For when you've kicked the shit out of something and want to see it's stats. I won't post everything, but here you go when I do.
Qusela, devoted of Shar. Paladin of Tyranny 3/Sorcerer 3.
Size/Type: Medium Humanoid (Human)
Hit Dice: 3d10+9 (32 hp)
Initiative: +5
Speed: 30ft
Armor Class: 17 (+1 dodge, +5 armor, +1 dex)
Base Attack/Grapple: +3/+5
Attack: Teardrop+7 (2d6+3 19-20)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Smite Good 1/day, deadly touch (12 hp), spells.
Special Qualities: Aura of Evil, detect good, divine grace, aura of despair (-2 saves, 10ft radius), divine health.
Saves: Fort +10, Ref +6, Will +7
Abilities: Str 15, Dex 12, Con 16, Int 10, Wis 11, Cha 18
Skills: 6+ability modifier.
Feats: Eschew Material Components(S1), Improved Initiative(H), Weapon Focus(Greatsword)(1), Dodge(3)
Epic Feats: -
Alignment: Lawful Evil.
Qusela casts spells as a 3rd level sorcerer.
Spell charges: 6/6
0: All. Who cares?
1: Magic Missile, Critical Strike, True Strike.
Gear:
Teardrop: Masterwork greatsword. Has a black stone set in the lower blade, shaped like a pitch black tear.
Masterwork breastplate
Electric Vermin: Shocker Lizard 2//Rogue 2
Size/Type: Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +6
Speed: 40 ft, climb 20 ft, swim 20 ft
Armor Class: 16 (+1 size, +2 Dex, +3 natural)
Base Attack/Grapple: +2/-2
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stunning shock, lethal shock, electric sneak attack+1d6
Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision, evasion.
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10
Feats: Improved Initiative(1)
Racial and innate powers:
Stunning Shock (Su)
Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 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.
Skills
Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.
Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A shocker lizard 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. It can use the run action while swimming, provided it swims in a straight line.
Rogue powers:
Electric Sneak Attack (Ex)
A shocker lizard rogue applies it's sneak attack damage to it's stunning shock special attack, but not to any other of it's abilities. The stunning shock must still satisfy normal sneak attack conditions to deal electric sneak attack damage.
Earth Elemental 2//Stoneboned 2.
Size/Type: Small Elemental (Earth)
Hit Dice: 2d8+6 (18 hp)
Initiative: -3
Speed: 10ft
Armor Class: 17 (+1 size, -1 dex, +7 natural)
Base Attack/Grapple: +1/+6
Attack: Slam+7 (1d8+7) or Stone Throw-2 (1d6+5)
Full Attack: Slam+7 (1d8+7) or Stone Throw-2 (1d6+5)
Space/Reach: 5ft/5ft
Special Attacks: Earth mastery, push.
Special Qualities: Darkvision 60ft, earthglide, elemental traits, powerful build.
Saves: Fort +6, Ref -3, Will +0
Abilities: Str 21, Dex 4, Con 17 , Int 4, Wis 11, Cha 11
Skills: 5+ability modifier.
Feats: Power Attack(1)
Epic Feats: -
Alignment: Neutral.
These were recycled from Gweonryn's scenario. This was before the comments about using gestalt animals and the like, I didn't care enough to redo them. That defeats the point of being lazy by recycling anyway!Wolf 2//Fighter 2.
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +6
Speed: 50 ft
Armor Class: 15 (+2 Dex, +2 natural, +1 dodge)
Base Attack/Grapple: +2/+3
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track(B), Weapon Focus (bite)(1), Improved Initiative(F1), Dodge(F2)
Racial and innate powers:
Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
The corrupted template put them below animal intelligence and they were already stressed, so berserk insanity wasn't far-fetched. If you wonder why they didn't attack Grithalek, the magic binds on them prevented them from attacking him or the master.Air Elemental 2//Corrupted 2
Size/Type: Small Elemental (Air)
Hit Dice: 2d8+8 (20 hp)
Initiative: +7
Speed: Fly 100 ft (good)
Armor Class: 20 (+1 size, +2 Dex, +7 natural)
Base Attack/Grapple: +1/–3
Attack: Claw+4 (1d4+2)
Full Attack: 2 claws+4 (1d4+2 and corruption) and bite-1 (1d3+2 and corruption)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits, fast healing 1, immunity to disease and poison, acid resistance 10.
Saves: Fort +4, Ref +5, Will -2
Abilities: Str 14, Dex 15, Con 18, Int 2, Wis 7, Cha 9
Skills: Listen +2, Spot +3
Feats: Improved Initiative(B), Weapon Finesse(B), Flyby Attack(1)
Alignment: Neutral
Racial and innate powers:
Corruption: DC 15; treat as slimy doom, except that natural and magical healing does not work until it's removed.
This was the composite mentioned in chat. It's a mindless gimmick boss. It's a shame you guys didn't get to fight it, I thought it was a fun one. Ah well, no knocking victory.Elemental Energy Composite
Size/Type: Large Construct
Hit Dice: 10d10+30 (98 hp)
Initiative: +0
Speed: 10ft, fly 40ft (average)
Armor Class: 10 (-1 size, +1 natural)
Base Attack/Grapple: +7/+11
Attack: -
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Elemental bursts.
Special Qualities: Low-light vision, darkvision 60ft, construct traits.
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 10, Con -, Int -, Wis 10, Cha 10
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral
Racial and innate powers:
Elemental Bursts (Su)
As an uncontrolled ball of elemental might, the Elemental Energy Composite roars with untamed fury. Each round on it's turn it shifts to a different type of elemental effect. If the composite has taken elemental damage in the past round, it shifts to that type. If it is hit by more than one type, it favors the damage that hit it closest to it's turn. If it has taken no elemental damage in the past round, it shifts to a random effect. The DC for any effect is 15, the save DC is strength based.
Earth: The ground explodes out with lumps of stone, dealing 1d6 damage to all creatures within 30 ft. This transforms the terrain within 30 feet to difficult terrain. A reflex save halves the damage.
Wind: Buffeting winds assail everything within 100 ft. Treat this as a hurricane force wind, blowing away anything medium or smaller. Anything that hits a solid object takes 1d6 damage. A fortitude save negates being blown away.
Fire: Great buffets of heat enaminate out, setting all ablaze within 100 ft. A reflex save negates being set on fire. Fire negates frozen ground if it is in effect.
Water: A tidal wave 30 feet long and 20 feet tall erupts out from the composite. Any creatures caught in the tidal wave are swept to the end. While this does no damage, it leaves the victim stunned for one round. A reflex save negates being swept along and a fortitude save negates being stunned. Being engulfed in the tidal wave negates being on fire.
Cold: Sub-zero cold freezes everything within a 100ft radius of the composite. This deals 1d4 points of damage and 1 point of dexterity damage. Further, everything is covered in ice, rendering all terrain icy terrain. A fortitude save negates the damage.
Lightning: A single lightning bolt arches out at one target, dealing 3d6 damage and blinding them for one round. A reflex save halves the damage and negates the blinding.
I statted this out on a whim. So why not share it?
Housecat, anarchic creature.
Size/Type: Tiny Magical Beast
Hit Dice: ½ d8 (2 hp)
Initiative: +2
Speed: 30 ft
Armor Class: 14 (+2 size, +2 Dex)
Base Attack/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4)
Full Attack: 2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, darkvision 60ft, resistance to acid, cold, electricity, fire and sonic 5, immunity to polymorph and petrification,
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Weapon Finesse(B), Stealthy(1)
Smite Law (Su)
Once per day, a cat can smite law. This attack deals an extra point of damage to lawful creatures.
You haven't defeated a Sirine. However, I updated/tweaked the outdated, 3.0 MM2 Sirine to my tastes. It's worth sharing.
Sirine
Size/Type: Medium Fey (Aquatic)
Hit Dice: 4d6 (16 hp)
Initiative: +4
Speed: 30ft, swim 60ft
Armor Class: 18 (+4 dex, +3 deflection, +1 dodge)
Base Attack/Grapple: +2/+2
Attack: Shortsword+6 (1d6) or unarmed touch+6 (1d4 intelligence damage)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Charming song, intelligence damage, spell-like abilities.
Special Qualities: Amphibious, deflection, low-light vision, soothing touch.
Saves: Fort +1, Ref +8, Will +7
Abilities: Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha 17
Skills: Concentration+7, Handle Animal+10, Heal+10, Hide+11, Knowledge(Nature)+10, Perform(Dance)+18, Perform(Oratory)+18, Perform(Song)+18, Swim+15
Feats: Dodge(1), Weapon Finesse(3)
Epic Feats: -
Alignment: Usually chaotic neutral
Spell-like abilities: 1/day: alter self, fog cloud, improved invisibility. Caster level 4th. 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.
A sirene receives a +8 racial bonus to perform and swim checks.
This pair of spinagons are deserters from a Blood War legion. They've managed to survive long enough to make it to one of the many forgotten places of Avernus. Cruel and malicious, they care for little except surviving and growing stronger. They hope to find strength to enslave other spinagons and eventually other devils into serving them.
Spinagon Scouts, fugitives from Bel.
Spinagon 3//Scout 3
Size/Type: Small Outsider(Evil, Lawful, Devil)
Hit Dice: 3d8+6 (23 hp)
Initiative: +8
Speed: 30ft, fly 120ft (average)
Armor Class: 24 (+1 size, +7 dex, +6 natural)
Base Attack/Grapple: +3/-1
Attack: Talon+4 (1d3 plus 1d4 fire) or Spines+11 (1d3 plus 1d4 fire plus pain)
Full Attack: Talon+4 (1d3 plus 1d4 fire) or Spines+11 (1d3 plus 1d4 fire plus pain)
Space/Reach: 5ft/5ft
Special Attacks: Skirmish(1d6, +1 AC), spell-like abilities, spines, summon devils.
Special Qualities: Damage reduction 5/magic, immunity to fire and poison, resistance to acid and cold 10, telepathy 100ft, spell resistance 12, trapfinding, battle fortitude+1, uncanny dodge, trackless step.
Saves: Fort +6, Ref +10, Will +4
Abilities: Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha 13
Skills: 6+ability modifier.
Feats: Point Blank Shot(1), Precise Shot(3)
Epic Feats: -
Alignment: Lawful Evil.
Avernus is a dumpyard for portals and the summoned remnants of trillions of Blood War battles. Those that survive the wasting heat, the all pervading evil and the fireballs from the sky adapt, shaped by the hellish terrain. I forgot they had a secondary bite attack on full attacks, but this is no big deal. They're iconic for rusting, not biting. I also forgot they had spell resistance 10, though this is so low as to be negligible.
Mechanically I swapped out the SLAs of the half fire elemental template for burn.
Rust Nightmare
Rust Monster 5//Fiendish 2/Half Fire Elemental 3
Size/Type: Medium Outsider(Fire)
Hit Dice: 5d8+5 (31 hp)
Initiative: +5
Speed: 40ft
Armor Class: 21 (+5 dex, +6 natural)
Base Attack/Grapple: +3/+3
Attack: Antennae touch +8 melee (rust plus 1d6 fire)
Full Attack: Antennae touch +8 melee (rust plus 1d6 fire) and bite +3 melee (1d3 plus 1d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Rust, smite good, burn.
Special Qualities: Darkvision 60ft, scent, damage reduction 5/magic, spell resistance 10, resistance to cold 5, immunity to fire and disease, vulnerability to cold.
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 10, Dex 21, Con 13, Int 5, Wis 13, Cha 10
Skills: 8+ability modifier.
Feats: Weapon Finesse(1), Ability Focus(Rust)(3)
Epic Feats: -
Alignment: Lawful Evil
Rust (Ex)
DC 19, see SRD entry.
Burn (Ex)
DC 17, 1d6 damage and set on fire for 4 rounds.
Kyton Mercenary
Kyton 8//Fighter 5/Warrior of Darkness 3
Fazabel is a mercenary in the employ of the Archdevil Haagenti. Warrior of Darkness is from the BoVD. I wanted him to have a PrC, was originally aiming for Mortal Hunter. Turns out Mortal Hunter is a terrible fit for an 8 HD kyton, so I defaulted back to Warrior of Darkness.
Size/Type: Medium Outsider (Evil, Devil, Lawful)
Hit Dice: 8d8+16+8 (58 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 20 (+2 Dex, +8 natural)
Base Attack/Grapple: +8/+10
Attack: Chain +12 melee (2d4+3)
Full Attack: 4 chains +12 melee (2d4+3)
Space/Reach: 5 ft./5 ft. (10 ft. with chains)
Special Attacks: Dancing chains, unnerving gaze
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, resistance to fire 10, regeneration 2, spell resistance 18
Saves: Fort +9, Ref +8, Will +9
Abilities: Str 15, Dex 15, Con 15, Int 8, Wis 10, Cha 12
Skills:
Feats: Alertness(1), Toughness(F1), Improved Initiative(F2), Iron Will(3), Weapon Focus(Chains)(F4), Weapon Specialization(Chains)(6), Blind-Fight(WoD1), Power Attack(WoD3)
Dancing Chains (Su)
A chain devil's most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the chain devil's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. The save DC is Charisma-based.
A chain devil can climb chains it controls at its normal speed without making Climb checks.
Unnerving Gaze (Su)
Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves take a -2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.
Regeneration (Ex)
Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6×10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Hell Hound Marauders.
Hell Hound 4//Half Green Dragon 3/Fighter 1
The unwanted spawn of a Green Dragon and a greater Hell Hound, these Hounds have been left to wander the outskirts of Avernus as exiles. These feral hounds hunt with little care for anything else as they mature, yet they show flashes of draconic insight. This makes them surprising, deadly foes, as many a nupperibo and stray lemure have found.
Size/Type: Medium Outsider (Evil, Lawful, Fire)
Hit Dice: 4d10+8 (33 hp)
Initiative: +5
Speed: 40ft,
Armor Class: 20 (+1 dex, +9 natural)
Base Attack/Grapple: +4/+9
Attack: Bite+10 (1d8+5 plus 1d6 fire)
Full Attack: Bite+10 (1d8+5 plus 1d6 fire) and two claws+5 (1d4+2 plus 1d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, fiery bite.
Special Qualities: Darkvision 60ft, low-light vision, immunity to fire, acid, sleep and paralysis, scent, vulnerability to cold.
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 21, Dex 13, Con 15, Int 8, Wis 10, Cha 8
Skills: 7+ability modifier.
Feats: Track(B), Improved Initiative(1), Clinging Breath(3), Weapon Focus(Bite)(F1)
Epic Feats: -
Alignment: Lawful Evil.
Breath Weapon (Su)
10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.
Or
30ft cone of corrosive acid, once per day, damage 6d8 acid, Reflex DC 13 half. The save DC is Constitution-based.
Stalker of Avernus
Fear those fearsome enough to make Avernus their hunting grounds.
I allow fighter gestalt NPCs to take toughness more than once if they choose to. This lets me elevate HP when needed and can eat up excess feats. It originally had weapon specialization as it's fighter 6 feat; this would have killed Andrea and put Sylvie on the brink of death. I decided it had enough offense, a bit more durability was preferable. Also, I ignored improved grab - I didn't want to bring grapple into the fight, which is at counter purposes with it's charging pain build. It wouldn't have mattered much, I think.
Dire Lion 8//Fiendish 2/Fighter 6
Size/Type: Large Magical Beast
Hit Dice: 8d8+24+16 (80 hp)
Initiative: +6
Speed: 40 ft
Armor Class: 15 (-1 size, +2 Dex, +4 natural)
Base Attack/Grapple: +6/+17
Attack: Claw +13 melee (1d8+7)
Full Attack: 2 claws +13 melee (1d8+7) and bite +7 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, pounce, rake 1d6+3, smite good 1/day(+8 damage)
Special Qualities: Low-light vision, scent, darkvision 60ft, damage reduction 5/magic, resistance to cold and fire 10, spell resistance 13
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness(1), Run(3), Improved Initiative(F1), Toughness(F2),Weapon Focus (claw)(F4), Improved Natural Attack(claw)(6), Toughness(F6)
Hellish Gargoyles
The Saint's Fingers are home to to a clan of gargoyles. Using teamwork they defend their homeland from the outcasts that roam this forsaken waste. While hostile, they are not adverse to merely collecting tolls from passing travelers.
Just as well that you guys didn't try and fight. The odds were shit-poor and you were facing a lot of them. The King was more powerful than the standard gargoyle, though I won't be posting his stats.
Gargoyle 4//Half Fiend 4
Size/Type: Medium Outsider (Earth)
Hit Dice: 4d8+20+4 (45 hp)
Initiative: +4
Speed: 40 ft, fly 60 ft (average)
Armor Class: 19 (+4 Dex, +5 natural)
Base Attack/Grapple: +4/+8
Attack: Claw +8 melee (1d4+4)
Full Attack: 2 claws +8 melee (1d4+4) and bite +6 melee (1d6+2) and gore +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good(1/day, +4 damage), spell-like abilities.
Special Qualities: Damage reduction 10/magic, darkvision 60 ft, freeze, immunity to poison, resistance to acid, cold, fire and electricity 10, spell resistance 14.
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 19, Dex 18, Con 20, Int 10, Wis 11, Cha 9
Skills: Hide +7*, Listen +4, Spot +4
Feats: Multiattack(1), Toughness(3)
Spell like abilities: 3/day: darkness. 1/day: desecrate. Caster level 4th.
Bearded Devil Corporal
Bearded Devil 6//Fighter 1/Survivor 5
Dolarnin has been granted an Ash Elemental brigade as servants as he hunts outcast devils. He attacks first and asks questions only under duress. He is a hard fought survivor of dozens of Blood War engagements; if he proves mentally nimble enough to bring home results here he's due for promotion and he knows it.
The prerequisite for survivor is really stupid. I ignored them for this.
Size/Type: Medium Outsider (Evil, Devil, Lawful)
Hit Dice: 1d10+3+5d8+15 (47 hp)
Initiative: +6
Speed: 40 ft.
Armor Class: 24 (+2 Dex, +7 natural, +5 armor)
Base Attack/Grapple: +6/+8
Attack: Brand of Bel+9 (2d6+3 and infernal wound) or Blood Fury+8 (1d8+2 x3)
Full Attack: Brand of Bel+9/+4 (2d6+3 and infernal wound) or Blood Fury+8/+3 (1d8+2 x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Infernal wound, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 5/-, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft, improved uncanny dodge, improved evasion,
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 15, Dex 15, Con 17, Int 10, Wis 10, Cha 10
Skills: 9+ability modifier.
Feats: Improved Initiative(1), Power Attack(F1), Weapon Focus (greatsword)(3), Brand of the Nine Hells(Bel)(6)
Epic Feats: -
Alignment: Lawful Vile.
Infernal Wound (Su)
2 bleeding damage per round, DC 16 heal check or caster level check on a healing spell.
Battle Frenzy (Ex)
+2 hit/damage, +18 hp, +2 fort, +2 morale to will saves, -2 AC.
Summon Devil (Sp)
Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.
Gear:
Brand of Bel: Masterwork greatsword. Deals an extra 1d6 damage to good aligned foes and an extra 2d6 damage to demons.
Blood Fury: Longbow+1, magebane.
Devil's Armor: Masterwork Breastplate.
Aluth, the Red Wind.
Half Elf Fighter 4//Ranger 4
Size/Type: Medium Humanoid(Elf)
Hit Dice: 4d10+12 (38 hp)
Initiative: +7
Speed: 30ft
Armor Class: 17 (+3 dex, +4 armor)
Base Attack/CMB/CMD: +4/+6/19
Attack: Masterwork Longbow+9 (1d8+4 x3) or Longsword+6 (1d8+2 19-20)
Full Attack: Masterwork Longbow+9 or Masterwork Longbow+7/+7 (1d8+4 x3) or Longsword+6 (1d8+2 19-20)
Space/Reach: 5ft/5ft
Special Attacks: Favored Enemy(+ 2 humans), spells.
Special Qualities: Immunity to sleep, low light vision, animal companion
Saves: Fort +7, Ref +7, Will +2 (+2 vs enchantment)
Abilities: Str 14, Dex 17, Con 16, Int 12, Wis 12, Cha 10
Skills: 7+ability modifier. (+2 gather information and diplomacy, +1 spot, listen and search.)
Feats: Improved Initiative(1), Weapon Focus(Longbow(F1), Track(R1), Point Blank Shot(F2), Rapid Shot(R2), Precise Shot(3), Endurance(R3), Weapon Specialization(Longbow)(F4)
Epic Feats: -
Alignment: Neutral Evil(Neutral tendencies).
Spells
Aluth casts as a 4th level ranger.
1: Arrowmind, Summon Nature's Ally 1.
Gear:
Masterwork Longbow, longsword, chain shirt.
Yuhn, the Blue Magister.
Tiefling Wizard 4//Cleric of Jergal 4
Size/Type: Medium Outsider(Native)
Hit Dice: 4d8+20+4 (48 hp)
Initiative: +3
Speed: 30ft
Armor Class: 23 (+3 dex, +4 armor, +4 shield, +2 deflection) (20% ranged miss; DC 14 sanctuary if not attacked yet)
Base Attack/CMB/CMD: +3/+3/18
Attack: Ceremonial Scythe+3 (2d4 x4)
Full Attack: Ceremonial Scythe+3 (2d4 x4)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, blasphemous incantation.
Special Qualities: Darkvision 60ft, resistance to electricity, cold and fire 5.
Saves: Fort +9, Ref +4, Will +7
Abilities: Str 11, Dex 16, Con 20, Int 16, Wis 17, Cha 12
Skills: 7+ability modifier. (+2 bluff and hide)
Feats: Scribe Scroll(W1), Ability Focus(Blasphemous Incantation(1), Toughness(3)
Epic Feats: -
Alignment: Lawful Evil
Gear:
Ceremonial Scythe
Spell-like abilities
1/day: Darkness. Caster level 4th.
Blasphemous incantation:
4/day, DC 17, 30ft sicken for 2 rounds.
Spells
Yuhn casts as a 4th level wizard
0: Who cares?
1: Mage Armor, Magic Missile, Orb of Acid Lesser, Shield.
2: Blindness/Deafness, Daze, Minor Image.
Yuhn casts as a 4th level cleric with access to the Fate and Suffering Domains
0: Who cares?
1: (True Strike), Bless, Entropic Shield, Sanctuary, Shield of Faith.
2: (Bear's Endurance), Hold Personx3
This isn't a defeated enemy but oh well.
Anyway, I was playing with Cor's idea of a Belldandy-esque celestial wish granter. This is the result. It's somewhat raw and unpolished, I don't plan to further work on it anytime soon so I'm not worried. It's basic MO is to stay invisible and use it's nondetection to observe mortals, intervening when needed. It's a fine concept, but one that I feel is less the role of a particular caste of angels as much as a more general task within the choirs. Honestly, you could give a celestial miracle 1/day that it can only use on mortals and it would work fine.
If/when I do work on it again, I'll polish grant desires and it's SLA list, as well as rejigger it's balance. It feels a little weak to me as far as combat goes.
Wishbringer Angel
Size/Type: Medium Outsider (Good, Angel)
Hit Dice: 7d8+14+7 (57 hp)
Initiative: +2
Speed: 40ft, fly 80ft (good)
Armor Class: 23 (+10 natural, +2 dex, +1 dodge)
Base Attack/CMB/CMD: +7/+10/23
Attack: Slam+10 (1d8+3)
Full Attack: 2 slams+10 (1d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Grant desires, 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, spell resistance 20, damage reduction 5/evil.
Saves: Fort +7, Ref +7, Will +10 (+4 vs poison, +4 vs evil)
Abilities: Str 16, Dex 15, Con 15, Int 16, Wis 20, Cha 20
Skills: 10+ability modifier.
Feats: Words of Creation(1), Dodge(3), Toughness(6)
Epic Feats: -
Alignment: Neutral Good
Spell-like abilities:
Always active-nondetection. 3/day-cure serious wounds, dispel magic, greater invisibility, panacea, remove curse, restoration, resurrection, true creation. Caster level 7th. The save DCs are charisma based.
Grant Desires (Su)
The main mission of a Wishbringer Angel is to reward the just and alleviate the pain of evil from the righteous. To that end they travel Creation, always looking for places where the powers of Good should intervene. When it finds such a place and chooses to intercede, several things may happen. For things that the Wishbringer Angel can solve with it's spell-like abilities, it uses them first and foremost. If it's an evil that needs to be opposed, the Wishbringer Angel will attempt to confront it if it believes it can triumph, or rally the forces of good otherwise. If neither of these are sufficient or appropriate, it may petition it's lords directly for divine intercession. If the angel's superior approves of the intervention, treat this as a miracle spell with a caster level of 20. This renders such aid to the limits of the miracle spell, though the exact manner of the aid is at the discretion of the granting powers. If the power declines to intercede, nothing happens. Wishbringer Angels are trained to use this power wisely, though the ultimate choice of intercession remains with higher powers.
Fey Hounds
Wolf 2//Half Fey 2
Size/Type: Medium Fey
Hit Dice: 2d6+2+2 (13 hp)
Initiative: +3
Speed: 50 ft
Armor Class: 15 (+3Dex, +2 natural)
Base Attack/CMB/CMD: +1/+2/15 (+4 on trip)
Attack: Bite +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Trip
Special Qualities: Low-light vision, scent, immunity to enchantment, damage reduction 5/cold iron.
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 13, Dex 17, Con 13, Int 2, Wis 14, Cha 10
Skills: 5+ability modifier.
Feats: Track(B), Improved Trip(B), Toughness(1)
Epic Feats: -
Alignment: Neutral
Midnight Chaser
Awakened Dire Bat 6//Ninja 6
Size/Type: Large Magical Beast (Augmented Animal)
Hit Dice: 6d8+18 (46 hp)
Initiative: +6
Speed: 20 ft, fly 40 ft (perfect)
Armor Class: 23 (-1 size, +6 Dex, +5 natural, +2 wis, +1 ninja)
Base Attack/CMB/CMD: +4/+11/30
Attack: Bite +6 melee (2d6+4)
Full Attack: Bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ki power 5/day(Invisible, Dodge), sudden strike+3d6, poison use
Special Qualities: Blindsense 40 ft, trapfinding, great leap, acrobatics.
Saves: Fort +7, Ref +10, Will +8
Abilities: Str 17, Dex 22, Con 17, Int 7, Wis 14, Cha 8
Skills: 9+ability modifier.
Feats: Improved Flier(1), Flyby Attack(3), Improved Natural Attack(6)
Epic Feats: -
Alignment: Neutral Evil
She is what she is. She got evil brand as a bonus feat due to being a complete bitch and being worthy of it.Senaril
Nymph 7//Ranger 7
Size/Type: Medium Fey
Hit Dice: 7d8+7+7 (47 hp)
Initiative: +3
Speed: 40ft, swim 20ft
Armor Class: 19 (+3 dex, +5 deflection, +1 dodge)
Base Attack/CMB/CMD: +7/+7/25
Attack: Battleaxe+13 (1d8+1 plus 1 con x3)
Full Attack: Masterwork Battleaxe+11/+6 (1d8+1 plus 1 con x3) and Masterwork Shortsword+11/+6 (1d6+1 plus 1 con 19-20)
Space/Reach: 5ft/5ft
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance, favored enemies(Humanoid(Elves)+4, Outsiders(Good)+2),
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy, animal companion, woodland stride.
Saves: Fort +11, Ref +13, Will +13
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 21
Skills: 10+ability modifier.
Feats: Evil Brand(B), Charming the Blade(1), Track(R1), Two-Weapon Fighting(R2), Toughness(3), Endurance(R3), Dodge(6), Improved Two-Weapon Fighting(R6)
Epic Feats: -
Alignment: Chaotic Vile
Racial powers:
Blinding Beauty (Su)
This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities
1/day—dimension door. Caster level 7th.
Spells
A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level)
0: Who cares?
1: Entanglex2, Lesser Vigorx3
2: Resist Energyx2, Creeping Coldx2
3: Call Lightningx2, Wind Wall
4: Bite of the Wereboar
Stunning Glance (Su)
As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 18 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su)
A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex)
This power works like the druid's wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills
A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Evil Brand
The power of Senaril's evil brand empowers her Creeping Cold spell. It may target as many creatures within thirty feet as she likes, and continues dealing 3d6 cold damage every round after the third until Senaril is slain, she leaves the area or a dispel magic ends the effect.
Ranger powers:
Casts as a 7th level ranger.
1: Longstriderx2
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.
Gear:
Battleaxe+1, wounding
Shortsword+1, wounding
Cloak of Charisma+2
Charming the Blade [General]
Prerequisite: Fey
Benefit: When using melee weapons made for a creature of your size, you may use your charisma modifier instead of your strength modifier on attack rolls.
Yeah, the monk's belt came from him. In the night and the frantic battle, no one noticed a magical belt around the thing's waist. Ah well.
It was a mild mistake to have him just stay there in the first round, but keeping distance was a fair tactic. It's a shame he didn't get to shine.
Luthor, Giant Crocodile animal companion
Giant Crocodile 7 with the Unseelie Fey template.
Size/Type: Huge Fey
Hit Dice: 7d8+21 (62 hp)
Initiative: +6
Speed: 20 ft, swim 30 ft, fly 40ft (good)
Armor Class: 21 (-2 size, +2 dex, +7 natural, +1 monk, +1 wis) (+2 deflection on any except animals, fey or magical beasts.)
Base Attack/CMB/CMD: +5/+21/33
Attack: Bite +10 melee (3d6+10) or tail slap +10 melee (2d10+10)
Full Attack: Bite +10 melee (3d6+10) or tail slap +10 melee (2d10+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision, summer caress, damage reduction 5/cold iron, iron vulnerability(+1d6),
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 25, Dex 14, Con 17, Int 1, Wis 12, Cha 4
Skills:
Feats: Improved Initiative(1), Improved Flight(3), Flyby Attack(6)
Gear:
Monk's Belt
Not a bad idea, should've used an average xorn. Ah well.
Minor Xorn, in thrall of Senaril.
Xorn 3//Fighter 3
Size/Type: Small Outsider (Earth)
Hit Dice: 3d10+6+3 (33 hp)
Initiative: +0
Speed: 20 ft, burrow 20 ft
Armor Class: 25 (+1 size, +12 natural+ 1 dodge, +1 deflection)
Base Attack/CMB/CMD: +3/+1/13
Attack: Bite +6 melee (2d8+2) (Mage slayer, creatures within it's reach cannot cast defensively. They are aware of this.)
Full Attack: Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
Saves: Fort +5, Ref +3, Will +4
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: 6+ability modifier.
Feats: Multiattack(1), Dodge(F1), Toughness(F2), Mage Slayer(3)
Epic Feats: -
Alignment: Neutral
Gear: Ring of protection+1.
I wanted to have a lot more fun with his gimmick, but I was busy, distracted and tired when he came up. Ah well x2.
Enslaved Babau
Babau 7//Battle Dancer 7
Size/Type: Medium Outsider (Chaotic, Evil)
Hit Dice: 7d8+35 (70 hp)
Initiative: +1
Speed: 40 ft
Armor Class: 23 (+1 Dex, +8 natural, +3 charisma, +1 battle dancer)
Base Attack/Grapple: +7/+12/27
Attack: Claw +13 melee (3d6+5)
Full Attack: 2 claws +13 melee (3d6+5) and bite +10 melee (2d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneak attack +2d6, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft, immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft, dance of reckless bravery, dance of the vexing snake, dancer's strike.
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16
Skills: 10+ability modifier.
Feats: Multiattack(1), Weapon Focus(Claws)(3), Improved Natural Attack(Claws)(6)
Epic Feats: -
Alignment: Chaotic Evil
Dance of Reckless Bravery (Su)
Grants +4 to saves vs fear to allies within 30ft for 8 rounds. Can only be used when threatened by an enemy, move action to use.
Dance of the Vexing Snake (Su)
Can use full move with tumble.
Dancer's Strike (Su)
Attacks count as magic.
Gear: Unicorn Pendant. 1/day: Cure moderate wounds(2d8+10) AND Neutralize Poison. Both are swift actions. Also boosts paladin lay on hands but irrelevant for him.
No, you guys aren't baby killers. Cor was curious about potential familiars with Exalted Familiar, so here you are.
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.
Most cherubim take peaceful classes, such as Healer. A few who lose their innocence may take more martially focused classes, though these cherubim tend to promote soon into forms more suiting them.
Finally, do note that cherum and kerub are different things, and there's certain overlap here with the term. This isn't likely to come up with you guys unless you get really high level.
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+1 (1d3-2)
Full Attack: Slam+1 (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.
You aren't pixie killers either, no matter how much Wayland may have wished. Cor linked me to these and was wondering how they'd look in Balmuria. He's hunting for familiars, you see. Be very very quiet, he's hunting familiars!
Aerie
Size/Type: Tiny Fey
Hit Dice: 1d6 (6 hp)
Initiative: +9
Speed: 20ft, fly 60ft (perfect)
Armor Class: 18 (+2 size, +5 dex, +1 dodge)
Base Attack/CMB/CMD: +0/-12/3
Attack: Rapier+7 (1d3-4 18-20 x2)
Full Attack: Rapier+7 (1d3-4 18-20 x2)
Space/Reach: 2.5ft/0ft
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, adaptable, low light vision, spell resistance 16
Saves: Fort +0, Ref +7, Will +2
Abilities: Str 2, Dex 21, Con 10, Int 14, Wis 11, Cha 15
Skills: Concentration+4, Craft(any two)+6, Escape Artist+9, Handle Animal+6, Heal+4, Hide+17, Knowledge(Nature)+6, Listen+6, Move Silently+9, Perform(Dance)+6, Spot+6
Feats: Weapon Finesse(B), Dodge(B), Improved Initiative(1)
Epic Feats: -
Alignment: Usually neutral good.
Spell-like abilities
At will-Dancing lights, detect good, detect evil, detect magic, electric jolt, faerie fire. 1/day-detect thoughts, dispel magic, glitterdust. The save DCs are charisma based.
Adaptable (Su)
An aerie can live virtually anywhere, due to a constant endure elements effect on itself.
Skills
Aerie have a +2 racial bonus to listen, search and spot checks. Aeries may use their dexterity bonus instead of their strength bonus on climb, jump and swim checks.
Senaril's shadow goons. The unique shadow with her had a different stat block. The shadow that killed Orval and Shadow Orval used this set.
Senaril's servant shadows.
Shadow 4//Fighter 4
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 4d12+4 (35 hp)
Initiative: +2
Speed: Fly 40ft (good)
Armor Class: 14 (+2 dex, +1 deflection, +1 dodge) 50% miss chance.
Base Attack/CMB/CMD: +4/+4/18
Attack: Incorporeal Touch+7 (1d6*1.5 str)
Full Attack: Incorporeal Touch+7 (1d6*1.5 str)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, strength damage.
Special Qualities: Darkvision 60ft, incorporeal traits, undead traits.
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 0, Dex 14, Con 0, Int 6, Wis 12, Cha 13
Skills: 7+ability modifier.
Feats: Empowered Ability Damage(1), Toughness(F1), Weapon Focus(Touch)(F2), Lifesense(3), Dodge(F4)
Epic Feats: -
Alignment: Neutral Evil.
I did the Faces of Loss on a random burst of inspiration. It's nice to keep my high/epic level design skills honed. I'd put them at CR 15 or so. I didn't intend for you guys to ever fight one, so don't worry.
Faces of Loss are shadows that have gained Shar's favor. They are touched by the Lady of Loss, gaining profane powers to terrorize the living. They are assassins and shock troops, used to eliminate mortal threats, aid powerful servants of Shar and protect holy sites of the Sharran faith. Unlike normal shadows, Faces of Loss are intelligent and malicious killers. They favor surprise attacks, slaughtering foes in one swoop and passing into solid matter to prevent counter attacks. They then watch former enemies rise as greater shadows under it's command, while many of it's enemies cannot even lift a finger to oppose the Face of Loss.
Faces of Loss often gestalt as fighters and rogues. A handful explore other options, such as swashbuckler or blackguard. They favor classes with good base attack bonus advancement over other features. Faces of Loss are never wizards, sorcerers, clerics or other casters. The only exception is favored souls, a few extremely vile shadows have become favored souls of Shar.
Faces of Loss, 18 HD Greater Shadow.
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 18d12+72 (193 hp)
Initiative: +7
Speed: Fly 80ft (perfect)
Armor Class: 28 (+7 dex, +4 deflection, +1 dodge, +6 profane) 50% miss chance.
Base Attack/CMB/CMD: +9/+9/39
Attack: Incorporeal Touch+16 (1d8*1.5 strength drain)
Full Attack: Incorporeal Touch+16 (1d8*1.5 strength drain)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn, face of loss, strength drain.
Special Qualities: Darkvision 60ft, incorporeal traits, resistance to positive energy 10, shadow jump, shar's favor, undead traits, unholy toughness.
Saves: Fort +6, Ref +13, Will +14
Abilities: Str 0, Dex 25, Con 0, Int 12, Wis 16, Cha 19
Skills: 21+ability modifier.
Feats: Empowered Ability Damage(1), Lifesense(3), Flyby Attack(6), Toughness(9), Ability Focus(Face of Loss)(12), Positive Energy Resistance(15), Dodge(18)
Epic Feats: -
Alignment: Neutral Vile.
Create Spawn (Su)
Any humanoid reduced to Strength 0 by a Face of Loss becomes a greater shadow under the control of its killer 1 round later.
Face of Loss (Su)
The most devastating ability of the Faces of Loss is the ability to appear to others as dear people and friends they have lost. All creatures within 60 feet that view the Face of Loss sees a shadow with a twisted, pained face of a lost loved one, friend or other person of emotional impact. Any creature that sees this must make a DC 29 will save or be consumed with overwhelming feelings of failure and loss. They believe that they failed their friend and cursed them to this eternal unlife. As a result of this, under no circumstances will the victim take any action to harm or oppose the Face of Loss, certain that they will only make it worse. This includes attacking, augmenting or helping allies who are fighting the Face of Loss, turning undead or any other action at the DM's discretion. Those that pass the will save are momentary unsettled, but suffer no other effects.
Creatures attacked by the Face of Loss are allowed a second saving throw against this ability. In addition, any creature who sees the Face of Loss slay a living creature also receive a second saving throw. A victim is allowed as many secondary saves as the Face of Loss provokes, though they may only make one per round. Creatures that have never suffered loss, such as an innocent child or certain celestials, are immune to this ability. Instead of a lost one's face, they only see emptiness in place of the shadow's face. True Seeing does not bypass this ability, but it does grant a +4 circumstance bonus to the will save to resist Face of Loss.
The save DC is charisma based and includes a +4 racial bonus. This is a mind affecting ability.
Shadow Jump (Su)
A Face of Loss can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A Face of Loss can jump up to a total of 160 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Shar's Favor (Ex)
The touch of Shar grants the Faces of Loss Shar's personal protection. This is treated as a +6 profane bonus to armor class and saving throws.
Strength Drain (Su)
The touch of a Face of Loss deals 1d8 points of Strength drain to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Unholy Toughness (Ex)
A Face of Loss applies it's charisma bonus times it's hit dice as a bonus to hit points, just as a living creature applies it's constitution bonus times it's hit dice as a bonus to hit points.
The corrupted troll. Corrupted Creature is a fun template, that is all.
Corrupted Troll, thrall of Senaril.
Troll 6//Corrupted Creature 3/Shadow Creature 2/Fighter 1
Size/Type: Large Abberation
Hit Dice: 5d8+1d10+48+6 (90 hp)
Initiative: +5
Speed: 45ft
Armor Class: 20 (-1 size, +2 dex, +9 natural) (+50% miss chance unless in daylight.)
Base Attack/CMB/CMD: +4/+12/24
Attack: Claw+11 (2d6+8 plus 3 vile)
Full Attack: 2 claws+11 (2d6+8 plus 3 vile) and bite+9 (1d8+4 plus 3 vile)
Space/Reach: 10ft/10ft
Special Attacks: Rend+4d6+12 plus 3 vile, spell-like abilities.
Special Qualities: Darkvision 90ft, low-light vision, scent, regeneration 5, fast healing 3, damage reduction 5/magic, resistance to cold 11, shadow blend.
Saves: Fort +14, Ref +3, Will +2
Abilities: Str 27, Dex 12, Con 27, Int 6, Wis 7, Cha 4
Skills: 9+ability modifier.
Feats: Multiattack(1), Toughness(3), Improved Natural Attack(Claw)(6), Improved Initiative(F1)
Epic Feats: -
Alignment: Neutral Evil
Spell-like abilities
1/day-Mirror image. Caster level 6th.
Name says it all. He died fast but was buffed up.
The asshole with Yuria's scythe.
Fighter 8//Barbarian 8
Buffs factored in: Rage, Bear's Endurance, Mage Armor.
Size/Type: Medium Humanoid(Human)
Hit Dice: 8d12+80+8 (126 hp)
Initiative: +5
Speed: 40ft
Armor Class: 13 (+1 dex, -2 rage, +4 armor)
Base Attack/CMB/CMD: +8/+12/23
Attack: Scythe+18 (2d4+14 19-20 x4)
Full Attack: Scythe+18/+13 (2d4+14 19-20 x4)
Space/Reach: 5ft/5ft
Special Attacks: Rage 3/day
Special Qualities: Fast movement, improved uncanny dodge, trap sense+2, damage reduction 1/-.
Saves: Fort +16, Ref +3, Will +15
Abilities: Str 24, Dex 12, Con 30, Int 8, Wis 8, Cha 10
Skills: 11+ability modifier.
Feats: Endurance(H), Steadfast Determination(1), Power Attack(F1), Weapon Focus(Scythe)(F2), Toughness(3), Weapon Specialization(F4), Iron Will(6), Improved Initiative(F6), Melee Weapon Mastery(F8)
Epic Feats: -
Alignment: Neutral Evil.
Gear:
Yuria's scythe(Scythe+1, keen)
Gauntlets of Ogre Power+2.
Archers! I tended to vary them a little bit person by person, this was just the base statblock. That was far easier than doing a dozen unique sheets.
Default archer cultist
Fighter 2//Rogue 2
Size/Type: Medium Humanoid(Human)
Hit Dice: 2d10 (15 hp)
Initiative: +4
Speed: 30ft
Armor Class: 18 (+4 dex, +4 armor)
Base Attack/CMB/CMD: +2/+4/18
Attack: Longbow+9 (1d8+2 plus 1d6 sneak attack x3)
Full Attack: Rapid Shot+7/+7 (1d8+2 plus 1d6 sneak attack x3)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+1d6
Special Qualities: Trapfinding, evasion.
Saves: Fort +3, Ref +7 Will +1
Abilities: Str 14, Dex 18, Con 10, Int 10, Wis 12, Cha 10
Skills: 5+ability modifier.
Feats: Point Blank Shot(H), Precise Shot(1), Rapid Shot(F1), Weapon Focus(Longbow)(F2)
Epic Feats: -
Alignment: Neutral Evil
Gear:
Longbow
30 arrows
Chain Shirt
Skeletons normally have no charisma, this is toying with changing that. I avoided unholy toughness, as I wanted them to be interesting but not too HP laden.
Blackbones of Shar.
Size/Type: Medium Undead (Evil)
Hit Dice: 4d12 (32 hp)
Initiative: +3
Speed: 50ft
Armor Class: 16 (+3 dex, +3 natural)
Base Attack/CMB/CMD: +2/+5/18
Attack: Claw+8 (1d4+6 and 1 vile)
Full Attack: 2 claws+8 (1d4+6 and 1 vile)
Space/Reach: 5ft/5ft
Special Attacks: Vile touch.
Special Qualities: Damage reduction 5/bludgeoning and good, darkvision 60ft, immunity to cold, undead traits.
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 16, Dex 16, Con 0, Int 0, Wis 10, Cha 17
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral Evil
Vile Touch (Su)
A Blackbones of Shar has a touch that is infused with malicious, seeking evil. It gains it's charisma modifier as a profane bonus to attack and damage rolls. In addition, it deals an additional point of vile damage with each successful natural attack.
I needed a project to keep me occupied while I was sick.Empress Sulia
Martyr's Mother, Empress of Love.
DemipowerSymbol: A shining white star over a beheaded body.
Home Plane: Brightwater.
Alignment: Chaotic Good
Portfolio: Love, martyrs.
Worshipers: Martyrs of love, good aligned royalty and nobility.
Cleric Alignments: NG, CG, CN.
Domains: Chaos, Good, Nobility, Suffering.
Favored Weapon: Sacred Sacrifice(Quarterstaff)
Favored Soul 24/Heartwarder 10//Noble 34
Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 2
Hit Dice: 34d8+272+34 (578 hp)
Initiative: +10
Speed: 60ft, fly 230ft (good)
Armor Class: 63 (+8 dex, +2 divine, +17 natural, +15 deflection, +1 dodge, +10 armor.)
Base Attack/CMB/CMD: +27/+33/69
Attack: Sacred Sacrifice+45 (1d6+26 plus 2d6 holy)
Full Attack: Sacred Sacrifice+45/+40/+35/+30 (1d6+26 plus 2d6 holy)
Space/Reach: 5ft/5ft
Special Attacks: Spells, inspire confidence 9/day, spell-like abilities, turn undead(18/day, 17d6).
Special Qualities: Resistance to fire 20, resistance to cold and sonic 10, damage reduction 15/epic and cold iron, spell resistance 49, immunity to electricity and acid, charisma increase, heart of passion, lips of rapture, voice of a siren, tears of Evergold, bonus class skill, favor+9, coordinate+8, inspire greatness(8 allies), divine traits.
Saves: Fort +47, Ref +44, Will +44
Abilities: Str 20, Dex 26, Con 26, Int 27, Wis 26, Cha 41
Skills: Appraise+47, Concentration+47, Bluff+56, Diplomacy+66, Gather Information+56, Heal+47, Intimidate+56, Knowledge(Arcana)+47, Knowledge(Geography)+47, Knowledge(Nobility and Royalty)+47, Knowledge(Planes)+47, Knowledge(Religion)+47, Listen+47, Perform(Oratory)+56, Sense Motive+47, Spellcraft+47, Spot+47
Feats: Dodge(H), Mobility(1), Spell Focus(Enchantment)(3), Weapon Focus(Quarterstaff)(FS3), Toughness(6), Sacred Boost(9), Power Attack(12), Weapon Specialization(Quarterstaff)(FS12), Melee Weapon Mastery(15), Extra Spell(18), Quicken Spell-Like Ability(Holy Word)(21), Combat Reflexes(24), Robilar's Gambit(27), Hold the Line(33)
Epic Feats: Epic Spell Capacity(FS24), Epic Ability Focus(Diplomacy)(N24), Epic Favor(N28), Improved Combat Reflexes(30), Epic Coordinate(N32)
Salient Divine Abilities: Bonus Domain(Suffering), Divine Shield, Eldritch Knowledge, Gift of Life, Mother of Martyrdom, Possess Mortal.
Alignment: Chaotic Good
Divine abilities:
Spell-Like Abilities
At will-Aid, animate objects, bane, bear's endurance, bestow curse, blade barrier, chaos hammer, cloak of chaos, demand, discern lies, dispel evil, dispel law, divine favor, energy drain, enervation, enthrall, feeblemind, geas/quest, greater command, greater teleport, harm, holy aura, holy smite, holy word, horrid wilting, magic circle against evil, magic circle against law, magic vestment, protection from evil, protection from law, repulsion, shatter, storm of vengeance, summon monster 9(Chaotic Good creatures only), waves of exhaustion, word of chaos. Caster level 34th. The save DCs are 37 + spell level.
Alter Reality (Su)
Empress Sulia exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifested in a number of ways. Empress Sulia can use limited wish when doing so could help her to reward martyrdom, relieve suffering or promote nobility. Note that in the situation where Empress Sulia and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.
Domain Powers:
Chaos: +1 bonus to the caster level of chaotic spells.
Good: +1 bonus to the caster level of good spells.
Suffering: You can use a pain touch twice per day. Make a melee touch attack against a living creature, which bestows on that creature a -2 penalty to Strength and Dexterity for 1 minute on a successful attack. This ability does not affect creatures that have immunity to extra damage from critical hits.
Nobility: Once per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts a number of rounds equal to your Charisma bonus (minimum 1 round).
Divine Aura (Ex)
The save DC against Empress Sulia's divine aura is 27 and the radius is 20ft.
Immunities: Empress Sulia is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.
Checks: Empress Sulia gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.
Empress Sulia does not automatically fail on a natural attack roll or saving throw roll of 1.
Communication: Empress Sulia can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank.
Remote Communication: As a standard action, Empress Sulia can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated to her, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can echo from above, like the order of a great queen. In this case, anyone within earshot of the sound can hear it.
Create Items: Empress Sulia can create any wondrous item with power related to nobility, good or martyrdom; the maximum is 4,500 marks.
Portfolio Sense: Empress Sulia is aware of any act of martyrdom or protective love that involves 1,000 or more people.
Favored Soul powers:
Empress Sulia casts as a 34th level favored soul(35th for good or chaotic spells). She may spontaneously cast any of her domain spells.
Spell charges:
6/10/10/10/9/9/9/9/8/8/8/8/7/7/4
0: All. Literally I think, since she gets 18 orisons.
1: Bless, Command, Conviction, Cure Light Wounds, Detect Undead, Entropic Shield, Inhibit, Lesser Vigor, Remove Fear, Sanctuary, Sign, Vision of Glory.
2: Aid, Calm Emotions, Close Wounds, Cure Moderate Wounds, Divine Insight, Divine Protection, Eagle's Splendor, Healing Lorecall, Hold Person, Lesser Restoration, Shield Other, Status.
3: Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Downdraft, Invisibility Purge, Mass Aid, Mass Conviction, Mass Lesser Vigor, Spark of Life, Vigor, Weapon of Impact.
4: Assay Spell Resistance, Castigate, Cure Critical Wounds, Death Ward, Delay Death, Dimensional Anchor, Divine Power, Freedom of Movement, Panacea, Restoration, Wall of Chaos, Wall of Good.
5: Atonement, Death Throes, Flame Strike, Greater Vigor, Hallow, Mark of Justice, Mass Cure Light Wounds, Mass Sanctuary, Righteous Might, Summon Bralani Eladrin, True Seeing, Zone of Respite.
6: Banishment, Bolt of Glory, Cometfall, Greater Dispel Magic, Heal, Heroes Feast, Lucent Lance, Mass Bear's Endurance, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Vigorous Circle, Zealot Pact.
7: Ethereal Jaunt, Fortunate Fate, Greater Plane Shift, Greater Restoration, Greater Scrying, Holy Star, Mass Cure Serious Wounds, Mass Restoration, Mass Spell Resistance, Planar Bubble, Radiant Assault, Regenerate.
8: Antimagic Field, Dimensional Lock, Earthquake, Fierce Pride of the Beastlands, Fire Storm, Heat Drain, Mass Cure Critical Wounds, Mass Death Ward, Wall of Greater Dispel Magic, Greater Planar Ally.
9: Etherealness, Gate, Greater Visage of the Deity, Mass Heal, Miracle, Sublime Revelry, True Resurrection, Undeath's Eternal Foe.
10: Eclipse, Mass Freedom of Movement, Miracle of Health, Naeys' Life Font, 2
11: Kiss of the Martyr, Mass Regenerate, Summon Planetar, 3
12: Beauty Triumphant, Wrath of the Heavens 4
13: Morwel's Blessing, 5
14: Radiant Storm, Summon Solar, 2
Heartwarder powers:
Charisma Increase (Ex)
A heartwarder gains a +1 bonus to charisma at level 1, and another +1 every odd level thereafter. (3, 5, 7, 9.)
Heart of Passion (Ex)
At 2nd level a Heartwarder invokes such passionate belief in whatever she does or says that she can sway the thoughts of the most rigid critic. This translates into a +2 bonus to all charisma based skills.
Lips of Rapture (Su)
At 4th level, the heartwarder's kiss bestows a state of bliss on the recipient, conferring a +2 morale bonus to attack rolls, weapon damage rolls, saves and checks. This ability lasts 5 rounds and can be used a number of times a day equal to your charisma modifier. The only downside to a heartwarder's kiss is that it also afflicts a daze spell on the target(A normal saving throw negates, as if the heartwarder had cast daze.)
Voice of a Siren (Su)
A heartwarder's voice is so enticing that she weakens the ability of her foes to resist her spells. She gains the benefits of greater spell focus(Enchantment) and spell penetration, but only on spells that have a verbal component.
Tears of Evergold (Su)
Once a week, a heartwarder can cry tears from the sacred pool of Evergold. If the tears are collected, they serve as a potion of love and can be used by the Sunite faith as holy water.
Noble powers
Bonus Class Skill (Ex)
At 1st level, a noble may designate any one cross-class skill as a class skill. Empress Sulia has chosen Spot.
Favor (Ex)
The noble has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
To call in a favor, the noble makes a favor check. Roll a d20 and add the character's favor bonus (+1 at 1st level, +2 at 3rd level, and so on). The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. The noble can't take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.
A noble can try to call in a favor a number of times in a week of game time that's equal to half his noble levels, rounded down (minimum one). So a 1st-level noble can attempt to call in a single favor per week, while a 7th-level noble can attempt to call in favors as many as three times from different contacts.
The DM should carefully monitor the noble's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and calling in favors shouldn't replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.
Inspire Confidence (Ex)
Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies equal to half his noble levels, rounded up.
An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
The noble can't inspire confidence in himself. The ability only aids his allies.
Coordinate (Ex)
A noble has a knack for getting people to work together. When the noble can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as the noble gains levels. Therefore, the noble provides a total +3 bonus at 4th level (+2 aid another bonus, +1 cooperation bonus), a +4 bonus at 8th level, and so on.
This ability can't be used to assist in combat.
Inspire Greatness (Ex)
Beginning at 11th level, a noble can inspire greatness in an ally, granting extra fighting capability. This works similar to inspire confidence, except it affects but a single ally. An ally inspired with greatness gains +2d6 temporary hit points, a +2 competence bonus on attacks, and a +2 moral bonus on saving throws.
The effect lasts for 5 rounds. The noble can inspire greatness once per day. For every three levels beyond 11th, the noble can inspire greatness in one additional ally.
The noble can't inspire greatness in himself. The ability only aids his allies.
Gear:
Sacred Sacrifice
This blessed weapon was given to Empress Sulia from Sune, as a gift of friendship and affection. It functions as a holy quarterstaff+7. When wielding Sacred Sacrifice, Empress Sulia may use her charisma modifier in place of her strength modifier for damage rolls. Further, whenever Empress Sulia is struck by a melee attack while in Robilar's Gambit, she gains a +2 bonus to attack rolls, weapon damage rolls, saves and armor class. This bonus stacks with itself to a maximum of +6. These bonuses last for one minute.
Bracers of The Martyr.
These bracers are delicately covered in platinum patterns, showing the sacrifice of various famous martyrs throughout history. They function as bracers of armor+10. When Empress Sulia uses any of her spell-like abilities from the Suffering or Nobility domain, the bracers enhance them to be treated as enlarged and empowered, when appropriate.
In addition to these, Sulia has access to all the wealth of a character of her level. When going into combat, she is not above gathering more items to increase her power.
Spells and feats:
Beauty Triumphant
Transmutation
Level: Clr 12, Sorc/Wiz 12
Components: V, S, M
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration 1 minute/level.
Saving Throw: Will negates(Charm effect only)
Spell Resistance: No.
With this spell, you call on the beauty of Sune. You gain a +10 enhancement bonus to charisma. Any creature within 60ft that sees you and would be attracted to you must make a will save. Failure means they fall hopelessly in love with you. Treat them as fanatic towards you, listening to every word you speak as gospel truth. Unlike most effects, this is not a mind-effecting or charm ability; it is the drawn out beauty that causes this, not any magic on the part of the spell.
In addition your beauty manifests as a palpable force, granting you your charisma modifier as a deflection bonus to armor class.
Martyr's Kiss
Abjuration
Level: Clr 11
Components: V, S, M
Casting Time: 1 full-round action.
Range: Touch.
Target: Creature touched.
Duration: 1 hour/level.
Saving Throw: Special; see text.
Spell Resistance: No.
This spell protects a martyr to be, making them a dynamic force in a dramatic sacrifice. They gain a +10 sacred bonus to attack rolls, weapon damage rolls, caster level checks, armor class and saving throws. The target of the spell does not automatically fail a saving throw on a natural 1. Further, reducing his hit points to 0 or less does not incapacitate the target of the spell at all, nor does being reduced to -10 or lower hit points cause the death of the character. They are immune to petrification, imprisonment, temporal stasis or any other attempt to imprison or bind them.
At the end of the duration, when the target is slain, if this spell is successfully dispelled or as a standard action when the target desires, his body explodes in a titanic burst of holy light. This deals damage equal to your current hit points + 50 to all targets within 40ft of you. A fortitude save halves this damage. Obviously, this explosion kills you if you are not already dead. Dying in this matter bypasses regeneration and other similar abilities, as the body is completely destroyed.
This spell functions only on willing targets who are aware of what the spell does. If forced on a target or they are not aware of how it works, Kiss of the Martyr fails.
Material Component
A pair of tears shed at the completion of the spell, one by the caster and one by the target.
Mass Freedom of Movement
Abjuration
Level: Clr 10, Drd 10
Range: Close (25ft + 5ft 2/levels)
Target: One or more creatures, no two of which can be more than 30 ft apart
This spell functions as Freedom of Movement, except as noted above.
Mass Regenerate
Conjuration(Healing)
Level: Clr 11
Range: Close (25 ft + 5 ft)
Targets: One or more creatures, no two of which can be more than 30 ft apart/2 levels)
This spell functions like regenerate, except as noted. In addition, it restores 8d8 points of damage +1 per caster level (Maximum +50).
Morwel's Blessing
Conjuration(Healing)
Level: Clr 13
Components: V, S, F.
Casting Time: 1 standard action
Ranger: 40ft
Area: All creatures within a 40ft radius centered on you.
Duration: Instantaneous.
Saving Throw: None
Spell Resistance: No
By chanting ancient Words of Creation passed down by Queen Morwel of the eladrin, you cleanse your allies physically and spiritually. A shower of glittering stardust descends over the area, settling on the area and healing them. All dirt and grime is removed from them and any equipment in the area. Any creature in the radius is healed, as if by a mass heal spell. Any negative magics on the targets are treated as being targeted by dispel magic(maximum +30).
Focus
A perfect sphere of crystallized starlight polished smooth with holy water, worth no less than 15,000 marks.
Radiant Storm
Evocation[Light]
Level: Clr 14, Sor/Wiz 14
Component: V, S, F.
Casting Time: 1 full round action.
Range: Long (400ft + 40ft/level)
Area: 20ft bursts
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Radiant Storm causes multiple Radiant Assaults to explode within the range of the spell. The caster gets one Radiant Assault per three caster levels. Each one appears where the caster desires within the range of the spell. Multiple Radiant Assaults may not overlap, though creatures that occupy more than one square can be caught in more than one assault. Each assault requires a separate saving throw and spell resistance check to resist.
In addition, each assault deals 1d6 damage per caster level, to a maximum of 40d6. All other effects are as Radiant Assault.
Focus
The eye of any outsider with 20 or more hit dice.
Summon Planetar
Conjuration(Summoning)[Good]
Level: Clr 11
Components: V, S, DF
Casting Time: 1 round.
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned planetar.
Duration: Concentration; up to 1 round/level + 1 round.
Saving Throw: None.
Spell Resistance: No.
This spell summons a Planetar from the Heavens Above. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.
Summon Solar
Conjuration(Summoning)[Good]
Level: Clr 14
Components: V, S, DF
Casting Time: 1 round.
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned solar.
Duration: Concentration; up to 1 round/level + 1 round.
Saving Throw: None.
Spell Resistance: No.
This spell summons a Solar from the Heavens Above. It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.
Wrath of the Heavens
Evocation[Electricity]
Level: Clr 12, Sorc/Wiz 12
Components: V, S.
Casting Time: 1 swift action.
Range: Long (400 + 40ft/level)
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Fortitude half.
Spell Resistance: Yes.
Wrath of the Heavens is designed to show the displeasure of the Gods in a striking, sudden manner. With a single word of condemnation and pointing at the target, a lightning bolt from above crashes into the target. This lightning bolt deals 20d10 points of damage. Half of this damage is electricity damage and the other half is divine damage. In addition, if the fortitude save is failed, the target is struck blind and deaf.
Despite the lightning bolt striking from above, a clear sky is not needed to cast this spell. It may even be cast inside or underground.
---
Epic Favor [Epic]
Prerequisites: Favor+4
Benefit: You gain a +2 bonus to your favor score and you may call in an additional favor per week.
Special: You may select this feat more than once. Its benefits stack.
Epic Coordinate [Epic]
Prerequisites: Coordinate+3
Benefit: You gain a +2 bonus to your coordinate score.
Special: You may select this feat more than once. Its benefits stack.
MOTHER OF MARTYRDOM
Benefit: Empress Sulia was empowered by death, becoming far more than mortal. In her eternity as a Goddess she has learned to harness this power. If Empress Sulia is slain, do not make a rank check to destroy her. Any effect to hold her, such as trap the soul, is automatically dispelled. Instead, her body instantly fades away into white light. One round later a star of pure white appears 100 feet above her point of death. Empress Sulia is reborn in that light, recovering all hit points, spell charges, resources and removing all undesirable conditions on her. She acts as normal that round. Empress Sulia gains the benefit of this power once per day.
However, such power is not without risk. If Empress Sulia is slain again within 24 hours, she is exceptionally vulnerable. If slain outside of Brightwater, the time of her reformation and banishment is doubled, as are any other consequences of her demise. If she is slain in Brightwater by a non-divine creature, the creature is treated as being Divine Rank 0 for the sake of destroying her. This allows a check to destroy Sulia; the relevant check is 1d20 vs 1d20+7. Should Empress Sulia be slain again by a God or Power, they gain a +4 circumstantial bonus to the rank check to destroy her.
I was bored again and I like doing epic level work. Notes on Zaaman Rul's design are as follows:
- Archomentals use the established deity template. While there are some tweaks, why change a system that works?
- I used an Elder Fire Elemental as the base creature for Zaaman. That means 24 elemental HD, but this isn't such a big deal when it's gestalt. The main problem is figuring out what the base creature should be. I figured that was the best choice, Elemental Monoliths and Primal Elementals have even more HD bloat.
- Fighter felt obvious for Zaaman Rul, as he's that type in attitude and style. Pious Templar fits the other side well. I find him thinking of all of Fire as his temple to be a good fit for flavor, plus it's damage reduction stacks with his innate reduction and the damage reduction feats he's taken. Also, I didn't want to do another full caster so soon after Empress Sulia.
- Yes, he lacks a fly speed. Greater Visage of the Deity covers this.
- Rul's AC and attack are rather high for someone of his station. I'm fine with this for two reasons. One, he's a fighter who's taken everything from piddling weapon focus to divine weapon mastery. Two, Archomentals have certain limitations compared to deities, so a little extra punch is desired.
- I took some liberties with his skills due to his elemental hit dice. To be honest, I'm of the opinion that deities should get leeway with class skills, so that they better fit it's responsibilities and portfolio.
- Weapon Specialization from Pious Templar was traded in for a bonus feat. Standard trade for a class bonus feat that you already possess.
- I wanted to make some epic shield feats, but it didn't end up going that way. Ah well.
- Being able to throw around two maximized, quickened fire storms per round gives Zaaman Rul's offense a huge bump. Anyone who fights him really wants evasion or good enough spell resistance to stop his magic.
- Elemental Lord is an essential SDA. It covers how deities can ignore elemental resistance and immunity for parts of their portfolio. I toyed with making this an innate power of Archomentals, but there are also elemental deities, so why not use something that both of them can use. By the way, the Elemental Lord SDA needs a re-write. It's not entirely clear as written, but doing so is a low priority.
- Burn is mildly upgraded; it's based off the Primal Fire Elemental's Burn.
- I'm happy with how he turned out. Let me know what you think!Zaaman Rul
Prince of Good Fire Creatures, The Ember Excellency, The Flame of Purity, The Resilient Ember.
ArchomentalSymbol: Flames burning away impurity and filth or a fire-orange Z.
Home Plane: The Elemental Reality of Fire.
Alignment: Neutral Exalted.
Portfoilo: Good aligned fire and fire based purification.
Worshipers: Fire genasi, celestial fire elementals, sun giants.
Cleric Alignments LG, NG, CG, N.
Domains: Fire, Good, Purification.
Favored Weapon: Courageous (Longsword)
Zaaman Rul is one of the Archomentals of Fire. Known as the Prince of Elemental Good, he opposes evil within Fire at every turn. His greatest fury is saved for Imix, his father and the murderer of his mother, Bristis Pel. He is at a grave disadvantage within Fire, as Imix, Eblis, the Sultan of the Efreet and other powerful figures of evil dominate his homeland.
The Prince of Good Fire Creatures sees Fire as his temple and holy ground; he will not rest until he has purged it of evil to the last. The means to do so are not within the bounds of Fire. Indeed, most of his allies are from realms removed from Fire. Nonetheless, he tirelessly crusades to purity Fire. His allies include Sunnis and Entemoch, Chan, Seira Aryn and Raziel. Further, he has cultivated ties to the Court of Stars, which has resulted in several eladrin joining his cause.
Zaaman Rul is about 14 feet tall. He has short, straight black hair and eyes, both the color of coal. A hint of kindness gleams within his eyes, catching the attention of those who parley with him and sparking hope within them. Beyond that he wears little, preferring a leather kilt, a wreath of flame around his body and a sheathed longsword.Elder Fire Elemental 24/Pious Templar 12//Fighter 36
Size/Type: Large Elemental (Fire, Good)
Divine Rank: 3
Hit Dice: 36d10+396+36 (792 hp)
Initiative: +27
Speed: 80ft
Armor Class: 73 (+16 dex, +18 natural, +3 divine, +7 deflection, +9 shield, +1 weapon supremacy, +1 dodge, +9 armor, -1 size)
Base Attack/CMB/CMD: +36/+52/90
Attack: Courageous+73 (3d12+40 plus 2d8 fire 17-20 x2) or slam+56 (2d8+20 plus 2d8 fire)
Full Attack: Courageous+73/+68/+63/+58 (3d12+40 plus 2d8 fire 17-20 x2) or 2 slams+56 (2d8+20 plus 2d8 fire)
Space/Reach: 10ft/10ft
Special Attacks: Burn, spell-like abilities, smite 3/day
Special Qualities: Damage reduction 27/-, divine traits, immunity to poison, stunning, paralysis, flanking, critical hits and sleep, darkvision 60ft, immunity to fire and electricity, vulnerability to cold, spell resistance 51, mettle, fast healing 23.
Saves: Fort +44, Ref +49, Will +34
Abilities: Str 35, Dex 42, Con 32, Int 20, Wis 24, Cha 25
Skills: Balance+58, Concentration+53, Diplomacy+49, Knowledge(Arcana)+47, Knowledge(Local: Fire)+47, Knowledge(Planes)+47, Knowledge(Religion)+47, Listen+49, Sense Motive+49, Spot+49, Tumble+58
Feats: Improved Initiative(B), Weapon Finesse(B), Iron Will(1), Weapon Focus(Longsword)(F1), Power Attack(F2), True Believer(3), Weapon Specialization(Longsword)(F4), Words of Creation(6), Shield Specialization(F6), Shield Ward(F8), Melee Weapon Mastery(Slashing)(9), Greater Weapon Focus(F10), Ability Focus(Burn)(12), Greater Weapon Specialization(F12), Combat Expertise(F14), Combat Reflexes(15), Improved Critical(Longsword(F16), Maximize Spell-Like Ability(Fire Storm)(18), Weapon Supremacy(F18), Dodge(F20), Quicken Spell-Like Ability(Fire Storm)(24), Toughness(PT3), Mobility(PT4), Spring Attack(PT8)
Epic Feats: Epic Weapon Focus(Longsword)(21), Epic Weapon Specialization(F22), Damage Reduction(F24), Dire Charge(F26), Epic Quicken Spell-Like Ability(Fire Storm)(27), Damage Reduction(F28), Epic Maximize Spell-Like Ability(Fire Storm)(30), Improved Weapon Finesse(F30), Penetrate Damage Reduction(Silver)(F32), Blinding Speed(33), Damage Reduction(F34), Multiaction(36), Superior Initiative(F36)
Salient Divine Abilities: Battlesense, Divine Fast Healing, Divine Fire Mastery, Divine Weapon Focus(Longsword), Divine Weapon Mastery, Divine Weapon Specialization(Longsword), Elemental Lord.
Alignment: Neutral Exalted
Divine powers:
Spell-like abilities: At will-Aid, blade barrier, burning hands, castigate, dance of the unicorn, deific vengeance, dispel evil, elemental swarm(fire only), fire seeds, fire shield, fire storm, fires of purity, greater teleport, greater visage of the deity, holy aura, holy smite, holy word, incendiary storm, magic circle against evil, nimbus of light, produce flame, protection from evil, recitation, resist energy(fire or cold only), righteous wrath of the faithful, sunburst, summon monster 9(good creatures only), wall of fire. Caster level 36th. The save DCs are 30 + spell level.
Alter Reality (Su)
Zaaman Rul exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Zaaman Rul can use limited wish when doing so could help him promote purification through fire, good aligned fire beings and the overthrow of evil within Fire. Note that in the situation where Zaaman Rul and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.
Domain powers:
Good: +1 bonus to the caster level of good spells.
Fire: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Purification +1 bonus to the caster level of all abjuration spells.
Divine Aura (Ex)
The save DC against Zaaman Rul's divine aura is 20 and the radius is 30ft.
Immunities: Zaaman Rul is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers he might have function normally on himself. He is not subject to energy drain, ability drain, or ability damage, and is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). He are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.
Note that a rank check is not allowed to bypass immunities from Zaaman Rul's Elemental type, even if it is also protected by his divine status.
Checks: Zaaman Rul gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.
Zaaman Rul does not automatically fail on a natural attack roll or saving throw roll of 1.
Communication: Zaaman Rul can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of herself per divine rank.
Remote Communication: As a standard action, Zaaman Rul can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard from any fire source within 30ft of a worshiper, including any fire spells cast by his faithful. In this case, anyone within earshot of the sound can hear it.
Create Items: Zaaman Rul can create any wondrous item with power related to fire based purification or good; the maximum is 4,500 marks.
Portfolio Sense: Zaaman Rul is aware of any act of sacred, fiery purification or righteousness that involves 1,000 or more people.
Racial powers:
Burn (Ex)
Those hit by Zaaman Rul's melee attacks must succeed at a Reflex save (DC 41) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by Zaaman Rul's slam attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.
Further, Zaaman Rul deals an extra 2d8 points of fire damage on every successful melee attack.
Pious Templar powers:
Spells
Zaaman Rul casts as a 12th level pious templar. He may spontaneously cast any of his domain spells.
1: Cure Light Woundsx2, Divine Favorx2.
2: Divine Insight, Flame of Faith, Undetectable Alignment, Zone of Truth.
3: Prayerx2, Righteous Furyx2.
4: Holy Sword, Restoration.
Mettle (Ex)
A Pious Templar's special blessing allows her to shrug off magical effects that would otherwise harm her. If a pious templar makes a successful will or fortitude saving throw that would normally reduce the spell's effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of will partial, fortitude half or similar entries can be negated through this ability.
Smite (Su)
Once per day, a pious templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her pious templar level(if she hits). The pious templar must declare the smite before making the attack. Starting at 6th level, a pious templar can smite twice per day and at 10th level, three times per day.
If a pious templar has a smite evil or smite ability(for being a paladin or a cleric with the Destruction domain) already, she can use the ability one extra time per day(two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on the character's combined level(pious templar level plus cleric or paladin level).
Gear:
Courageous
Zaaman Rul's favored weapon is an ancient longsword recovered from the stomach of a great wyrm pyroclastic dragon. It is treated as a large longsword+7 that deals a base damage of 3d12 fire damage. The fire damage from Courageous ignores resistance and immunity, dealing normal damage to any creature. The extra fire damage from Zaaman Rul's Burn ability stacks with the base damage of Courageous, but it does not gain the ability to bypass fire immunity. (However, it does gain the benefits of the Elemental Lord salient divine ability, as normal.)
Everflame
This wreath of flame was given to Zaaman Rul after his disastrous defeat at the Battle of the Plains of Burnt Dreams. It is a gift from the mysterious phoenix that breathed life back into the Archomental. When Zaaman Rul wishes, it takes the form of a heavy steel shield, composed of cracking flame and boiling basalt. Everflame is a heavy steel shield+6, cold warding.
In addition, Zaaman Rul wears bracers of armor+9 when expecting a serious battle. While he has access to far more treasure, he prefers to rely on his own abilities unless he is facing grave opposition, such as Imix, Eblis or the Sultan of the Efreet.
Custom material[spoiler]
Epic Quicken Spell Like Ability [Epic]
Prerequisites: Quicken Spell Like Ability, cha 25
Benefit: Choose an ability to which you have selected quicken spell like ability for. You may use this spell like ability as a swift action an unlimited amount of times per day.
Special: You can gain this feat multiple times. It's effects do not stack, choose a different qualifying spell each time.
Epic Maximize Spell Like Ability [Epic]
Prerequisites: Maximize Spell Like Ability, cha 23
Benefit: Choose an ability to which you have selected empower spell like ability for. You may empower this spell like ability an unlimited amount of times per day.
Special: You can gain this feat multiple times. It's effects do not stack, choose a different qualifying spell each time.
Improved Weapon Finesse [Epic]
Prerequisite: Weapon Finesse, dex 25
Benefit: You may use any one handed weapon with weapon finesse as well as a light weapon. You may use your dexterity modifier instead of your strength modifier for damage.
Normal: You may only use weapon finesse with a light weapon, a rapier, whip or spiked chain of your size category. You use your strength modifier to determine damage.
Multiaction [Epic]
Prerequisites: Improved Initiative, Blinding Speed, dex 25
Benefit: You gain another swift action per round. This may be spent paying for an immediate action, leaving you with one swift action to use that round or you may take two swift actions in the same round.
Special: This feat replaces multispell.
ELEMENTAL LORD
Prerequisites: Elemental Domain(Such as earth, wind, fire or water), divine mastery of the matching element.
Benefit: Choose an elemental domain that you have the salient divine ability to. The elemental damage matched to your domain is irresistible. Any of your attacks, spells, supernatural powers or magical items used directly by yourself ignore any elemental resistance or immunity to your chosen element. Against another deity a rank check is required to bypass immunity or resistance.
Notes: For example, Zaaman Rul ignores fire resistance and immunity on any target, save for another deity. A rank check determines if this power is effective against another deity. A deity may select this ability more than once, each time choosing a qualifying element.
A deity with this ability is treated as having the appropriate resistance and immunity bypassing metamagic for the sake of qualifying for feats or prestige classes. (Searing Spell, Piercing Cold, ectera)