities.

Spell-Like Abilities (Sp)

The base creature gains several spell-like abilities. The exact spells vary from creature to creature and the strength of the base creature determines how many spell-like abilities it gains, see below. The creature gains a number of spell levels and may select spell-like abilities from that number. Any spell-like ability level must be equal or lower than one half of the base creature's hit dice to be selected. For example, an eladrin hero with 10 hit dice could select holy smite (a 4th level spell) but not holy word (a 7th level spell). Spells higher than 9th level cannot be taken in any circumstances, unless the DM rules otherwise.

A spell-like ability's spell level counts as the number of spell levels it takes to select; for example, selecting holy smite would count as four levels. If the spell has more than one level it can be gained from (such as cure light wounds being a 1st level cleric spell and a 2nd level ranger spell), determine which level based on the following priority: Cleric, bard, sorcerer/wizard, druid, ranger, paladin, cleric domains, other.

Any spell-like abilities granted by this template may be used at will. Spells with material components or a focus with a value of more than 1 gp may cost extra spell levels; double, triple or the DM may rule they aren't available to select. Cantrips and orisons count as 1/2 of a spell level if selected. Wish, limited wish or miracle cannot be selected, though stronger creatures gain miracle separately. At the DM's option, double or triple the spell-level may be paid to make a spell-like ability always active. A spell-like ability that is always active may be dispelled, but the base creature can reactivate it as a free action on its turn.

If the base creature has 10 or less hit dice, it gains 10 spell levels worth of spell-like abilities. The creature also gains detect evil and detect law as bonus spell-like abilities, these do not count against the level limit.

If the base creature has 10 to 20 hit dice, it gains 25 levels worth of spell-like abilities. The creature also gains chaos hammer, detect evil, detect law and holy smite as bonus spell-like abilities, these do not count against the level limit. In addition, the creature may select a spell-like abilities of 5th level or lower. This spell-like ability is automatically empowered, as if by the empower spell-like ability feat.

If the base creature has more than 20 hit dice, it gains 40 levels worth of spell-like abilities. The creature also gains chaos hammer, holy word, holy smite and word of chaos as bonus spell-like abilities, these do not count against the level limit. The creature also gains detect evil and detect law as always active spell-like abilities, these likewise do not count against the level limit. In addition, the creature may select a spell-like abilities of 7th level or lower. This spell-like ability is automatically empowered, as if by the empower spell-like ability feat. Finally, they may use miracle once per day as a spell-like ability.

These are added to any spell-like abilities the base creature has. If the base creature has the same spell-like ability from more than one source, use whichever is better.

Special Qualities

An eladrin hero has all the special qualities of the base creature, plus the following special qualities.

- Darkvision 60ft.
- Immunity to electricity and petrification.
- Resistance to cold and fire based on the table below.
- Damage reduction based on the table below.
- An eladrin hero's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. An eladrin hero with 21 or more hit dice counts its natural weapons as epic weapons for the purpose of overcoming damage reduction.
- Spell resistance equal to 10 + base creature's hit dice.
- The tongues ability, as from the eladrin subtype.
- +4 racial bonus to Fortitude saves against poison.

Hero of the Story (Su)

The Court of the Stars is all about stories where figures are cast larger than life, taking part in the grand performance that is life in Queen Morwel's court. This allows the eladrin hero to perform above and beyond when it is the focus of current events. In a situation where the eladrin hero would be the lead of the situation it is in, he gains several benefits as detailed below. The creature must be acting of its own free will and doing something it cares deeply about. The situation must also be suitably dramatic. Examples of good situations are the eladrin hero confronting an evil dragon in its lair or crossing swords with its archenemy.

The eladrin hero gains the following benefits when this ability is active:

- A +4 sacred bonus to armor class.
- A +4 sacred bonus to attack rolls, weapon damage rolls, checks and saving throws.
- Hero's Resolve: If the eladrin hero is reduced to zero hit points or less, it is instead reduced to 1 hit point. It cannot be reduced below 1 hit point until the beginning of its next turn. This ability functions once per day.
- Hero's Valor: Any critical threats the eladrin hero rolls are automatically confirmed.

QuoteBehind the Curtain: Hero of the Story

This ability is meant to give a dramatic boost to an eladrin hero when they are in the spotlight. The DM should allow it to activate sparingly and only when it is thematically appropriate. Generally, this ability is used at climatic moments in an adventure or campaign and not day to day situations. PCs that attempt to manipulate situations to have it active should be discouraged, as no one likes a glory hog - especially other players!

Morwel's Gift

An eladrin hero has joined Queen Morwel's dream and has strengthened it. In return they are given a fragment of her might as a reward. They are granted any one ability of Queen's Morwel's choosing. This may be anything she pleases, several suggestions are noted below. The ability chosen either makes thematic sense or serves a greater purpose that may or may not be readily apparent.

- Any racial ability of a good-aligned, non-lawful creature. Eladrin and fey are preferred, but this is not limited to them. Examples are a nymph's blinding beauty, the gaze of a firre eladrin or the luck of a moon dog.
- A class ability of a class up to the base creature's hit dice minus two. For example, this could grant a 15 hit dice eladrin hero the ability to smite evil as a 13th level paladin or the spellcasting of a 13th level bard. If the eladrin hero gains more hit dice, these abilities rise to match.
- Up to an additional four bonus points to ability scores. This stacks with the bonus to ability scores below.
- A minor artifact of Morwel's design, suitable to the power of the eladrin hero.
- Four feats as bonus feats. As bonus feats, the creature need not meet the prerequisites to the feat if Queen Morwel wishes.
- Two epic feats as bonus feats. This option is only available to creatures of 21 or more hit dice.
- Any one salient divine ability. This option is only available to creatures of 30 or more hit dice. The creature must meet any requirements except for the divine rank requirement. In addition, salient divine abilities with a divine rank requirement of 6 or higher cannot be selected.

The granted ability is the same ability type as normal. For example, a supernatural ability is still a supernatural ability and an extraordinary ability is still an extraordinary ability.

Alternate Form (Su)

The base creature gains an alternate form as any eladrin does. The exact alternate form varies from creature to creature, but most gain base forms identical to the type of eladrin most similar to them. Those that do not gain unique alternate forms.

Abilities

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

Alignment

Always chaotic good.

Table 1: Slam attack damage



   
   
   
   
   
   
   
   
   
   
SizeSlam damage
Fine1
Diminutive 1d2
Tiny1d4
Small1d6
Medium1d8
Large2d6
Huge3d6
Gargantuan 4d6
Colossal 6d6

Table 2: Energy resistance and damage reduction



   
   
   
   
   
   
Hit diceCold and fire resistanceDamage reduction
1-55Damage reduction 5/magic
6-1010Damage reduction 10/evil and magic
11-2010Damage reduction 15/cold iron, evil and magic
21-3020Damage reduction 20/cold iron, epic and evil
31+30Damage reduction 25/cold iron, epic and evil
Title: Re: Beastiary
Post by: Anastasia on December 05, 2013, 11:38:05 PM
First of all, I've made a few revisions to the eladrin hero template. It now explicitly grants the benefits of the eladrin subtype in the special quality section. This was overlooked before. Morwel's gift now has a note about ability types at the bottom for the sake of clarity. None of these change anything important. 

Secondly, spirit shaman requires some adaptation to use. The class is from Oriental Adventures and has a different flavor focus than traditional D&D. In particular, what is a spirit (and assigning a new subtype that is essentially meaningless) is overly complicated and not in line with how D&D works. As such, the following are now counted as spirits for this class: All outsiders, all fey, all incorporeal undead and all elementals. It's not perfect and won't ever be perfect coming from a different frame of reference, but this works well enough.

In addition to the above, the class is now pure Wisdom based for spellcasting instead of a Wis/Cha divide. Follow the guide is now a flat +2 to saves vs enchantment instead of a reroll.


Dasmany, example eladrin hero

Fluff:
Spoiler: ShowHide


Dasmany is a wild elf from untamed lands far from any civilization. She was born with the gift to see the spirits and followed their will. What she saw was Arborea and eladrins, her vision attuned to the faraway paradise as a result of being born during a grand astrological conjunction. This lead to her learning from them at a young age. This in turn lead to her becoming a wandering spirit shaman, enacting the will of the spirits across the land.

This lead to great heroism and adventures; as Dasmany grew stronger, she saw more of the spirit world and less of the material one. Each heroic deed and secret whispered to her by the spirits drew her ever-closer. In time she came to confront an efreeti that had taken over many tribes in her homeland. In a grand battle she defeated it and vanished. It was said she was immolated by the spirit's flames, but in truth the power she drew on removed her from the material world entirely. Now fully in Arborea, Dasmany's selfless heroism was rewarded and she was made into an eladrin hero - a spirit, as she reckons it.

Dasmany now roams Arborea far and wide. She learns all she can from the residents, all while keeping her eyes open for portals. Whenever she finds a portal, she ends up somewhere she is sorely needed. She sees herself as a guardian spirit tasked to protect others, leading her to become a savior from beyond many a time.

Note: Dasmany used to have the ability to see Arborea and powers connected to that. These powers have been replaced by the eladrin hero template. As she is a spirit and resident of Arborea now, there is no further need for those abilities.


Ranger 8//Spirit Shaman 8

Size/Type: Medium Outsider (Augmented Elf, Chaotic, Eladrin, Good)
Hit Dice: 8d8+32 (67 hp)
Initiative: +5
Speed: 30ft, fly 60ft (good)
Armor Class: 22 (+5 dex, +2 natural, +4 armor, +1 dodge)
Base Attack/CMB/CMD: +8/+10/16
Attack: Longbow+15 (1d8+4 x3) or slam+10 (1d8+2)
Full Attack: Rapidshot Longbow+13/+13/+8 (1d8+4 x3) or 2 slams+10 (1d8+2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy(evil outsiders+4, undead+2), spells, distracting attack, chastise spirits 6/day(8d6; DC 21),
Special Qualities: Damage reduction 10/evil and magic, immunity to electricity, petrification and sleep, resistance to fire and cold 10, spell resistance 18, darkvision 60ft, low-light vision, tongues, wild empathy, woodland stride, swift tracker, spirit guide(hawk), detect spirits, blessing of the spirits, ghost warrior, warding of the spirits, hero of the story, morwel's gift(firre's gaze), alternate form.
Saves: Fort +10, Ref +11, Will +8 (+4 vs enchantment, +4 vs poison)
Abilities: Str 15, Dex 20, Con 18, Int 14, Wis 23, Cha 17 
Skills: Concentration+15, Handle Animal+14, Heal+17, Knowledge(Geography)+13, Knowledge(Nature)+13, Knowledge(Religion)+13, Listen+21, Ride+16, Spellcraft+13, Spot+21, Survival+17, Swim+13
Feats: Point Blank Shot(1), Track(R1), Alertness(SS1), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Dodge(6), Manyshot(R6)
Epic Feats: -
Alignment: Chaotic Good

Racial abilities:
Spoiler: ShowHide


Spell-Like Abilities

At will-detect evil, detect law, heart's ease, holy smite, magic missile, see invisibility. Caster level 8th. The save DCs are Charisma based.

Firre's Gaze (Su)

In humanoid form, Dasmany's gaze can cause a creature within 60ft to burst into flames. The gaze deals 2d6 points of fire damage and causes blindness (as the blindness/deafness spell). A successful DC 17 Fortitude save negates the blindness. The save DC is Charisma based.

Alternate Form (Su)

Dasmany can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, Dasmany can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural abilities. In this form, Dasmany has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons.

Dasmany can pass through solid objects in this form, but not force effects, at will. While incorporeal, her attacks ignore natural armor, armor and shields, but deflection bonuses and force effects work normally against them. In this form, Dasmany always move silently and cannot be heard with Listen checks if she doesn't wish to be. While incorporeal, Dasmany sheds light if she wishes, providing illumination within any radius she wishes up to 30ft. Changing the amount of light she sheds is a free action she can perform once per round.


Ranger powers:
Spoiler: ShowHide


Dasmany casts as an 8th level ranger.

[3/day]1: Entangle, Longstrider, Speak with Animals.
[2/day]2: Speak with Plants, Wind Wall.

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Distracting Attack (Ex)

Beginning at 4th level, whenever you hit an enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by you for the purpose of adjudicating your allies' attacks. For example, if your rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack roll but she could also add her sneak attack damage to a successful melee attack.

This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. This is an extraordinary ability.

This ability has no effect on creatures that can't be flanked.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Spirit Shaman powers:
Spoiler: ShowHide


Dasmany casts as an 8th level spirit shaman.

[6/day]0: Create Water, Cure Minor Wounds, Virtue
[8/day]1: Goodberry, Jump, Produce Flame
[8/day]2: Barkskin, Lesser Restoration
[6/day]3: Call Lightning, Summon Nature's Ally 3
[4/day]4: Cure Serious Wounds

Chastise Spirits (Su)

Beginning at 2nd level, a spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits (see What is a Spirit? below).

Chastising spirits is a standard action that deals 1d6 damage/shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10 + shaman level + Cha modifier) for half damage.

When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance - the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Detect Spirits (Sp)

The spirit shaman's spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Blessing of the Spirits (Sp)

Starting at 4th level, a spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which she travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward herself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.

Follow the Guide (Su)

At 5th level and higher, a spirit shaman's spirit guide helps her maintain control of her mind. If a spirit shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.

Ghost Warrior (Su)

Beginning at 6th level, a spirit shaman confers the ghost touch special ability to any weapon she holds for as long as she holds it. She also becomes resistant to the touch attacks of incorporeal creatures, and may use her normal Armor Class (not her touch AC) against any touch attack delivered by an incorporeal creature.

Warding of the Spirits (Sp)

Starting at 7th level, a spirit shaman can perform a special rite once per day to ward herself and her companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per level and otherwise functions like magic circle against evil, except it protects against spirits.


Gear:
Spoiler: ShowHide


[Weapon]Longbow+2.
[Armor]Leather Armor+2

[Expendable]Potion of Haste
Title: Re: Beastiary
Post by: Anastasia on December 11, 2013, 11:29:04 PM
I've had writer's block with Faerinaal so I'm doing some other projects right now. Chalk this one up to work more than anything else.

Anyway, back when I was prepping B1r, I didn't quite get to Oberuth. The last scene of B1 drew Oberuth into events to come thanks to Sylian's meddling, granting him regeneration and horrific visions. That's a encapsulation of his entire career in B1; namely, he was a military man who couldn't do anything but adapt as the world around him changed. It's made him sublimely good at toughing things out. His build takes advantage of that to the utmost.

Oberuth doesn't have the gear that the other B1r NPCs had. In the event that game happens, I'll probably do him from scratch anyway. I took some liberties with his gear on account of that, really sort of feeling things out. So he should be looked at like a dry run rather than a fully polished sheet. I may change him to take a 10 level Occult Slayer (see below) anyway.

I'll probably do a 10-level version of Occult Slayer next. This used to exist on the net, turns out that the class got butchered for Complete Warrior. Unfortunately it's been lost to the ether, so I'm going to take a shot at recreating it. It'll also let me fix some issues with Occult Slayer while I'm under the hood.


Commander Hellman Oberuth

Fighter 29//Ranger 5/Occult Slayer 5/Dwarven Defender 19

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+19d12+406+29+174 (834 hp)
Initiative: +9
Speed: 30ft, fly 60ft (good)
Armor Class: 56 (+5 dex, +8 dodge, +11 armor, +9 shield, +6 deflection, +6 natural, +1 ws)
Base Attack/CMB/CMD: +29/+40/69
Attack: The Second Resort+50 (3d8+39 plus 1d6 vs spellcasters 19-20 x3)
Full Attack: The Second Resort+50/+45/+40/+35 (3d8+39 plus 1d6 vs spellcasters 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Favored enemy(evil outsiders+4, humanoid(goblinoids)+2), vicious strike.
Special Qualities: Damage reduction 12/-, wild empathy, solitary hunting, weapon bond, mind over magic, auravision, nondetection cloak, blank thoughts, defensive stance 10/day, improved uncanny dodge, trap sense+4, mobile defense, regeneration 20.
Saves: Fort +35, Ref +22, Will +35 (+3 vs spells and slas)
Abilities: Str 32, Dex 20, Con 38, Int 14, Wis 10, Cha 12 
Skills: Bluff+11, Climb+21, Diplomacy+13, Gather Information+11, Handle Animal+11, Heal+6, Intimidate+11, Jump+31, Knowledge(Arcana)+12, Knowledge(Dungeoneering)+12, Knowledge(Local:Balmuria)+34, Knowledge(Nature)+12, Knowledge(Planes)+12, Knowledge(Religion)+12, Listen+32, Ride+11, Sense Motive+12, Spellcraft+12, Spot+32, Survival+10, Swim+31
Feats: Negotiator(B), Apt Learner(K:A and Spellcraft)(H), Weapon Focus(Longsword)(1), Improved Initiative(F1), Track(R1), Dodge(F2), Power Attack(R2), Toughness(3), Endurance(R3), Weapon Specialization(Longsword)(F4), Combat Expertise(R4), Shield Specialization(6), Shield Ward(F6), Melee Weapon Mastery(Slashing)(F8), Steadfast Determination(9), Greater Weapon Focus(Longsword)(F10), Strong Stomach(12), Greater Weapon Specialization(Longsword)(F12), Allied Defense(F14), Enduring Life(15), Improved Combat Expertise(F16), Lasting Life(18), Weapon Supremacy(Longsword)(F18), Combat Reflexes(F20)
Epic Feats: Great Ability(Constitution)(21), Epic Weapon Focus(Longsword)(F22), Epic Toughness(24), Epic Weapon Specialization(Longsword)(F24), Epic Toughness(DD15), Spellcasting Harrier(F26), Great Ability(Constitution)(27), Epic Toughness(F28)
Alignment: Lawful Neutral (Lawful Good tendencies)

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

Through means unknown, the lich Sylian has empowered Oberuth to be indestructible to any known means. This grants him regeneration 20. The means of defeating this regeneration are not known.

This blessing comes with routine nightmares. As of yet, these nightmares have not had a serious impact on Oberuth's personal well-being.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Solitary Hunting (Ex)

Your favored enemy bonus also applies to your attack rolls.


Occult Slayer powers:
Spoiler: ShowHide


Weapon Bond (Su)

An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else - no adventuring) to create a new weapon bond.

Mind over Magic (Su)

Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.

Vicious Strike (Ex)

At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Auravision (Su)

At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Nondetection Cloak (Su)

Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's occult slayer level), except that it affects only the occult slayer and her possessions.

Blank Thoughts (Ex)

At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.


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: ShowHide


The Second Resort

This sword is the long-lost blade of the gnomish God-King. Lost for two millenia, it was recovered by the Crimson Guard and used by Seira Aryn in her mortal adventures. When Seira ascended, the blade passed onto Oberuth, who still owns it.

The second resort is a blade that counts as a short sword, long sword, great sword or bastard sword for the wielder. He may use it as any he wishes and it counts as such for feats. No matter how it is used, it has an enchantment bonus of +4 and deals 3d8 points of damage per hit with a critical hit range of 19-20 and a multiplier of x3. In addition, it has the following powers, which may each be used once per day.

Spellruin: On a successful melee strike, the user may elect to destroy 4d6 spell slots or spell charges. The target's highest level spells are lost first. This power has grown in tandem with Oberuth's occult slayer powers.
Smite: On a successful hit you deal an additional 6d8 points of damage. This damage is divine damage and ignores all resistances.
Maim: This power is not active for Oberuth, as the power for it has shifted to spellruin.
Lifetheft: On a successful melee strike, you may elect to heal one half of the damage this strike did to your target.

Blood and Sweat

This breastplate has been imbued with decades of Oberuth's battles, as well as being exposed to his magically charged blood after Sylian's blessing.  It has grown strong as its wearer and grants him superb protections.

Blood and sweat is a breastplate+6, heavy fortification. It has a maximum dexterity cap of 10. As a result of being a symbol of Oberuth's single-minded dedication to toughing his problems out and his battles, it allows him to combine those skills together. Oberuth applies his Constitution modifier as a bonus to weapon damage rolls.

Balmuria's Crest

This is the personal shield of Commander Oberuth. It is emblazoned with a symbol for the Free City of Balmuria, the Arch of Peace and the greater city seen within. It was made by Elle Stronger on commission and is an improved version of the shield Oberuth used in his adventures with the early Crimson Guard.

Balmuria's Crest is a heavy steel shield+6. It grants a +2 sacred bonus to armor class and saving throws against the attacks of evil outsiders. If pressed onto such a creature (a standard action that does not provoke attacks of opportunity), the shield glows with white flames. This deals 10d6 points of damage to the creature. In addition to all of this, it allows the bearer to call on the full powers of the Balmuria Mythal while within the bounds of the mythal.

In addition this, Oberuth uses the following gear.

Amulet of Health+12
Gauntlets of Ogre Strength+12
Cloak of Resistance+6
Ring of Protection+6 and Natural Armor+6
Winged Boots (Constant fly spell, no activation needed)
Title: Re: Beastiary
Post by: Anastasia on December 17, 2013, 04:03:38 AM
Third generation spawn of Jormugandr

Spawns of Jormugandr are the grandsons of the world serpent, the ouroboros that forever eats its own tail. They pursue their own interests, aid their parents and occasionally clash with Ysgard's brave heroes. They enjoy battle but do not seek it out, but battles have a way of finding inhabitants of Ysgard.

Alicia, Latha and Antenora faced one in Ysgard during Strength of Light's trials. They ultimately overcame it and eventually it became the guardian of the Felic Gate of Sylica. This is the baseline creature with one minor power added, max hit points per hit die. It's not a terribly elaborate or interesting monster. The direct children of the world serpent are epic monsters and a lot more interesting. They're next barring a breakthrough on Faerinaal. Heavy creative writing plus this job don't mix.

I may also whip up the guardian of the Felic Gate. He needs some consideration, as I don't want him to jump straight to epic beguiler casting.


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

Racial powers: [spoiler]

Breath Weapon (Ex)

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

Poison (Ex)

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

World Serpent's Blood (Ex)

Third generation spawns of Jormugandr have traces of their legendary grandfather's blood within them. They have maximum hit points per hit die.
Title: Re: Beastiary
Post by: Anastasia on December 28, 2013, 06:48:43 PM
I may add something more here later, but I'm not feeling verbose right now. Just want to get them posted.

Children of Jormugandr

Fluff:
Spoiler: ShowHide


Ecology

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

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

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

Environment

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

Typical Physical Characteristics

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

Alignment

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

Advancement

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

Gestalt

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

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


Size/Type: Gargantuan Outsider (Chaotic, Good)
Hit Dice: 30d8+360+30+60 (690 hp)
Initiative: +6
Speed: 50ft, burrow 30ft, fly 180ft (average)
Armor Class: 56 (-4 size, +6 dex, +44 natural)
Base Attack/CMB/CMD: +30/+51/57
Attack: Bite+43 (4d8+27 plus poison plus improved grab)
Full Attack: Bite+43/+38/+33/+28 (4d8+27 plus poison plus improved grab)
Space/Reach: 20ft/20ft
Special Attacks: Breath weapon, poison, improved grab, swallow whole.
Special Qualities: Damage reduction 30/axiomatic, cold iron and epic, immunity to cold, fire and poison, resistance to acid and electricity 30, world serpent's blood, consume the tail, darkvision 120ft, blindsight 400ft, fast healing 30.
Saves: Fort +27, Ref +21, Will +18
Abilities: Str 47, Dex 23, Con 35, Int 17, Wis 17, Cha 16
Skills: Climb+50, Heal+36, Hide+39, Intimidate+36, Jump+58, Knowledge(Arcana)+36, Knowledge(Dungeoneering)+36, Knowledge(Local:Ysgard)+36, Knowledge(Nature)+36, Knowledge(Religion)+36, Listen+36, Move Silently+39, Spot+36, Survival+36, Swim+50
Feats: Awesome Blow(B), Toughness(B), Power Attack(1), Ability Focus(Poison)(3), Rapidstrike(6), Quicken Breath(9), Virulent Poison(12), Deadly Poison(15), Improved Rapidstrike(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Poison)(21), Relentless Poison(24), Blinding Speed(27), Fast Poison(30)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

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

Poison (Ex)

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

Improved Grab (Ex)

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

Swallow Whole (Ex)

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

World Serpent's Blood (Ex)

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

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

Consume the Tail (Su)

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

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


Epic Poison Summary: [spoiler]

See here for full information: https://www.wizards.com/default.asp?x=dnd/ei/20021110a

- Ignores any magical protections against poison. This includes magical items that grant bonuses to saves and ability scores.
- Only natural rest can restore ability damage from epic poison.
- Heal checks to help and antitoxin work normally.

As a note, epic poisons don't penetrate divine poison immunity. When used by a deity against a deity, a rank check to overcome the immunity happens as normal. This is for clarification, as Jormugandr's poison will interact with this. Moreover, the anti-magic properties doesn't function, since deities are innately immune to anti-magic.
Title: Re: Beastiary
Post by: Anastasia on January 30, 2014, 03:02:11 AM
Yeah, a new Disgaea game plus writer's block meant this was going to take awhile. Blah blah blah, moving on. This writeup is somewhat scanty in part due to that. The other part is that I want there to be some ambiguity about Jormugandr.

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

Each dawn Jormugandr falls into a terrible frenzy, biting its own tail as it spreads life to all that fell over Ysgard. He is the channel for Ysgard's resurrections and ensures that the cycle of life and death continues.

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

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

---

Jormugandr's abilities are scaled like a greater deity's. I haven't posted one yet, as they're all meant to be tremendous game breakers - even above intermediate deities, Jormugandr's expanding radius poisoning is scaled to that sort of insanity. Anyway, notes as follows.

- Barbarian should an obvious class choice based on Jormugander's frenzies. It also fits Ysgard neatly.
- Jormugandr's land speed is 10ft higher than it should be thanks to fast movement. It only applies to land speed, hence it looking off compared to his other modes of movement.
- Jormugandr's main threat is his poison. It's one hell of a threat. There's really no way around it with all the ways he beats immunity (epic poison + divine immunity penetration + counting as a ravage vs evil + death poison feat), so if you want to have a chance to beat him, you need a jacked up Fortitude save. This is doable for something in his level range but it shuts down most lower level threats, minions and the like.
- Unlike most entities of this power level, Jormugandr can be sniped with things like mind control with a high enough DC. Granted, having it stick with the help Jormugandr has around is a feat, but it's a viable strategy.
- I believe the Immortal's Handbook has a system for sizes bigger than Colossal. I don't normally think it's terribly needed, but this is a case where those rules would be handy. Oh well.


Jormugandr 61//Barbarian 61

Size/Type: Colossal Outsider (Chaotic, Good)
Hit Dice: 61d12+1220+61+244 (2257 hp)
Initiative: +28
Speed: 210ft, burrow 100ft, swim 200ft, fly 400ft (perfect)
Armor Class: 114 (-8 size, +8 dex, +70 natural, +20 con, +14 deflection)(+20 dodge bonus vs AoOs when charging)
Base Attack/CMB/CMD: +61/+97/139
Attack: Bite+95 (12d8+56 plus poison plus improved grab)
Full Attack: Bite+95/+90/+85/+80 (12d8+56 plus poison plus improved grab)
Space/Reach: 30ft/30ft
Special Attacks: Breath weapon, poison, improved grab, swallow whole, epic rage 16/day.
Special Qualities: Damage reduction 50/axiomatic, cold iron, evil and epic, damage reduction 27/-, immunity to cold, fire and poison, resistance to acid and electricity 50, spell resistance 81, world serpent, bite the tail, darkvision 120ft, blindsight 1000ft, fast healing 500, improved uncanny dodge, dashing step, indomitable will, tireless rage.
Saves: Fort +79, Ref +67, Will +66
Abilities: Str 67, Dex 27, Con 50, Int 23, Wis 25, Cha 22
Skills: Balance+72, Climb+92, Heal+71, Hide+72, Intimidate+70, Jump+160, Knowledge(Arcana)+70, Knowledge(Dungeoneering)+70, Knowledge(Local:Ysgard)+70, Knowledge(Nature)+70, Knowledge(Planes)+70, Knowledge(Religion)+70, Listen+71, Move Silently+72, Sense Motive+71, Spot+71, Survival+71, Swim+92, Tumble+72
Feats: Awesome Blow(B), Toughness(B), Power Attack(1), Ability Focus(Poison)(3), Rapidstrike(6), Quicken Breath(9), Virulent Poison(12), Deadly Poison(15), Improved Rapidstrike(18), Improved Natural Attack(Bite)(36), Improved Sunder(39), Combat Reflexes(42), Large and in Charge(45), Improved Overrun(48)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Poison)(21), Relentless Poison(24), Chaotic Rage(B24), Blinding Speed(27), Dire Charge(B28), Fast Poison(30), Epic Rage(B32), Death Poison(33), Terrifying Rage(B36), Ruinous Rage(B40), Thundering Rage(B44), Epic Sunder(B48), Epic Overrun(51), Epic Toughness(B52), Jormugandr's Charge(54), Armor Skin(B56), Improved Combat Reflexes(57), Spellcasting Harrier(60), Damage Reduction(B60)
Alignment: Anarchic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

DC 75 Fortitude negates, 1d10/4d10 Constitution damage, at will, 210ft cloud of poison gas. The secondary damage occurs in one round rather than one minute. If the secondary save is failed, it repeats until it is passed or the target dies. The save DC is Constitution based and includes a +7 racial bonus. This is an epic poison.

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

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

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

Poison (Ex)

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

Bite the Tail (Su)

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

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

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

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

Improved Grab (Ex)

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

Swallow Whole (Ex)

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

World Serpent (Ex)

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


Gear:
Spoiler: ShowHide


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


Custom Material: [spoiler]

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

Jormugandr's Charge [Epic]
Prerequisites: Combat Reflexes, Dire Charge, Epic Overrun, str 31
Benefit: You may overrun opponents as part of a charge. These overrun attempts are free actions as part of your charge. In addition, you may choose to make a melee attack against any creature you successfully overrun in this manner. Make the attack at your highest base attack bonus. Each attack you make in this fashion counts as one of your attacks of opportunity for the round.
Title: Re: Beastiary
Post by: Anastasia on February 09, 2014, 01:51:37 AM
The problem with Faerinaal is that he's essentially an accessory to Queen Morwel. I gave writing a flavor block for him a try several times, but it always came down to things about Queen Morwel. Gwynharwyf avoids this problem by having more details but Faerinaal is little more than Queen Morwel's lover. At this point I just want to get him done and focus on Morwel, as she's the story behind the Court of Stars.

---

Arborea is a place of endless creation and change, where spirits find ever-varied joys and experiences. At times new exemplars will be born solely because an experience demands someone new to go through it. Faerinaal is one such eladrin. He came into existence as a tulani eladrin to experience a new transmutation spell Corellon Larethian created. This left the newly created eladrin with a passionate desire to master all the arts of transmutation. A mastery of wild magic was a natural follow up for him.

In time Faerinaal came to the Court of Stars and fell under Queen Morwel's sway, as do all that live there. He dedicated himself to her and to serving in her court to his utmost, adding skills of a master diviner to his arsenal. After the death of the Queen's Consort Vaeros, Queen Morwel shut herself away in mourning. Faerinaal used his skills to the utmost to find her and provide sorely needed comfort. One thing lead to another and eventually Faerinaal became one of Morwel's consorts.

Since that time, Faerinaal has dedicated himself to studying Queen Morwel and her secrets. He serves to manage her palace and political affairs, all while overseeing the great eladrin host. He supports Gwynharwyf, who he cares about deeply, and the two support Queen Morwel at every turn.


Tulani Eladrin 57//Transmuter 5/Master Specialist 10/Archmage 5/Wild Mage 10/Arcane Devotee 5/Rogue 2/Unseen Seer 10/Wild Soul 10

Faerinaal
Queen's Consort, Father of Change
Consort to Queen Morwel
Symbol: A silver harp dotted with stars, set on a blue background
Home Plane: Court of the Stars
Alignment: Anarchic Good
Portfolio: Transmutation, healing, knowledge, freedom, change
Worshipers: Transmuters, tulani eladrin, factotums, liberators, paladins of freedom, bards
Cleric Alignments: CG, CN
Domains: Alteration, Chaos, Good, Healing, Knowledge, Liberation, Magic, Protection, Spell
Favored Weapon: Sword of the Eladrins (Longsword)

Size/Type: Medium Outsider (Chaotic, Eladrin, Good)
Divine Rank: 13
Hit Dice: 57d8+969 (1425 hp)
Initiative: +36; always goes first
Speed: 60ft, fly 200ft (perfect)
Armor Class: 110 (+19 dex, +13 divine, +28 natural, +19 deflection, +21 armor)(63% miss chance)
Base Attack/CMB/CMD: +57/+71/
Attack: Sword of the Eladrins+94 (1d8+31 plus 3d6 anarchic and 1 negative level (6d6 and 2 negative levels on crit) plus 5d6 sneak attack 17-20 x2)
Full Attack: Sword of the Eladrins+94 (1d8+31 plus 3d6 anarchic and 1 negative level (6d6 and 2 negative levels on crit) plus 5d6 sneak attack 17-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Celestial symphony, sword of the eladrins, dream ray, chaos ray, spells, reckless dweomer, wildstrike, sneak attack+5d6.
Special Qualities: Damage reduction 45/axiomatic, cold iron, epic and evil, immunity to acid, cold, electricity and petrification, spell resistance 72, tongues, protective aura, divine traits, bardic music 57/day, countersong, fascinate, inspire courage+10, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, alternate form, aligned spellcaster(chaotic), expanded spellbook, minor school esoterica, caster level increase+2, moderate school esoterica, major school esoterica 3/day, arcane reach(60ft), mastery of elements, mastery of shaping, spell power, wild magic, random deflector 3/day, student of chaos, chaotic mind, reach of the holy, divine synergy(Queen Morwel), divine shroud, trapfinding, evasion, advanced learning, divination spell power+3, guarded mind, seelie courtier, spontaneous spells, seelie bond, summon seelie ally.
Saves: Fort +73, Ref +75, Will +74 (+2 vs divine spells and SLAs/SUs of outsiders)
Abilities: Str 38, Dex 48, Con 45, Int 55, Wis 46, Cha 48
Skills: Balance+92, Bluff+92, Concentration+90, Craft(Stars)+95, Decipher Script+95, Disable Device+95, Disguise+92, Diplomacy+92, Escape Artist+92, Gather Information+92, Heal+91, Hide+92, Intimidate+92, Knowledge(All)+95, Listen+91, Move Silently+92, Perform(All)+92, Search+95, Sense Motive+127, Sleight of Hand+92, Spellcraft+97, Spot+91, Tumble+92, Use Magic Device+94, Use Rope+92
Feats: Words of Creation(B), Spell Focus(Transmutation)(1), Scribe Scroll(T1), Spell Focus(Enchantment)(3), Enlarge Spell(T5), Magical Aptitude(6), Skill Focus(Spellcraft)(MS1), Greater Spell Focus(Transmutation)(MS3), Maximize Spell(9), Improved Initiative(12), Spell Penetration(15), Empower Spell(18), Greater Spell Penetration(24), Arcane Strike(27), Widen Spell(30), Skill Focus(Sense Motive)(33), Silent Spell(US2), Ability Focus(Celestial Symphony)(42), Versatile Performer(54), Spell Mastery(57)
Epic Feats: Group Inspiration(B), Lasting Inspiration(B), Music of the Gods(B), Rapid Inspiration(B), Reactive Countersong(B), Epic Spell Capacity(21), Epic Spell Penetration(36), Epic Skill Focus(Sense Motive)(39), Epic Ability Focus(Celestial Symphony)(45), Epic Spell Focus(Transmutation)(48), Improved Metamagic(51)
Salient Divine Abilities: Arcane Mastery, Automatic Metamagic(Empower Spell), Automatic Metamagic(Widen Spell), Clearsight, Divine Bard, Divine Dodge, Divine Skill Focus(Sense Motive), Divine Spell Focus(Transmutation), Extra Domain(Healing), Extra Domain(Knowledge), Extra Domain(Protection), Extra Domain(Spell), Extra Energy Immunity(Acid), Extra Energy Immunity(Cold), Gift of Life, Know Secrets, Spontaneous Arcane Spells, Supreme Initiative, Wave of Chaos
Alignment: Anarchic Good

Racial powers:
Spoiler: ShowHide


Alternate Form (Su)

Faerinaal can shift between his humanoid and globe forms as a free action at any time, but no more than twice per round. In humanoid form, he cannot use his dream ray or change ray, but he can use his other abilities. In globe form he cannot attack with his sword or cast spells, but he can use his dream ray or change ray. The globe form is incorporeal, and Faerinaal has no Strength score while in that form. While incorporeal, Faerinaal can be harmed only by other incorporeal creatures, +1 or better magic weapons (though her damage reduction still applies as well), and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, such as magic missile, or attacks made with ghost touch weapons).

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

Dream Ray (Su)

In globe form, Faerinaal can fire a coruscating ray of light with a range of 700ft. The ray deals 3d6 points of Charisma damage with a successful hit. Any nonevil creature reduced to 0 Charisma by the dream ray falls into a dream filled coma. An evil creature reduced to 0 Charisma falls into a nightmare wracked coma and takes 7d10 points of damage plus an additional 7d10 points of damage per round spent in the comatose state. A creature awakens from its coma if its Charisma is raised to 1 or higher.

Chaos Ray (Su)

In globe form, Faerinaal a glowing ray of light with a range of 700ft. The ray deals 57d6 points of damage to lawful creatures. Creatures that are neither lawful or chaotic take half damage and chaotic creatures take no damage. In addition, nonchaotic creatures must make a DC 70 Will save or be afflicted as if by confusion for 3 rounds.

The save DC is Charisma based.

Celestial Symphony (Su)

Faerinaal can sing a song that duplicates a holy word spell as a standard action. Nongood creatures within 300ft of Faerinaal are affected as though by the spell, with a caster level of 57. Further, nongood creatures also suffer 57d4 points of damage. A successful DC 70 Will save negates the negative conditions, possible banishment and halves the damage taken. Using this ability consumes a daily use of bardic music.

The save DC is Charisma based.

Sword of the Eladrins (Su)

Faerinaal can create a longsword+10, keen and anarchic power at will as a free action. This sword is a manifestation of the glory of the eladrins and chaotic good and bears a tremendous amount of power, being little more than a direct conduit for those energies. A successful critical hit from this sword causes a massive burst of energy, inflicting 10d10 points of holy and 10d10 points of anarchic damage to the target and all creatures within 70ft. Good creatures are immune to the holy damage and chaotic creatures are immune to the anarchic damage. If Faerinaal dies or loses contact with the sword, it vanishes instantly.


Divine powers:
Spoiler: ShowHide


Spell-like abilities

Always active-detect evil, detect law, magic circle against evil. At will-aid, alter self, animate objects, antimagic field, anyspell, blade barrier, break enchantment, chaos hammer, clairaudience/clairvoyance, cloak of chaos, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, detect secret doors, detect thoughts, dispel evil, dispel law, dispel magic, divination, enlarge person, etherealness, fabricate, find the path, foresight, freedom of movement, gaseous form, greater anyspell, greater dispel magic, greater plane shift, greater teleport, heal, holy aura, holy smite, holy word, identify, imbue with spell ability, iron body, limited wish, legend lore, mage armor, magic aura, magic circle against evil, magic circle against law, magic disjunction, mass cure critical wounds, mass cure light wounds, mass enlarge person, mass heal, mind blank, mnemonic enhancer, omen of peril, prismatic sphere, protection from energy, protection from evil, protection from law, protection from spells, rage, refuge, regenerate, repulsion, sanctuary, shatter, shield other, spell immunity, spell resistance, spell turning, summon monster 9(chaotic good only), true seeing, unbinding, undetectable alignment, vision, word of chaos. Caster level 57th. The save DCs are 52 + spell level.

Alter Reality (Su)

Faerinaal 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 manifests in a number of ways. Faerinaal can use wish when doing so can help him promote protection, transmutations and change. Note that in the situation where Faerinaal and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:

Alteration: +1 caster level to transmutation spells cast on living targets.
Chaos: +1 caster level for chaotic spells.
Good: +1 caster level to good spells.
Healing: +1 caster level for healing spells.
Knowledge: +1 caster level for divinations.
Magic: Use magic items as a wizard 1/2 of your cleric level. Worthless for him.
Protection: Touch and grant +28 resistance bonus to next save.
Spell: +2 bonus to concentration and spellcraft checks.

Divine Aura (Ex)

The save DC against Faerinaal's divine aura is 42 and the radius is 13000ft.

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

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

Faerinaal does not automatically fail on a natural attack roll or saving throw roll of 1. He automatically receives a 20 on any check he makes.

Communication: Faerinaal can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within thirteen miles of himself.

Remote Communication: As a standard action, Faerinaal can speak to any of his own worshipers, and to anyone within ten miles from a site dedicated to him, or within ten miles 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 as a beautiful singing voice. In this case, no other creature can hear it or understand the message.

Create Items: Faerinaal can create any wondrous item with power related to protection, transmutations and eladrins; the maximum is 200,000 gold.

Portfolio Sense: Faerinaal is aware of any act of protection, change or healing.


Transmuter powers:
Spoiler: ShowHide


Faerinaal casts as a 54th level transmuter(caster level 49th+1d6, 58th+1d6 for transmutations, 55th+1d6 for divinations). The save DCs are 32 + spell level (41 + spell level for transmutations). All of Faerinaal's spells gain the chaotic descriptor, except for spells that have the lawful descriptor. All of Faerinaal's spells are automatically empowered and widened. 20/day he may choose to automatically apply enlarge spell to a spell without increasing the casting time or spell level.

Faerinaal does not memorize spells, as he has spontaneous wizard casting from his salient divine abilities.

[4/day]0:
[10+1/day]1:
[10+1/day]2:
[9+1/day]3:
[9+1/day]4:
[9+1/day]5: Spell Power
[9+1/day]6: Mastery of Shaping
[8+1/day]7: Arcane Reachx2
[8+1/day]8: Mastery of Elements
[8+1/day]9:
[8+1/day]10:
[7+1/day]11:
[7+1/day]12:
[7+1/day]13:
[7+1/day]14:
[5+1/day]15:
[5+1/day]16:
[5+1/day]17:
[5+1/day]18:
[5+1/day]19:
[5+1/day]20:
[2+1/day]21:

Aligned Spellcaster (Ex)

Faerinaal's spells gain the chaotic descriptor, unless they have the lawful descriptor. Spells he casts that target creatures of the opposite alignment gain a +1 bonus to caster level and +2 if they have the lawful subtype. Area of effect and other spells that affect such creatures without targeting them do not gain this bonus.


Master Specialist powers:
Spoiler: ShowHide


Expanded Spellbook (Ex)

(Note: As a spontaneous wizard thanks to SDAs, this is essentially worthless to him.)

When you reach 2nd level, you can add one wizard spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level.

Minor School Esoterica (Ex)

When a transmutation spell Faerinaal has cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.

Caster Level Increase (Ex)

Faerinaal gains a +2 bonus to his caster level for transmutations.

Moderate School Esoterica (Ex)

Faerinaal's long study of transmutation has lead to a breakthrough. This ability is triggered automatically when he casts a transmutation spell and lasts for a number of rounds equal to the spell's level. He gains a bonus to transmutation spells and effects equal to the level of the transmutation spell Faerinaal cast.

Major School Esoterica (Ex)

When a creature successfully saves against a transmutation spell Faerinaal casts, it takes damage equal to the level of the spell. Faerinaal may use this ability three times per day.


Archmage powers:
Spoiler: ShowHide


Arcane Reach (Su)

Faerinaal can use spells with a range of touch on a target up to 60ft away. The archmage must make a ranged touch attack. This ability costs one 7th-level spell slot.

Mastery of Elements (Ex)

Faerinaal can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. Faerinaal decides whether to alter the spell's energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Mastery of Shaping (Ex)

Faerinaal can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.

Spell Power (Ex)

This ability increases Faerinaal's effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.


Wild Mage powers:
Spoiler: ShowHide


Wild Magic (Ex)

Faerinaal casts spells differently from any other arcane spellcaster. He reduces his caster level by 3 for all spells he casts from now on. However, every time he casts a spell, his use of wild magic adds 1d6 to his adjusted caster level. Caster level affects all level-based variables of a spell, including spell penetration checks.

Random Deflector (Su)

Faerinaal has the ability to protect himself from certain attacks with this ability. Using this ability is an immediate action, which means that Faerinaal activates it when it is not his turn. When activated, the random deflector lasts until the beginning of his next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating Faerinaal as the sole target, but not area spells striking an area in which he happens to be the sole target) so that they instead attack or affect a random target within 20 feet of Faerinaal. Faerinaal includes himself and his allies among the possible new targets. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target's AC, the new target receives a saving throw if a spell or effect allows one, and so on. Faerinaal can use this ability three times per day.

Student of Chaos (Ex)

Whenever Faerinaal uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), he can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), Faerinaal gains no special advantage.

Chaotic Mind (Su)

Faerinaal gains immunity to confusion and insanity spells and effects, and he is shielded by a continuous nondetection effect (as the spell).

Reckless Dweomer (Su)

Faerinaal knows how to spontaneously convert his own spell energy into random, unpredictable results. As a standard action, he can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. His student of chaos ability (see above) applies when he uses his reckless dweomer ability. See page 237 of the Dungeon Master's Guide for details on the rod of wonder.

Wildstrike (Sp)

Faerinaal has the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder (see page 237 of the Dungeon Master's Guide).


Arcane Devotee powers:
Spoiler: ShowHide


Reach of the Holy (Ex)

Faerinaal may apply the effects of Enlarge Spell to any spell he casts. He does not need to prepare it as an enlarged spell in advanced, and the use of the ability does not increase the casting time or use a higher level spell slot. He may use this ability 20 times per day.

Divine Synergy (Ex)

Faerinaal has learned to harmonize his magic with that of Queen Morwel's worshipers. Any time he is the target of a harmless spell cast by a divine caster devoted to Queen Morwel, the spell fucntions as if affected by the Empower Spell feat, if applicable. The spell must be cast by another character and a spell that cannot be affected by Empower Spell is not affected.

Divine Shroud (Sp)

Once per day, Faerinaal may surround himself with a shroud of glowing divine power that protects him against hostile spells. This ability functions as spell resistance with a caster level of 49+1d6.


Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

Faerinaal can catch opponents off guard and deal extra damage. He deals this extra damage whenever his target would be denied its Dexterity bonus to AC or when he flanks the target. See the sneak attack class feature for rogues.

Trapfinding (Ex)

Faerinaal can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Faerinaal can use the Disable Device skill to disarm magical traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If Faerinaal beats the trap's DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works and bypass it without disarming it.

Evasion (Ex)

If Faerinaal makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if Faerinaal is wearing light armor or no armor. If Faerinaal is helpless, he does not gain the benefit of evasion.


Unseen Seer powers:
Spoiler: ShowHide


Advanced Learning (Ex)

At 2nd, 5th, and 8th level, Faerinaal can add a new spell to his spellbook or list of spells known, representing the result of personal study and experimentation. The spell must be a divination spell of a level no higher than that of the highest-level arcane spell he already knows. The spell can be from any class's spell list (arcane or divine). Once a new spell is selected, it is forever added to his spell list and can be cast just like any other spell on your list. 

Faerinaal has selected PLACEHOLDER (39, 42, 45; 16th; 17th; 18th.)

Divination Spell Power (Ex)

Faerinaal gains a +3 bonus to his caster level when casting arcane divination spells. All other arcane spells are cast at -3 caster level.

Guarded Mind (Su)

Faerinaal is protected by a constant nondetection effect, caster level 57th.


Wild Soul powers:
Spoiler: ShowHide


Seelie Courtier (Ex)

Faerinaal gains a +10 bonus on Bluff, Diplomacy and Intimidate checks made to influence fey and magical beasts.

Spontaneous Spells (Ex)

Faerinaal can tap into the magic that naturally infuses fey and magical beasts to cast spells that were not prepared ahead of time. He can sacrifice any prepared arcane spell or an arcane spell slot to cast a particular spell of the same spell level or lower. Access to a spontaneous spell does not grant the ability to cast it if he do not have a prepared spell or spell slot of appropriately high level to lose in exchange. These spells are not considered to be part of his class spell list, so this feature doesn't grant him the ability to activate spell trigger or spell completion items using these spells.

1: Remove Fear 2: Hideous Laughter 3: Invisibility Sphere 4: Break Enchantment 5: Hold Monster 6: True Seeing 7: Prismatic Spray 8: Sympathy 9: Time Stop

Seelie Bond (Su)

When Faerinaal casts summon seelie ally or a summon monster spell to bring forth a creature from the summon seelie ally list, your connection to the seelie increases, granting you benefits. These benefits remain as long as one of the seelie or unseelie creatures you summoned is alive and the duration of the spell has not expired. The benefits described below are cumulative.

Faerinaal gains immunity to magical and nonmagical sleep effects, a +2 bonus on saves vs enchantment spells and effects, a 10ft bonus base land speed and a +1 to the save DC of illusion and enchantment spells he casts.

Summon Seelie Ally (Sp)

Faerinaal can summon a seelie ally three times per day. This ability functions like summon monster 1 except that he chooses a creature from a list of options, as detailed below. He can summon one creature from the highest level list, 1d3 creatures of the same kind from the next highest list or 1d4+1 creature of the same kind from any lower level list. His caster level for these abilities is 57.

1: Blink dog, Pegasus, Senmurv (Fiend Folio), Unicorn
2: Nixie, Satyr (with pipes)
3: Pixie (can't cast Otto's irresistible dance; with sleep arrows, but not memory loss arrows), Shimmerling swarm (Monster Manual III)
4: Lillend, Leskylor (Book of Exalted Deeds)
5: Bearhound (Monster Manual III), Leskylor, three-headed (Book of Exalted Deeds)


Gear:
Spoiler: ShowHide


Faerinaal wields his Sword of the Eladrins as described above.

Raiment of the Starry Sky

This blue robe twinkles with stars woven amid arcane symbols. It is said to have been made by Faerinaal long ago and steadily increased in power over the ages. That is only half-true. While that is not incorrect, the bulk of its power was gained on the night Faerinaal captured Queen Morwel's heart. He proposed to her under the night sky deep in the Court of the Stars, declaring his undying love for her. She accepted and reached up to the sky, taking down that night's sky and weaving it into Faerinaal's robe. This act greatly empowered the magic within, adding the potential of an entire night in the Court to it. It matches his own potential and hard earned knowledge, amplifying them.

The Raiment of the Starry Sky grants a +21 armor bonus to armor class. This robe grants a +7 bonus to the caster level of transmutations. Seven times per day he may use the following powers. He may choose any combination of powers he sees fit and may use the same power more than once.

- Change the range of arcane reach to 210ft.
- Use the wildstrike ability, except that it does not count against his daily use of it and it lasts for 7d6 rounds.
- Use reach of the holy, except that it does not count agaisnt his daily uses of it and triples the range of spells affected.
- Increase his sneak attack damage by 7d6 for one attack.
- Cast a single divination spell not on his spell list, as if it was on his spell list. Doing so takes up a spell slot, Faerinaal can choose to sacrifice a prepared spell of the chosen level to do so.
- Summon 3d6 bearhounds or three headed leskylors, as if summoned by a summon monster spell with a caster level of 57. Using this ability is a standard action.

Faerinaal has a collection of magical items, enchanted instruments and enhanced weapons. He prefers not to use them himself, but instead to distribute them to allies. He is occasionally accompanied by an entire orchestra of animated musical instruments. These instruments are capable of using Faerinaal's bardic music abilities as if he was using them himself.


Custom Material: [spoiler]

Body Softening
Transmutation
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The invocation of this spell causes the target creature's body to become soft and vulnerable. The target loses any damage reduction it possesses as well as any natural armor bonus to armor class. Further, it suffers double damage from weapons and natural attacks. Any critical threats against the target are automatically confirmed.

The target's natural weapons, if any, are blunted and softened by this spell. They deal no damage and are as harmless as a light breeze.

Faerinaal's Internal Revolt
Transmutation
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 living creature with a discernible anatomy
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You hum a catchy tune, causing the target's internal organs to dance along to the beat. This spell animates the target's organs to freely dance and cause grievous internal injury. If the target fails a Fortitude save, it takes 18d12 points of damage per round. In addition, the internal damage causes 2 points of Strength, Dexterity and Constitution damage per round.

Creatures without discernible anatomies, such as oozes, are immune to this spell.

Material Component

A tiny drum and a scalpel.

Faerinaal's Lullaby
Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: 1 creature/level
Duration: 1 hour/level; see text
Saving Throw: Will negates
Spell Resistance: No

You sing a gentle lullaby that soothes the wicked into a slumber that prevents them from harming another soul again, perhaps forever. Creatures that fail the Will save fall asleep for the duration of the spell. Good creatures are immune to to this spell, neutral creatures are affected normally and evil creatures suffer a -4 penalty to the Will save. A creature put to sleep by this spell can only be awoken prematurely by greater dispel magic or remove curse and such spells must succeed on a caster level check against you.

An evil creature must make a second Will save at the end of this spell's duration. Failure results in the spell's duration becoming permanent for that creature.

Ghostblood
Transmutation
Level: Sor/Wiz 18
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

Ghostblood turns the target's blood to ghostly wisps of air that blow away, leaving the creature without a drop of blood in its body. This spell deals 70d8 points of damage to the target. If the target survives this, they make a DC 10 Constitution check. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the target fails one of these Constitution checks, they begin to suffocate. In the first round they fall unconscious and die of suffocation two rounds later. This suffocation does not depend on air, so being able to breathe is irrelevant to it. It can only be stopped by the target healing as much damage as this spell inflicted. Measures that prevent suffocation, such as a necklace of adaption, do not prevent this suffocation.

A creature that succeeds on the saving throw only loses a majority of its blood. It only takes half damage and is not subject to the suffocation above. Instead, they are subject to slow suffocation, except that the damage begins immediately, occurs every round and deals 5d6 points of non-lethal damage. Like above, this suffocation can only be stopped by healing the damage done by the spell (but not any non-lethal damage that occurs from slow suffocation).

Creatures that do not possess a bloodstream or similar anatomy are not subject to this spell. Creatures that possess blood but do not need to breathe are subject to the damage but not the suffocation.

True Vulnerability
Abjuration
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One or more creatures in a 20ft radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures affected by this spell are treated as being vulnerable to acid, cold, electricity, fire and sonic energy damage. In addition, any immunities or resistances to energy are negated for the duration of the spell.

Material Component

A miniature wooden shield, broken in half.
Title: Re: Beastiary
Post by: Anastasia on April 06, 2014, 02:14:31 PM
Working on Morwel is essentially working on the eladrin and the fey in full. A lot of tangents come from that and this is one of them; she's done mechanically and has been done for a good while, but all the flavor and coordination takes time. In particular, this tangent is from a list of example fey-influenced characters I wrote to develop a few aspects of Morwel. I liked the idea enough to stat it out.

Been meaning to use jester for awhile. It's an interesting class, albeit one that's better served as a bard variant than a standalone class. It's on the weak side despite having some nice tricks. An updated spell list and some feat support would help, but the problem is that many of the abilities don't quite measure up.


Fluff:
Spoiler: ShowHide


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

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

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


Grinning Zephyr, Air Elemental Fairy

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

Size/Type: Huge Elemental (Air)
Hit Dice: 21d8+126 (221 hp)
Initiative: +15
Speed: Fly 100ft (perfect)
Armor Class: 38 (-2 size, +11 dex, +8 natural, +5 dodge, +6 armor)
Base Attack/CMB/CMD: +15/+22/34
Attack: Piercing Retort+24 (2d8+11 18-20 x2)
Full Attack: Piercing Retort+24/+24 (2d8+11 18-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Air mastery, whirlwind, spell-like abilities, spells, jester's performance 19/day(all).
Special Qualities: Damage reduction 10/-, darkvision 60ft, low-light vision, immunity to enchantment, piercing retort, elemental traits, jester's audacity+4, bone rattler.
Saves: Fort +13, Ref +23, Will +10
Abilities: Str 20, Dex 32, Con 22, Int 8, Wis 13, Cha 22
Skills: Hide+35, Knowledge(Local:Air)+23, Knowledge(Nature)+23, Listen+25, Move Silently+35, Perform(Comedy)+48, Perform(Wind Instruments)+30, Spot+25, Survival+25
Feats: Improved Initiative(B), Weapon Finesse(B), Flyby Attack(1), Deflect Arrows(J2), Combat Reflexes(3), Skill Focus(Perform:Comedy)(6), Dodge(9), Snatch Arrows(J9), Mobility(12), Improved Flyby Attack(15), Spell Focus(Enchantment)(18)
Epic Feats: Improved Weapon Finesse(21)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Piercing Retort (Ex)

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

Air Mastery (Ex)

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

Whirlwind (Su)

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

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

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

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

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

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

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

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

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

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


Jester powers:
Spoiler: ShowHide


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

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

Jester's Performance

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

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

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

Fascinate (Sp)

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

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

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

Inspiring Quip (Su)

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

Taunt (Su)

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

Calming Performance (Su)

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

Buffoonery (Su)

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

Vicious Lampoon (Su)

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

Vexing Dialogue (Su)

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

Scathing Wit (Su)

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

Bone Rattler (Ex)

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


Gear:
Spoiler: ShowHide


[Armor]Bracers of Armor+6

[Head]Jester's Mask of Enduring Comedy: A white mask of a jester, eternally smiling. Grants the skill to make most laugh and endure those who just don't have a sense of humor. Gives a +6 enhancement bonus to Charisma and Constitution as well as a +15 competence bonus to perform(comedy) checks. Whenever the wearer uses a jester's performance ability or casts a jester spell, the mask instantly casts the following spells on the wearer at caster level 20th: cure critical wounds, protection from energy(wearer chooses the energy resisted) and protection from law.
[Ring 1]Ring of Three Wishes (1 wish left)
Title: Re: Beastiary
Post by: Anastasia on April 08, 2014, 03:42:26 PM
I've had Lucial bouncing around in my head for some time. I chose to do him now as a palate cleanser. With his fluff, it's important to remember that yugoloths are all about the lies. It's possible that his benefactor is the General of Gehenna working an angle, or that it's Shar as suggested, or even that it's another entity impersonating both. It's impossible to say; there's a good reason why ultroloths are often depicted as faceless. Feel free to draw whatever conclusion you wish. Anyway, notes are as follows.

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

- Valeoloths are from here (http://www.soulriders.net/forum/index.php/topic,101746.msg1038786/topicseen.html#msg1038786), Ithea fought one in B3 during a trip to the elemental plane of earth.

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

- I'll probably work on some odds and ends next as I polish up Morwel. I'm feeling like doing lots of little projects right now.


Fluff:
Spoiler: ShowHide


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

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

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


Lucial, Blade of the General

Valeoloth 33//Fighter 23/War Hulk 10

Size/Type: Large Outsider (Evil)
Hit Dice: 23d10+10d12+462+33+6 (851 hp)
Initiative: +19
Speed: 60ft, fly 150ft (good)
Armor Class: 75 (-1 size, +35 natural, +11 dex, +1 dodge, +1 ws, +12 armor, +6 deflection)
Base Attack/CMB/CMD: +33/+61/80
Attack: Tamabaril+67 (3d6+62 12-20 x3) or bladewing+71 (2d10+54 plus 6d6 on crit 15-20 x4)
Full Attack: Tamabaril+67/+62/+57/+52 (3d6+62 12-20 x3) and 4 bladewings+71 (2d10+54 plus 6d6 on crit 15-20 x4)
Space/Reach: 10ft/10ft (20ft with bladewings)
Special Attacks: Bladewings, improved grab, blade's wrath, augmented critical, spell-like abilities, massive swing, mighty rock throwing, massive sweeping boulder.
Special Qualities: Damage reduction 25/epic and good, immunity to bladed weapons, immunity to poison, resistance to fire, cold, electricity and acid 30, spell resistance 43, telepathy 200ft, darkvision 120ft, slayer.
Saves: Fort +36, Ref +33, Will +28
Abilities: Str 65, Dex 33, Con 39, Int 8, Wis 23, Cha 23 
Skills: Balance+42, Climb+63, Concentration+50, Escape Artist+42, Hide+42, Intimidate+42, Jump+75, Listen+14, Move Silently+42, Spot+14, Swim+63, Tumble+42, Use Rope+42
Feats: Combat Reflexes(1), Weapon Focus(Bladewing)(F1), Improved Initiative(F2), Mindsight(3), Weapon Specialization(Bladewing)(F4), Hold the Line(6), Cleave(F6), Melee Weapon Mastery(Slashing)(F8), Supernatural Instincts(9), Improved Critical(Bladewing)(F10), Great Cleave(12), Dodge(F12), Greater Weapon Focus(Bladewing)(F14), Power Attack(15), Greater Weapon Specialization(F16), Improved Natural Attack(Bladewing)(18), Power Critical(Bladewing)(F18), Weapon Supremacy(Bladewing)(F20), Toughness(WH8)
Epic Feats: Superior Initiative(21), Spellcasting Harrier(F22), Overwhelming Critical(Bladewing)(24), Devastating Critical(Bladewing)(27), Great Strength(30), Pulverize(33)
Alignment: Neutral Vile

Racial powers:
Spoiler: ShowHide


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

Spell-Like Abilities

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

Bladewings (Ex)

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

Improved Grab (Ex)

To use this ability, Lucial must hit with a bladewing. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he grapples the target, but is not considered to be grappling otherwise. Lucial can hold up to four targets this way, one on each bladewing. For each target grappled, he loses one bladewing attack. If two or more targets are grappled, he cannot fly.

Blade's Wrath (Su)

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

Augmented Critical (Ex)

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

Immunity to Bladed Weapons (Su)

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

Slayer (Ex)

Lucial is a master of inflicting grievous harm. He may inflict critical hits on creatures normally immune to them.


War Hulk powers:
Spoiler: ShowHide


No Time to Think (Ex)

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

Great Swing (Ex)

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

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

Mighty Rock Throwing (Ex)

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

Mighty Swing (Ex)

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

Sweeping Boulder (Ex)

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

Toughness

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

Massive Sweeping Boulder (Ex)

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

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

Massive Swing (Ex)

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


Gear: [spoiler]

Tamabaril

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

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

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

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

Tamabaril counts as an artifact.

Lucial also wears leather and adamantine bindings that grant a +12 armor bonus to armor class, a ring of protection and resistance+6 and boots that grant a +10 enhancement bonus to Dexterity.
Title: Re: Beastiary
Post by: Anastasia on April 11, 2014, 07:27:44 PM
Filling in a mentioned character from the statblock of Levistus. There's not much to say here, Wavera is straight forward. Elementals tend to be. Anyway, Wavera fights by flowing about the battlefield and striking with great force thanks to skirmish and primal magic.

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

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

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

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

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


Primal Water Elemental 40//Scout 40

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

Racial powers:
Spoiler: ShowHide


Drench (Ex)

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

Primal Magic (Sp)

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

Vortex (Su)

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

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

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

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

Improved Mettle (Ex)

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

Istishia's Protection (Su)

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

Istishia's Wisdom (Su)

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

Istishia's Watch (Su)

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


Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

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

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

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

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

Trapfinding (Ex)

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

Battle Fortitude (Ex)

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

Uncanny Dodge (Ex)

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

Trackless Step (Ex)

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

Evasion (Ex)

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

Flawless Stride (Ex)

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

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

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

Camouflage (Ex

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

Blindsense (Ex)

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

Hide in Plain Sight (Ex)

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

Free Movement (Ex)

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

Blindsight (Ex

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


Gear:
Spoiler: ShowHide


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


Custom Material: [spoiler]

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

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

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

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

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

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

Material Component

A drop of water from a water elemental.
Title: Re: Beastiary
Post by: Anastasia on April 12, 2014, 04:06:25 PM
I'm working up a dungeon based around a hide away of the rogue aspect of Levistus. This is one of the native creatures of that area.

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

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


Dire Shark, Crystal Reef Hunter

Size/Type: Huge Animal (Aquatic, Cold)
Hit Dice: 20d8+80+20 (190 hp)
Initiative: +2
Speed: Swim 60ft
Armor Class: 18 (-2 size, +2 dex, +7 natural, +1 dodge)
Base Attack/CMB/CMD: +15/+24/26
Attack: Bite+21 (2d8+10 plus improved grab)
Full Attack: Bite+21 (2d8+10 plus improved grab)
Space/Reach: 15ft/15ft
Special Attacks: Improved grab, swallow whole
Special Qualities: Ice hunter, immunity to cold, keen scent, vulnerability to fire
Saves: Fort +18, Ref +16, Will +13
Abilities: Str 24, Dex 15, Con 18, Int 2, Wis 12, Cha 10
Skills: Hide+36, Spot+24, Swim+15   
Feats: Swimby Attack(B), Toughness(1), Weapon Focus(Bite)(3), Skill Focus(Hide)(6), Improved Natural Attack(Bite)(9), Dodge(12), Lightning Reflexes(15), Great Fortitude(18)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Improved Grab (Ex)

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

Swallow Whole (Ex)

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

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

Keen Scent (Ex)

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

Ice Hunter (Ex)

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

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

Skills

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

A crystal reef hunter also has a +16 racial bonus to hide checks in the crystal reef sea or similar locations.
Title: Re: Beastiary
Post by: Anastasia on April 12, 2014, 05:38:00 PM
Coral eaters are herbivores that subsist on the plants and kelp of the Crystal Reef Sea, and in particular the coral that grows there. They are peaceful creatures unless disturbed. Unlike most oozes, they have no interest in living creatures. When threatened, they spit coral on their foes and try to constrict them.

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


White Pudding, Coral Eater

Size/Type: Large Ooze (Aquatic)
Hit Dice: 14d10+70 (161 hp)
Initiative: -4
Speed: Swim 40ft
Armor Class: 5 (-1 size, -4 dex)
Base Attack/CMB/CMD: +10/+15/11
Attack: Slam+13 (2d4+4 plus 3d4 acid)
Full Attack: Slam+13 (2d4+4 plus 3d4 acid)
Space/Reach: 10ft/10ft
Special Attacks: Acid, constrict (2d4+4 plus 3d4 acid), coral spit, improved grab.
Special Qualities: Blindsight 60ft, resistance to cold 10, ooze traits, split.
Saves: Fort +10, Ref +0, Will -1
Abilities: Str 19, Dex 2, Con 22, Int -, Wis 1, Cha 1
Skills: Swim+12
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Acid (Ex)

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

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

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

Constrict (Ex)

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

Coral Spit (Ex)

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

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

Improved Grab (Ex)

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

Split (Ex)

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


Coral Eater Essence Poison: [spoiler]



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

Coral Eater Essence

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

This poison may also be used to slowly dissolve organic materials. When used this way, it dissolves approximately one inch of organic material over 24 hours before losing all potency.
Title: Re: Beastiary
Post by: Anastasia on April 13, 2014, 02:18:07 AM
Frost lilies are wholly original, so they get a full monster flavor block. The Crystal Reef Sea is a pretty tough place to hack it at, considering that this is the lowest creature on the totem pole.

Next up will be a write up of the general area of the sea in custom materials, followed by getting into the details of the defenders of Blue Stilling, fortress of Levistus.


Frost Lily

Fluff:
Spoiler: ShowHide


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, 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/+11/15
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.
Title: Re: Beastiary
Post by: Anastasia on April 15, 2014, 01:16:18 AM
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, Patroller.

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/+21/26
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 spear)
Special Attacks: Fear aura, slow, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60ft, immunity to fire, mind affecting and poison, resistance to acid and cold 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 Charisma based.

Regeneration (Ex)

A patroller takes normal 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 forego 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.
Title: Re: Beastiary
Post by: Anastasia on April 22, 2014, 02:11:39 AM
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.


Maggezal, Kraken Spirit Glutton

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.

Soul Eater bonuses are factored into the statblock.

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/+50/70
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, 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 Charisma based. (uses doubled due to soul power.)

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.

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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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.