Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria: Rules and Setting => Topic started by: Anastasia on April 28, 2014, 12:08:23 AM

Title: Characters and monsters
Post by: Anastasia on April 28, 2014, 12:08:23 AM
This topic is for stat blocks of all kinds. In addition to a stat block, most creatures have a flavor section describing them and a notes section with my own observations and thoughts about the creature.

If you see any typos, mistakes or other errors, feel free to let me know. Thanks.

---

Design rules

1. Gestalt is used, with the following exceptions: familiars, animal companions, mounts and similar creatures, creatures with Intelligence below 3, swarms and certain composite creatures, summoned creatures unless the creature summoned is unique (such as a one of the Hebdomad summoning another of the Hebdomad rather than summoning generic monsters with a summon monster spell) and finally if the creature is noted not to gestalt (such as a tarrasque).

2. Planar powers, such as the Lords of the Nine, the Hebdomad, the Arch-Angels of Elysium, Demon Princes and Lords, the various shadowy rulers of the daemons and so forth use divine rank. While they aren't true deities (they're called planar lords or powers instead), this difference is largely academic from a mechanical standpoint. For mechanics, it's much easier to have everyone of that level use the same rules rather than trying to balance out exceptions. This does have some impact on flavor and story related factors, but that's not important for stat blocks.

3. Multiclassing is kept to a minimum. With gestalt in play, there's much less need for it. Creatures generally run straight levels of one class (or racial hit dice) on one side of the gestalt and a class+one PrC on the other side. There's already more variety in play thanks to gestalt, so this keeps complexity down. There's exceptions to this, but there's usually a reason for it.

4. The changelogs are for things I posted previously. I'm doing a lot of cleanup as I go along. Feel free to ignore them, they're mostly for my own reference, and I delete them after awhile.

5. Creatures in bold have divine rank.

6. Certain high epic creatures (usually deities with skill points to spare) have knowledge (all) as a skill. This costs 10 sp per rank and covers all ten core knowledge skills. It's shorthand to run such characters more effectively. Many are deities with the knowledge domain or intermediate/greater deities who know unfathomable amounts due to being ancient and superhumanly intelligent, not to mention a steady torrent of information via prayer. This also covers knowledge: psionics due to how I run magic/psionics transparency.

7. The extraplanar subtype isn't added to statblocks. It exists and is used, but I don't share the MM and SRD assumption that encounters take place on the Prime.

8. Deities and powerful creatures, particularly spellcasters who can be much more modular, do not have every trick they have noted. This is so that if such a creature is encountered in play, that there are surprises for PCs who read this.

Abyss

Cherry, Radiant Sister of Malcanthet (http://www.soulriders.net/forum/index.php/topic,103072.msg1053436.html#msg1053436)
Deathdrinker (http://www.soulriders.net/forum/index.php/topic,103072.msg1050405.html#msg1050405)
Flamejax, Dragon-Balor of Fury (http://www.soulriders.net/forum/index.php/topic,103072.msg1053486.html#msg1053486)
Flamejax's Babau (http://www.soulriders.net/forum/index.php/topic,103072.msg1053513.html#msg1053513)
Leporas, Abyssal Glutton (http://www.soulriders.net/forum/index.php/topic,103072.msg1139078.html#msg1139078)
Lilitu (http://www.soulriders.net/forum/index.php/topic,103072.msg1053299.html#msg1053299)
Malcanthet, Queen of Succubi (http://www.soulriders.net/forum/index.php/topic,103072.msg1050266.html#msg1050266)
The Hecatoncheires (http://www.soulriders.net/forum/index.php/topic,103072.msg1054287.html#msg1054287)
The Wandering Giver (http://www.soulriders.net/forum/index.php/topic,103072.msg1053285.html#msg1053285)
Ubalukk (http://www.soulriders.net/forum/index.php/topic,103072.msg1059262.html#msg1059262)
Zquujaj, Knight of the Pale Mother (http://www.soulriders.net/forum/index.php/topic,103072.msg1056030.html#msg1056030)

Arborea

Angel of Last Resort (http://www.soulriders.net/forum/index.php/topic,103072.msg1054713.html#msg1054713)
Children of Liberty (http://www.soulriders.net/forum/index.php/topic,103072.msg1050948.html#msg1050948)
Courre Swarm (http://www.soulriders.net/forum/index.php/topic,103072.msg1054940.html#msg1054940)
Eladrin Hero Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1054948.html#msg1054948)
Ghaele (http://www.soulriders.net/forum/index.php/topic,103072.msg1050292.html#msg1050292)
Gwynharwyf, the Whirling Fury (http://www.soulriders.net/forum/index.php/topic,103072.msg1055111.html#msg1055111)
Lady Honeydip, Eladrin Hero (http://www.soulriders.net/forum/index.php/topic,103072.msg1054959.html#msg1054959)
Mithral Golem (http://www.soulriders.net/forum/index.php/topic,103072.msg1057977.html#msg1057977)
Mithral Golem, Arborean (http://www.soulriders.net/forum/index.php/topic,103072.msg1057980.html#msg1057980)
Queen Morwel, Queen of Stars (http://www.soulriders.net/forum/index.php/topic,103072.msg1054660.html#msg1054660)

Aurora

Adrian Barnan, General of Aurora (http://www.soulriders.net/forum/index.php/topic,103072.msg1058492.html#msg1058492)
Aurora Golems (http://www.soulriders.net/forum/index.php/topic,103072.msg1059575.html#msg1059575)
Ironwyrm Golem, Sunnis Sharded (http://www.soulriders.net/forum/index.php/topic,103072.msg1051109.html#msg1051109)
Living Lingering Flames Spell (http://www.soulriders.net/forum/index.php/topic,103072.msg1087188.html#msg1087188)
Living Transmute Rock to Lava Spell (http://www.soulriders.net/forum/index.php/topic,103072.msg1087189.html#msg1087189)

Bahamut's Palace

Dragonborn Spirits (http://www.soulriders.net/forum/index.php/topic,103072.msg1057748.html#msg1057748)
Dragonborn Spirit, Aujir (http://www.soulriders.net/forum/index.php/topic,103072.msg1057754.html#msg1057754)
Dragonborn Spirit, Rach (http://www.soulriders.net/forum/index.php/topic,103072.msg1057815.html#msg1057815)
Dragonborn Spirit, Orn (http://www.soulriders.net/forum/index.php/topic,103072.msg1057833.html#msg1057833)
Dragonborn Spirit, Aurix (http://www.soulriders.net/forum/index.php/topic,103072.msg1057918.html#msg1057918)
Dragonborn Spirit, Ux (http://www.soulriders.net/forum/index.php/topic,103072.msg1058019.html#msg1058019)

Beastlands

Celestial Dire Tiger (http://www.soulriders.net/forum/index.php/topic,103072.msg1068007.html#msg1068007)

Brightwater

Debonah, Guardian of Love (http://www.soulriders.net/forum/index.php/topic,103072.msg1056130.html#msg1056130)
Empress Sulia, the Martyr's Mother (http://www.soulriders.net/forum/index.php/topic,103072.msg1055425.html#msg1055425)
Lliira, Our Lady of Joy (http://www.soulriders.net/forum/index.php/topic,103072.msg1054613.html#msg1054613)
Sharess, Mother of Cats (http://www.soulriders.net/forum/index.php/topic,103072.msg1050514.html#msg1050514)
Snowy, servant of Sharess (http://www.soulriders.net/forum/index.php/topic,103072.msg1070188.html#msg1070188)
Villisa, Guardian of Love (http://www.soulriders.net/forum/index.php/topic,103072.msg1056078.html#msg1056078)

Dwarfhome

Moradin, the Soulforger (http://www.soulriders.net/forum/index.php/topic,103072.msg1174423.html#msg1174423)

Dweomerheart

Dweomer Watcher Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1139949.html#msg1139949)
Stars of Mystra (http://www.soulriders.net/forum/index.php/topic,103072.msg1050184.html#msg1050184)

Elemental Plane of Air

Grand Caliph Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1089611.html#msg1089611)
Grinning Zephyr, Air Elemental Fairy (http://www.soulriders.net/forum/index.php/topic,103072.msg1055170.html#msg1055170)
Primal Air Elementals (includes flavor for all primal elementals) (http://www.soulriders.net/forum/index.php/topic,103072.msg1051803.html#msg1051803)
Ty-h'kadi, the Stormbringer (http://www.soulriders.net/forum/index.php/topic,103072.msg1051720.html#msg1051720)
Yan-C-Bin's Ravens (http://www.soulriders.net/forum/index.php/topic,103072.msg1125228.html#msg1125228)

Elemental Plane of Earth

Primal Earth Elementals (http://www.soulriders.net/forum/index.php/topic,103072.msg1051805.html#msg1051805)
The Great Xorn (http://www.soulriders.net/forum/index.php/topic,103072.msg1059408.html#msg1059408)
Zanimoth, Hidden Lord of Wealth (http://www.soulriders.net/forum/index.php/topic,103072.msg1180805.html#msg1180805)

Elemental Plane of Fire

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,103072.msg1053014.html#msg1053014)
Akil bin Faheem, Emir of the Flametongued and Special Diplomat of the Crimson Firebrand (http://www.soulriders.net/forum/index.php/topic,103072.msg1055002.html#msg1055002)
Eblis, Nemesis of the Heavens (http://www.soulriders.net/forum/index.php/topic,103072.msg1053270.html#msg1053270)
Efreet Emir template (http://www.soulriders.net/forum/index.php/topic,103072.msg1052959.html#msg1052959)
Imix, Prince of Evil Fire Creatures (http://www.soulriders.net/forum/index.php/topic,103072.msg1125232.html#msg1125232)
Primal Fire Elementals (http://www.soulriders.net/forum/index.php/topic,103072.msg1051807.html#msg1051807)
The Branded, Guards of the Grand Sultan's Harem (http://www.soulriders.net/forum/index.php/topic,103072.msg1054964.html#msg1054964)
The Branded, Captains (http://www.soulriders.net/forum/index.php/topic,103072.msg1054966.html#msg1054966)
Zaaman Rul, Prince of Good Fire Creatures (http://www.soulriders.net/forum/index.php/topic,103072.msg1055952.html#msg1055952)

Elemental Plane of Water

Amea, High Summoner of Levistus (http://www.soulriders.net/forum/index.php/topic,103072.msg1055051.html#msg1055051)
Blackwater Golem (http://www.soulriders.net/forum/index.php/topic,103072.msg1056450.html#msg1056450)
Dire Shark, Crystal Reef Hunter (http://www.soulriders.net/forum/index.php/topic,103072.msg1055191.html#msg1055191)
Frost Lily (http://www.soulriders.net/forum/index.php/topic,103072.msg1055201.html#msg1055201)
Gelugon, Patroller (http://www.soulriders.net/forum/index.php/topic,103072.msg1055203.html#msg1055203)
Levistus, Renegade Aspect of the Lord of the Fifth (http://www.soulriders.net/forum/index.php/topic,103072.msg1055042.html#msg1055042)
Maggezal, Kraken Spirit Glutton (http://www.soulriders.net/forum/index.php/topic,103072.msg1055205.html#msg1055205)
Paluze, Devoted to Levistus (http://www.soulriders.net/forum/index.php/topic,103072.msg1056422.html#msg1056422)
Primal Water Elementals (http://www.soulriders.net/forum/index.php/topic,103072.msg1051828.html#msg1051828)
Wavera, Unhidden Spy (http://www.soulriders.net/forum/index.php/topic,103072.msg1055189.html#msg1055189)
White Pudding, Coral Eater (http://www.soulriders.net/forum/index.php/topic,103072.msg1055195.html#msg1055195)

Elysium

Avenging Angel, max HD Movanic Deva (http://www.soulriders.net/forum/index.php/topic,103072.msg1050249.html#msg1050249)
Cherub (http://www.soulriders.net/forum/index.php/topic,103072.msg1050211.html#msg1050211)
Elemental Guardian, max HD Monadic Deva (http://www.soulriders.net/forum/index.php/topic,103072.msg1050290.html#msg1050290)
Monadic Deva (http://www.soulriders.net/forum/index.php/topic,103072.msg1050239.html#msg1050239)
Movanic Deva (http://www.soulriders.net/forum/index.php/topic,103072.msg1050213.html#msg1050213)
Solar (http://www.soulriders.net/forum/index.php/topic,103072.msg1050385.html#msg1050385)

Far Realm

Beyond Subtype (http://www.soulriders.net/forum/index.php/topic,103072.msg1055992.html#msg1055992)
Pseudonatural Creature Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1055998.html#msg1055998)
Q'pa, Space Destroyer (http://www.soulriders.net/forum/index.php/topic,103072.msg1056013.html#msg1056013)

Fury's Heart

Arctinal, Beast of the North Wind (http://www.soulriders.net/forum/index.php/topic,103072.msg1057563.html#msg1057563)
Arctinal's Shades (http://www.soulriders.net/forum/index.php/topic,103072.msg1057580.html#msg1057580)
Auril, the Frostmaiden (http://www.soulriders.net/forum/index.php/topic,103072.msg1050907.html#msg1050907)
Rinhansana, Great Wyrm of Winter (http://www.soulriders.net/forum/index.php/topic,103072.msg1057336.html#msg1057336)
Tribute, Dire Boar (http://www.soulriders.net/forum/index.php/topic,103072.msg1057471.html#msg1057471)

Gates of the Moon

Lunatic (http://www.soulriders.net/forum/index.php/topic,103072.msg1108825.html#msg1108825)
Phoebe, Moonkeeper (http://www.soulriders.net/forum/index.php/topic,103072.msg1054027.html#msg1054027)
Selune, the Moonmaiden (http://www.soulriders.net/forum/index.php/topic,103072.msg1071809.html#msg1071809)
Shards of Selune (http://www.soulriders.net/forum/index.php/topic,103072.msg1050179.html#msg1050179)

Hades

Fallen Solar (http://www.soulriders.net/forum/index.php/topic,103072.msg1050387.html#msg1050387)
Lucial, Blade of the General (http://www.soulriders.net/forum/index.php/topic,103072.msg1055182.html#msg1055182)
Valeoloth (http://www.soulriders.net/forum/index.php/topic,103072.msg1050539.html#msg1050539)

Hell

Beezlebub, Lord of the Seventh (http://www.soulriders.net/forum/index.php/topic,103072.msg1125239.html#msg1125239)
Bel, Lord of the First (http://www.soulriders.net/forum/index.php/topic,103072.msg1051994.html#msg1051994)
Belial, Lord of the Fourth (http://www.soulriders.net/forum/index.php/topic,103072.msg1055022.html#msg1055022)
Dispater, Lord of the Second (http://www.soulriders.net/forum/index.php/topic,103072.msg1052085.html#msg1052085)
Duke of Hell Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1051049.html#msg1051049)
Gathgorian, Duke of Hell (http://www.soulriders.net/forum/index.php/topic,103072.msg1051087.html#msg1051087)
Glasya, Lord of the Sixth (http://www.soulriders.net/forum/index.php/topic,103072.msg1058450.html#msg1058450)
Guardians of the Iron Tower (http://www.soulriders.net/forum/index.php/topic,103072.msg1055101.html#msg1055101)
Hellfire Engine (http://www.soulriders.net/forum/index.php/topic,103072.msg1050394.html#msg1050394)
Infernal Siegebreaker, advanced Hellfire Engine (http://www.soulriders.net/forum/index.php/topic,103072.msg1051020.html#msg1051020)
Kaessa, Mistress of the Brachina (http://www.soulriders.net/forum/index.php/topic,103072.msg1052874.html#msg1052874)
Mammon, Lord of the Third (http://www.soulriders.net/forum/index.php/topic,103072.msg1052853.html#msg1052853)
Matellus, Solar's Rictus Marshal (http://www.soulriders.net/forum/index.php/topic,103072.msg1050604.html#msg1050604)
Nemiel, Herald of Beezlebub (http://www.soulriders.net/forum/index.php/topic,103072.msg1052908.html#msg1052908)
Orthon (http://www.soulriders.net/forum/index.php/topic,103072.msg1050354.html#msg1050354)
Paeliryon (http://www.soulriders.net/forum/index.php/topic,103072.msg1050352.html#msg1050352)
Remmanon (http://www.soulriders.net/forum/index.php/topic,103072.msg1050557.html#msg1050557)
Solar's Rictus (http://www.soulriders.net/forum/index.php/topic,103072.msg1050568.html#msg1050568)
Spark Hunters (http://www.soulriders.net/forum/index.php/topic,103072.msg1051526.html#msg1051526)
Spark Hunter, Elite (http://www.soulriders.net/forum/index.php/topic,103072.msg1051556.html#msg1051556)
Spark Hunter, Commander (http://www.soulriders.net/forum/index.php/topic,103072.msg1051581.html#msg1051581)
Stygian Chilblain (http://www.soulriders.net/forum/index.php/topic,103072.msg1055060.html#msg1055060)
The Broken Saint (http://www.soulriders.net/forum/index.php/topic,103072.msg1050978.html#msg1050978)
Yemimah, The Lost Chalice (http://www.soulriders.net/forum/index.php/topic,103072.msg1055097.html#msg1055097)

House of Knowledge

Elyssa, 58 HD Homuculus of Gond (http://www.soulriders.net/forum/index.php/topic,103072.msg1141828.html#msg1141828)

House of Nature

Eldath, Mother Guardian of the Groves (http://www.soulriders.net/forum/index.php/topic,103072.msg1056861.html#msg1056861)
Goldenfire Golems (http://www.soulriders.net/forum/index.php/topic,103072.msg1064590.html#msg1064590)
Maralla, Eldath's Plant Companion (http://www.soulriders.net/forum/index.php/topic,103072.msg1056877.html#msg1056877)

Limbo

Nassrapk, Slaad Wild Mage (http://www.soulriders.net/forum/index.php/topic,103072.msg1054945.html#msg1054945)
Prismasaurus (https://www.soulriders.net/forum/index.php/topic,103072.msg1193634.html#msg1193634)
Renbuu, Slaad Lord of Color (http://www.soulriders.net/forum/index.php/topic,103072.msg1059397.html#msg1059397)
White Slaad (http://www.soulriders.net/forum/index.php/topic,103072.msg1050555.html#msg1050555)

Mechanus

Beyalhut, Mechanus Bruiser (http://www.soulriders.net/forum/index.php/topic,103072.msg1057994.html#msg1057994)
Beyalhut Titans (http://www.soulriders.net/forum/index.php/topic,103072.msg1140445.html#msg1140445)
Quaruts, Defenders of Time (http://www.soulriders.net/forum/index.php/topic,103072.msg1139772.html#msg1139772)

Mount Celestia

Arinnaphim (http://www.soulriders.net/forum/index.php/topic,103072.msg1052153.html#msg1052153)
Authority of Celestia Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1051998.html#msg1051998)
Barachiel, the Messenger (http://www.soulriders.net/forum/index.php/topic,103072.msg1051192.html#msg1051192)
Cerulean Joy, Authority of Absolution (http://www.soulriders.net/forum/index.php/topic,103072.msg1052796.html#msg1052796)
Domiel, the Mercy-Bringer (http://www.soulriders.net/forum/index.php/topic,103072.msg1051226.html#msg1051226)
Erathaol, the Seer (http://www.soulriders.net/forum/index.php/topic,103072.msg1051388.html#msg1051388)
Erathaol Summon 1: 39 HD Celestial Elephant (http://www.soulriders.net/forum/index.php/topic,103072.msg1051395.html#msg1051395)
Erathaol Summon 2: 40 HD Celestial Dire Bear (http://www.soulriders.net/forum/index.php/topic,103072.msg1051401.html#msg1051401)
Ilmater, the One who Endures (http://www.soulriders.net/forum/index.php/topic,103072.msg1051957.html#msg1051957)
Pistis Sophia, the Ascetic (http://www.soulriders.net/forum/index.php/topic,103072.msg1051469.html#msg1051469)
Raziel, the Firestar (http://www.soulriders.net/forum/index.php/topic,103072.msg1051613.html#msg1051613)
Sayuel, Throne Archon (http://www.soulriders.net/forum/index.php/topic,103072.msg1055794.html#msg1055794)
Sealtiel, the Defender (http://www.soulriders.net/forum/index.php/topic,103072.msg1051928.html#msg1051928)
Soul Guardian, max HD lantern archon (http://www.soulriders.net/forum/index.php/topic,103072.msg1108880.html#msg1108880)
Starala, Lord of the Arinnaphim (http://www.soulriders.net/forum/index.php/topic,103072.msg1053773.html#msg1053773)
Throne Archons (http://www.soulriders.net/forum/index.php/topic,103072.msg1050208.html#msg1050208)
Vel Custos, Authority of Wardens (http://www.soulriders.net/forum/index.php/topic,103072.msg1052079.html#msg1052079)

Other

Abomination Subtype (http://www.soulriders.net/forum/index.php/topic,103072.msg1050189.html#msg1050189)
Becklee (https://www.soulriders.net/forum/index.php/topic,103072.msg1193296.html#msg1193296)
Behemoth Cat (http://www.soulriders.net/forum/index.php/topic,103072.msg1108847.html#msg1108847)
Behemoth Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1108839.html#msg1108839)
Hunefer (http://www.soulriders.net/forum/index.php/topic,103072.msg1053030.html#msg1053030)
Infiltration Cows (http://www.soulriders.net/forum/index.php/topic,103072.msg1067386.html#msg1067386)
Infinity Ooze (http://www.soulriders.net/forum/index.php/topic,103072.msg1050911.html#msg1050911)
Mage-Wanderer of Shaundakul Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1163378.html#msg1163378)
Mercane (http://www.soulriders.net/forum/index.php/topic,103072.msg1050181.html#msg1050181)
Mercane Wizard (http://www.soulriders.net/forum/index.php/topic,103072.msg1057042.html#msg1057042)
Paragon Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1051027.html#msg1051027)
Prismatic Dragon Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1150500.html#msg1150500)
Proxy Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1051749.html#msg1051749)
Ruin Swarm Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1054717.html#msg1054717)
Ruin Swarmed Bat Swarm (http://www.soulriders.net/forum/index.php/topic,103072.msg1054724.html#msg1054724)
Serith, Behemoth Smilodon (http://www.soulriders.net/forum/index.php/topic,103072.msg1108866.html#msg1108866)
Styx-Corrupted Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1055052.html#msg1055052)
Umbral Blot (Blackball) (http://www.soulriders.net/forum/index.php/topic,103072.msg1055960.html#msg1055960)
Yuki-Onna Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1056551.html#msg1056551)

Para-Elemental Plane of Ice

Awoken Death (http://www.soulriders.net/forum/index.php/topic,103072.msg1073348.html#msg1073348)
Elder Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1052812.html#msg1052812)
Greater Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1052810.html#msg1052810)
Heat Death, slayer of Fire (http://www.soulriders.net/forum/index.php/topic,103072.msg1052850.html#msg1052850)
Huge Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1052807.html#msg1052807)
Ice Para-Elemental Monolith (http://www.soulriders.net/forum/index.php/topic,103072.msg1052835.html#msg1052835)
Large Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1052805.html#msg1052805)
Medium Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1052800.html#msg1052800)
Primal Ice Para-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1052844.html#msg1052844)
Small Ice Para-Elemental (Includes information for all ice para-elementals) (http://www.soulriders.net/forum/index.php/topic,103072.msg1052798.html#msg1052798)

Para-Elemental Plane of Ooze

Living Filth (http://www.soulriders.net/forum/index.php/topic,103072.msg1051010.html#msg1051010)

Plane of Shadow

Eyes of Shar (http://www.soulriders.net/forum/index.php/topic,103072.msg1055990.html#msg1055990)
Faces of Loss, Favored Shadows of Shar (http://www.soulriders.net/forum/index.php/topic,103072.msg1054968.html#msg1054968)
Faded Sorrow, Voidchild of Shar (http://www.soulriders.net/forum/index.php/topic,103072.msg1078508.html#msg1078508)
The Infinite Shadow (http://www.soulriders.net/forum/index.php/topic,103072.msg1157004.html#msg1157004)
Voidchild (http://www.soulriders.net/forum/index.php/topic,103072.msg1050202.html#msg1050202)

Positive Energy Plane

Radiant Phantasms (http://www.soulriders.net/forum/index.php/topic,103072.msg1154168.html#msg1154168)
Shining Watcher (http://www.soulriders.net/forum/index.php/topic,103072.msg1154165.html#msg1154165)

Prime Material Planes

Adamantine Golem (http://www.soulriders.net/forum/index.php/topic,103072.msg1058038.html#msg1058038)
All-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1072098.html#msg1072098)
Commoner (http://www.soulriders.net/forum/index.php/topic,103072.msg1075380.html#msg1075380)
Dread Wight (http://www.soulriders.net/forum/index.php/topic,103072.msg1050407.html#msg1050407)
Elder Treant (http://www.soulriders.net/forum/index.php/topic,103072.msg1059332.html#msg1059332)
Fairy Dragons (http://www.soulriders.net/forum/index.php/topic,103072.msg1050294.html#msg1050294)
Giant Bee (http://www.soulriders.net/forum/index.php/topic,103072.msg1140594.html#msg1140594)
Gloom (http://www.soulriders.net/forum/index.php/topic,103072.msg1057957.html#msg1057957)
Hoary Hunter (http://www.soulriders.net/forum/index.php/topic,103072.msg1050399.html#msg1050399)
Hoary Steed (http://www.soulriders.net/forum/index.php/topic,103072.msg1050402.html#msg1050402)
Ice Kraken (http://www.soulriders.net/forum/index.php/topic,103072.msg1164444.html#msg1164444)
Marianne (http://www.soulriders.net/forum/index.php/topic,103072.msg1055113.html#msg1055113)
Phoenix (http://www.soulriders.net/forum/index.php/topic,103072.msg1064558.html#msg1064558)
Ruin Swarmed Air Elementite Swarm (http://www.soulriders.net/forum/index.php/topic,103072.msg1054878.html#msg1054878)
Savin, Wanderer of Alicia (http://www.soulriders.net/forum/index.php/topic,103072.msg1139067.html#msg1139067)
Terror Wolf (http://www.soulriders.net/forum/index.php/topic,103072.msg1059146.html#msg1059146)
The Calamity (http://www.soulriders.net/forum/index.php/topic,103072.msg1050955.html#msg1050955)
The Father (http://www.soulriders.net/forum/index.php/topic,103072.msg1051183.html#msg1051183)
The Tarrasque (http://www.soulriders.net/forum/index.php/topic,103072.msg1050525.html#msg1050525)
Tyler Burnar, Golden Inquisitor of Seira (http://www.soulriders.net/forum/index.php/topic,103072.msg1139080.html#msg1139080)

Quasi-Elemental Plane of Radiance

Elder Radiance Quasi-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1141040.html#msg1141040)
Greater Radiance Quasi-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1141039.html#msg1141039)
Huge Radiance Quasi-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1141038.html#msg1141038)
Large Radiance Quasi-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1141037.html#msg1141037)
Medium Radiance Quasi-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1141036.html#msg1141036)
Primal Radiance Quasi-Elemental (http://www.soulriders.net/forum/index.php/topic,103072.msg1141816.html#msg1141816)
Radiance Quasi-Elemental Monolith (http://www.soulriders.net/forum/index.php/topic,103072.msg1141041.html#msg1141041)
Small Radiance Quasi-Elemental (Includes information for all radiance para-elementals (http://www.soulriders.net/forum/index.php/topic,103072.msg1141035.html#msg1141035)

Quasi-Elemental Plane of Salt

Tor Salinus, the Brine Dragon (http://www.soulriders.net/forum/index.php/topic,103072.msg1051710.html#msg1051710)

Sylica

Alicia Reynes, Queen of the Battlefield (http://www.soulriders.net/forum/index.php/topic,103072.msg1054636.html#msg1054636)
Antenora Reynes, Opal Angel of Redemption (http://www.soulriders.net/forum/index.php/topic,103072.msg1053558.html#msg1053558)
Guardian of the Felic Gate (http://www.soulriders.net/forum/index.php/topic,103072.msg1125229.html#msg1125229)
Jessica Reynes (http://www.soulriders.net/forum/index.php/topic,103072.msg1054304.html#msg1054304)
Latha, Diamond Angel of Radiance (http://www.soulriders.net/forum/index.php/topic,103072.msg1054434.html#msg1054434)
Marie, Proxy of Alicia (http://www.soulriders.net/forum/index.php/topic,103072.msg1054870.html#msg1054870)
Strength of Light, General of the Amber Army (http://www.soulriders.net/forum/index.php/topic,103072.msg1056488.html#msg1056488)
Syala, Angel of Love (http://www.soulriders.net/forum/index.php/topic,103072.msg1054098.html#msg1054098)

The Cauldron

Amaryl Gaial (http://www.soulriders.net/forum/index.php/topic,103072.msg1054067.html#msg1054067)
Donald Smurth (http://www.soulriders.net/forum/index.php/topic,103072.msg1054112.html#msg1054112)
Elemental Harmony Template (http://www.soulriders.net/forum/index.php/topic,103072.msg1149075.html#msg1149075)
Lady Sanzha, former Padisha of the Marid (http://www.soulriders.net/forum/index.php/topic,103072.msg1054934.html#msg1054934)
Seira Aryn, the Dragon Princess (http://www.soulriders.net/forum/index.php/topic,103072.msg1054616.html#msg1054616)
Yoshi, Amaryl's Animal Companion (http://www.soulriders.net/forum/index.php/topic,103072.msg1054073.html#msg1054073)

Warrior's Rest

Purple Star (http://www.soulriders.net/forum/index.php/topic,103072.msg1059566.html#msg1059566)
The Red Knight (http://www.soulriders.net/forum/index.php/topic,103072.msg1051628.html#msg1051628)

Ysgard

Children of Jormugandr (http://www.soulriders.net/forum/index.php/topic,103072.msg1055154.html#msg1055154)
Grandchild of Jormugandr (http://www.soulriders.net/forum/index.php/topic,103072.msg1055123.html#msg1055123)
Jormugandr, the World Serpent (http://www.soulriders.net/forum/index.php/topic,103072.msg1055165.html#msg1055165)
Valkyries (http://www.soulriders.net/forum/index.php/topic,103072.msg1059418.html#msg1059418)
Title: Re: Characters and monsters
Post by: Anastasia on April 30, 2014, 02:44:20 AM
Fluff and notes:
Spoiler: ShowHide


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.


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/+30/45
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: Gates 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: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-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(caster level 22nd for spells with the good or chaotic descriptors). The save DCs are 17 + spell level. Shards may cast spells related to the moon, see moon magic below.

[6/day]0: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Virtue
[7+1/day]1: (Protection From Law), Bless Water, Command, Cure Light Wounds, Detect Undead, Divine Favor, Moon LustSC, Shield of Faith
[7+1/day]2: (Aid), Augury, Consecrate, Hold Person, Moon BeamSC, Resist Energy, Shield Other, Spiritual Weapon
[7+1/day]3: (Magic Circle Against Law), Continual Flame, Cure Serious Wounds, Invisibility Purge, Moon BladeSC, Prayer, Remove Disease, Speak with Dead
[6+1/day]4: (Chaos Hammer), Control Water, Death Ward, Dimensional Anchor, Divination, Freedom of Movement, Moon BoltSC
[6+1/day]5: (Dispel Evil), Atonement, Break Enchantment, Commune, MoonbowSC, Moon PathSC, Righteous Might
[5+1/day]6: (Animate Objects), Banishment, Healx4
[5+1/day]7: (Holy Word), Control Weather, Greater Restoration, Greater Scrying, Regenerate, Repulsion
[4+1/day]8: (Cloak of Chaos), Earthquake, Fire Stormx3
[4+1/day]9: (Summon Monster 9), Mass Heal, Miraclex2, MoonfireSC

SC - Spell Compendium

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. When determining the level of a spell that is not normally available to clerics, use the lowest level available.

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


Shards carry +4 greatswords. These greatswords are a gift from Selune. Most shards have several other pieces of treasure, but these vary from shard to shard. Shards tend to use whatever treasure they get from executing Selune's will.


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: Characters and monsters
Post by: Anastasia on April 30, 2014, 03:02:16 AM
Notes:
Spoiler: ShowHide
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/+10/22
Attack: Masterwork Falchion+9 (2d6+3 18-20 x2)
Full Attack: Masterwork Falchion+9/+4 (2d6+3 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities.
Special Qualities: Spell resistance 19, 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: Appraise+24, Bluff+12, Concentration+13, Craft(any three)+15, Decipher Script+17, Diplomacy+12, Forgery+15, Gather Information+12, Knowledge(Arcana)+15, Knowledge(Planes)+15, Listen+13, Profession(Merchant)+13, Sense Motive+13, Sleight of Hand+12, Spot+13
Feats: Combat Expertise(1), Skill Focus(Appraise)(3), Diligent(6)
Epic Feats: -
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

3/day-dimension door, invisibility. 1/day-plane shift, secret chest. Caster level 7th. The save DCs are 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.


Gear:
Spoiler: ShowHide


Mercane carry masterwork falchions. All but the absolutely destitute carry various magical items, potions and other useful things. Mercane generally focus on defensive equipment. Killing things is what they hire bodyguards for.
Title: Re: Characters and monsters
Post by: Anastasia on April 30, 2014, 01:32:40 PM
Fluff and notes:
Spoiler: ShowHide
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 its 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/+50/86
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, mystra's blood.
Saves: Fort +33, Ref +30, Will +34
Abilities: Str 29, Dex 35, Con 40, Int 42, Wis 42, Cha 42 
Skills: Appraise+59, Balance+55, Bluff+59, Concentration+58, Craft(Alchemy)+59, Decipher Script+59, Diplomacy+59, Escape Artist+55, Intimidate+59, Knowledge(All)+59, Listen+59, Search+59, Sense Motive+59, Spellcraft+59, Spot+59, Survival+59, Swim+52, Tumble+55, Use Magic Device+59
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), Improved Metamagic(30), Blinding Speed(33), Multiaction(36), Improved Metamagic(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.

Mystra's Blood (Ex)

As servants directly empowered by Mystra, the Stars of Mystra are anything but mortal. They are treated as divine rank zero for the sake of effects. They possess no actual divine rank.

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

Epic, evil weapons 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 damage it deals counts as silver fire instead of normal weapon damage, so it bypasses damage reduction. 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: Characters and monsters
Post by: Anastasia on April 30, 2014, 05:16:03 PM
Notes:
Spoiler: ShowHide
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.

Most abominations are further customized to suit whatever they represent. The benefits here are merely the bare minimum.

Abomination

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

* Divine Rank

An abomination has divine rank zero. 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, see the divine rules for this table.
- 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: Characters and monsters
Post by: Anastasia on May 01, 2014, 02:59:55 AM
Fluff and notes:
Spoiler: ShowHide
Voidchildren are the result of Shar uniting with the primal concept of oblivion. These cursed children are nothingness given form. They crave a return to void, yet the concept of life hopelessly fascinates them. They cannot return to the void/Shar, but life does not accept them and they are spurned by all of Creation, rejected by both life and death. A voidchild is little more than a nightmare that has no place in Creation. This embitters and maddens each voidchild, as they seek what they cannot have. It results in a vicious cycle ensures they sink deeper into bitterness, hatred and evil. It is all as Shar desired.

Voidchildren are four feet tall and black as shadows. They resemble too tall children and their proportions seem wrong to the eye. They wear expressions of anger, loss, pain and suffering. Yet in spite of looking like bereaved children, the unnaturalness of them makes it difficult for other creatures to show anything but horror or fear before them. This only makes the voidchild's suffering worse, which in turns provokes hostilities.


Voidchild

Size/Type: Small Outsider (Abomination, Evil)
Divine Rank: 0
Hit Dice: 39d8+741+39+156 (1248 hp)
Initiative: +23
Speed: 50ft, fly 180ft (average)
Armor Class: 74 (+1 size, +15 dex, +31 natural, +17 deflection)
Base Attack/CMB/CMD: +39/+50/92
Attack: Slam+55 (1d6+12 plus 3d8 voidstrike plus voidstrike)
Full Attack: 2 slams+55/+50/+45/+40 (1d6+12 plus 3d8 voidstrike plus voidstrike)
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 +54, Ref +50, Will +46
Abilities: Str 34, Dex 40, Con 48, Int 32, Wis 33, Cha 44   
Skills: Balance+57, Bluff+59, Climb+54, Disguise+59, Heal+53, Hide+57, Intimidate+59, Knowledge(Arcana)+53, Knowledge(Dungeoneering)+53, Knowledge(Geography)+53, Knowledge(Nature)+53, Knowledge(Planes)+53, Knowledge(Religion)+53, Listen+53, Move Silently+57, Perform(Dance)+59, Perform(Song)+59, Search+53, Spellcraft+53, Spot+53, Swim+54, Tumble+57, Use Magic Device+59
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)
Salient Divine Abilities: -
Alignment: Neutral Evil

Racial 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 39th.

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 normal damage from epic, good aligned weapons that also deal fire, cold, positive energy or negative energy damage. They also take normal damage 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 Craft (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 disease.

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 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.

Title: Re: Characters and monsters
Post by: Anastasia on May 01, 2014, 12:26:06 PM
Fluff and notes:
Spoiler: ShowHide
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. This aims to fix them and allow them to equal or surpass those creatures. They are holy judges and governors of the archons, serving to connect the will of Mount Celestia's Authorities, deities and the Hebdomad to the lesser archons. In addition to this, many throne archons, along with solars, oversee important concepts within Celestia.

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 (Archon, Good, Lawful)
Hit Dice: 20d8+160 (255 hp)
Initiative: +14
Speed: 40ft, fly 80ft (good)
Armor Class: 40 (-1 size, +15 natural, +3 dexterity, +13 armor)
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: Concentration+31, Diplomacy+33, Gather Information+33, Heal+30, Intimidate+41, Knowledge(Arcana)+30, Knowledge(Geography)+30, Knowledge(History)+30, Knowledge(Local:Mount Celestia)+30, Knowledge(Nature)+30, Knowledge(N&R)+30, Knowledge(Planes)+30, Knowledge(Religion)+30, Listen+30, Profession(Judge)+30, Ride+33, Sense Motive+38, Spellcraft+30, Spot+30
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 Good

Racial powers:
Spoiler: ShowHide


Spell-like abilities

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

Aura of Menace (Su)

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

The save DC for a Throne Archon's Aura of Menace is 32.

Penitentiary Gaze (Su)

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

Law-Chaos

Neutral: The creature is fatigued.

Chaotic: The creature is exhausted.

Good-Evil

Neutral: The creature takes 15 damage.

Evil: The creature takes 30 damage.

Skills

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


Gear:
Spoiler: ShowHide


Throne archons carry large greatswords+4, holy and axiomatic as well as wear mithral full plate armor+5. These weapons are forged in Jovar and returned there for further enchantments as the archon's duties see fit. In addition to these, throne archons are often temporarily granted magic items to aid in a task. As is the holy mountain's way, throne archons have a knack at having just the right piece of equipment or magical item at the right time.
Title: Re: Characters and monsters
Post by: Anastasia on May 01, 2014, 12:34:58 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 (Angel, Good)
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/-1/11
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

Racial powers:
Spoiler: ShowHide


Spell-like abilities

At will-detect evil, detect poison. 1/day-calm emotions, elation. The save DCs 12 + spell level.

Skills

Cherubim have a +4 racial bonus to spot and listen checks.
Title: Re: Characters and monsters
Post by: Anastasia on May 01, 2014, 01:46:33 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 (Angel, Good)
Hit Dice: 7d8+21 (60 hp)
Initiative: +8
Speed: 40ft, fly 80ft (good)
Armor Class: 22 (+4 dex, +8 natural)
Base Attack/CMB/CMD: +7/+11/25
Attack: Greatsword+12 (2d6+5 plus 1d6 fire)
Full Attack: Greatsword+12/+7 (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: Balance+14, Concentration+13, Diplomacy+13, Intimidate+13, Knowledge(Arcana)+12, Knowledge(Nature)+12, Knowledge(Planes)+12, Knowledge(Religion)+12, Listen+12, Sense Motive+12, Spellcraft+12, Spot+12, Survival+12, Tumble+14
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 arrows. 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 13 + spell level.

Divine Equilibrium (Ex)

Immunity to negative-dominant or positive dominant planar traits.

Heavenly Deflection (Su)

The deva can deflect ranged attacks and single-target attacks. It may do so once per round, free action to do so. Requires a Reflex save of 20 + enhancement bonus or spell level. Treat a deflected spell as counterspelled.

A deva must know of the attack to be able to use this ability.

Change Shape (Su)

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

Soothing Presence of Nature (Ex)

Plants and animals will not attack a movanic deva unless forced to with magic. Intelligent plants can attempt a DC 26 Will save to overcome this limitation. The save DC is Charisma based and includes a +10 racial bonus.


Gear: [spoiler]

Movanic devas carry greatswords+1, flaming. Most do not seek to accumulate much treasure, preferring to use it to help mortals and other creatures. Nonetheless, experienced movanic devas slowly build up a collection of varied equipment and magical items. They tend towards items that give them unexpected new abilities when possible, to allow them to confound opponents who can prepare against them.
Title: Re: Characters and monsters
Post by: Anastasia on May 02, 2014, 12:48:39 AM
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 (Angel, 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 plus +2/+2d6 vs constructs 19-20 x2)
Full Attack: Mace of Smiting+18/+13 (1d8+10 plus +2/+2d6 vs constructs 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 (+4 vs poison)
Abilities: Str 20, Dex 16, Con 18, Int 17, Wis 17, Cha 17
Skills: Balance+16, Concentration+17, Diplomacy+16, Hide+16, Intimidate+16, Knowledge(Arcana)+16, Knowledge(Nature)+16, Knowledge(Planes)+16, Knowledge(Religion)+16, Listen+16, Move Silently+16, Sense Motive+16, Spellcraft+16, Spot+16, Tumble+16
Feats: Improved Initiative(1), Power Attack(3), Toughness(6), Improved Critical(Heavy Mace)(9)
Epic Feats: -
Alignment: Always any good.

Racial 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 13 + spell level.

Deliverance (Ex)

Immunity to energy drain, ability drain and ability damage.

Elemental Ease (Ex)

Immunity to the damaging traits of air, earth, water and fire dominant planes. They can breath in any environment.

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


Monadic devas carry maces of smiting. These maces are of +3 enchantment and have the construct bane property. Maces of smiting are capable of dealing critical hits to constructs that are normally immune to them. Finally, a mace of smiting has an x4 critical multiplier against constructs or outsiders. Monadic devas acquire other gear as they adventure, and while they prefer not to use a great deal of magical equipment, are not so arrogant as to refuse to use it.
Title: Re: Characters and monsters
Post by: Anastasia on May 02, 2014, 01:13:39 PM
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.

Changelog: Typo cleanups. Fixed greatsword's attack mod, it was one too high. Same mistake as base movanic devas. Fixed the deva's fourth attack being at +31, whoops. Added skills. Added words of creation as a bonus feat, as standard for epic celestials. Gear cleaned up a bit.


Avenging Angel, 21 max HD Movanic Deva

Size/Type: Medium Outsider (Angel, Good)
Hit Dice: 21d8+168+21 (291 hp)
Initiative: +17
Speed: 50ft, fly 120ft (perfect)
Armor Class: 37 (+9 dex, +18 natural)
Base Attack/CMB/CMD: +21/+29/48
Attack: Greatsword+35 (2d6+17 plus 1d6 fire plus 2d6 holy plus 1d10 fire on critical 17-20 x2)
Full Attack: Greatsword+35/+30/+25/+20 (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: Balance+33, Concentration+32, Craft(any one)+31, Diplomacy+32, Intimidate+32, Knowledge(Arcana)+31, Knowledge(Dungeoneering)+31, Knowledge(Nature)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Perform(Song)+32, Listen+31, Sense Motive+31, Spellcraft+31, Spot+31, Survival+31, Swim+32, Tumble+33, Use Magic Device+32
Feats: Words of Creation(B), 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 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 18 + spell level.

Divine Equilibrium (Ex)

Avenging angels 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, an avenging angel 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)

An avenging angel can assume the form of any Small or Medium humanoid or animal.

Soothing Presence of Nature (Ex)

Avenging angels 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 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)

Avenging angels of high level become attuned to the planes they defend. An avenging angel 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 avenging angel 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]

Avenging angels carry greatswords+5, flaming burst and holy. The flames of these blades glow with heavenly heat, ignoring fire resistance (but not immunity to fire). Each avenging angel carries several other magical items she has gathered over the years. This equipment is powerful and enhanced by smiths in the Heavens to be potent.[/quote]
Title: Re: Characters and monsters
Post by: Anastasia on May 03, 2014, 01:31:39 AM
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.

Changelog: Style and typo corrections. Improved fly maneuverability to perfect, this is standard for deities. Redid her BAB to fit new gestalt rules, she lost 7 points of BAB. Adjusted CMB/CMD to match as well as her to hit modifiers. Saves adjusted for 1/3 epic progression and new gestalt save calculation. Clarified how her poison works on immune creatures.


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: CE, NE, CN
Domains: Chaos, Evil, Lust, Temptation, Trickery
Favored Weapon: Lover's Lash (Scourge)

Size/Type: Medium Outsider (Chaotic, Demon, Evil)
Divine Rank: 6
Hit Dice: 18d8+26d6+396 (696 hp)
Initiative: +23; always goes first.
Speed: 60ft, fly 200ft (perfect)
Armor Class: 74 (+21 natural, +9 dex, +6 divine, +28 deflection)
Base Attack/CMB/CMD: +37/+52/99
Attack: Lover's Lash+52 (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+52/+47/+42/+37 (1d8+15 plus 31d6 sneak attack plus 2d6 unholy plus 3d6 electricity x2 plus 6d6 electricity on a critical hit) and 2 wings+46 (1d8+4 plus 31d6 sneak attack) and tail+46 (1d6+4 plus 31d6 sneak attack and poison) or 2 claws+46 (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 +62, Ref +65, Will +66
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(N&R)+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 penalty 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. Creatures immune to the poison must make a save one minute after being exposed. 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 54 + spell level.

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, gain a +22 enhancement bonus to Charisma for one round.
Temptation: +2 competence bonus on Charisma checks opposed by males and a +1 bonus to the save DC of enchantment spells. Must not be wearing armor.
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: Characters and monsters
Post by: Anastasia on May 03, 2014, 04:23:45 PM
This one's new material, just heads up.

Elemental guardians are rare. Few monadic devas choose to stay on the elemental planes. While this service is essential and valuable, the self-contained nature of the elemental planes wears on the patience of even angels. Still, a rare few are uniquely well suited to this duty. These devas grow stronger and stronger as they establish ties with the forces of good in the elemental planes. These guardians ultimately become senior diplomats connecting the Elemental Princes of Good to the Heavens.

Elemental guardians focus on classes and prestige classes that allow them to better connect to the elements. Clerics (for devas who follow patrons with an elemental domain), sentinels, sorcerers and shugenjas are common class choices, with supplementary prestige class choices that suit the elemental guardian's particular duties.

Morniel from Balmuria 3 might have become an elemental guardian one day, but he ultimately desired more variety in his labors. His patience, skill at diplomacy and faith in the Heavens guiding him all sprout from this time. Those skills are essential for a celestial dealing with elemental's unique points of view. Even elementals touched by good can be trying for celestials to deal with.

These are meant to be a companion piece to avenging angels. I had the idea back when I made avenging angels, but I never followed through until now.


Elemental Guardian, max HD Monadic Deva

Size/Type: Medium Outsider (Angel, Good)
Hit Dice: 30d8+270+30+60 (480 hp)
Initiative: +16
Speed: 50ft, fly 140ft (perfect)
Armor Class: 40 (+8 dex, +22 natural)
Base Attack/CMB/CMD: +30/+40/58
Attack: Mace of Smiting+46 (1d8+20 plus +2/+2d6 vs constructs, outsiders and elementals plus 4d6 on crit (10d6 vs constructs, elementals and outsiders) 19-20 x3 (x5 vs constructs, elementals and outsiders))
Full Attack: Mace of Smiting+46/+41/+36/+31 (1d8+20 plus +2/+2d6 vs constructs, outsiders and elementals plus 4d6 on crit (10d6 vs constructs, elementals and outsiders) 19-20 x3 (x5 vs constructs, elementals and outsiders))
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, chastise elementals.
Special Qualities: Damage reduction 25/epic and evil, spell resistance 44, immunity to acid, cold and petrification, resistance to fire and electricity 30, darkvision 120ft, protective aura, deliverance, elemental ease, uncanny dodge, elemental diplomacy.
Saves: Fort +24, Ref +23, Will +23 (+4 vs poison)
Abilities: Str 30, Dex 26, Con 28, Int 27, Wis 27, Cha 27
Skills: Balance+41, Concentration+42, Craft(any two)+41, Diplomacy+41, Hide+41, Intimidate+41, Knowledge(Arcana)+41, Knowledge(Local: any elemental plane)+41, Knowledge(Nature)+41, Knowledge(Planes)+41, Knowledge(Religion)+41, Listen+41, Move Silently+41, Sense Motive+41, Spellcraft+41, Spot+41, Swim+43, Tumble+41, Use Magic Device+41
Feats: Words of Creation(B), Improved Initiative(1), Power Attack(3), Toughness(6), Improved Critical(Heavy Mace)(9), Weapon Focus(Heavy Mace)(12), Hover(15), Wingover(18)
Epic Feats: Superior Initiative(21), Epic Toughness(24), Overwhelming Critical(Heavy Mace)(27), Devastating Critical(Heavy Mace)(30)
Alignment: Always any good.

Racial powers:
Spoiler: ShowHide


Always active-death ward, detect evil, detect snares and pits, true seeing. At will-aid, charm monster, consecrate, continual flame, create food and water, discern lies, hold monster, holy aura, holy smite, mirror image, prayer, protection from arrows. 3/day-atonement, cure serious wounds, daylight, greater dispel magic, divination, ethereal jaunt, hallow, neutralize poison, plane shift, remove curse, remove disease, remove fear. 1/day-commune, dispel evil, heal. Caster level 30th. The save DCs are 18 + spell level.

Deliverance (Ex)

Elemental guardians are immune to ability damage, ability drain, and energy drain.

Elemental Ease (Ex)

Elemental guardians 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)

An elemental guardian can assume the form of any Small or Medium humanoid.

Uncanny Dodge (Ex)

Elemental guardians 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 34th level.

Elemental Diplomacy (Ex)

Through long practice of dealing with elementals of all kinds, the elemental guardian 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 Elemental Planes.

Chastise Elementals (Su)

An elemental guardian can devastate elementals by channeling the opposite elemental energy that they represent. As a standard action that does not provoke attacks of opportunity, the elemental guardian may deal 20d6 points of damage to all elementals within 120ft. A DC 40 Fortitude save halves this damage. The save DC is Charisma based and includes a +7 racial bonus.


Gear:
Spoiler: ShowHide


Elemental guardians carry maces of smiting. These maces are greatly augmented versions of a monadic deva's mace and have an enchantment bonus of +5. Maces of smiting count as a bane weapon against constructs, elementals and outsiders. In addition, a mace of smiting is capable of dealing critical hits to elementals, constructs and outsiders that are normally immune to them. Finally, a mace of smiting has an x4 critical hit multiplier against constructs, elementals or outsiders.

As they adventure, elemental guardians accrue a great deal of treasure. Unlike lower level monadic devas, they are not afraid to use all the magical items and equipment they find. Countless battles defending the Heavens interests in the elemental planes has worn away a monadic deva's reluctance to use magic items.
Title: Re: Characters and monsters
Post by: Anastasia on May 03, 2014, 06:46:08 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.

Incidentally, Kascha doesn't make a good example of a typical ghaele. Then again, creatures of chaos are anything but uniform.


Ghaele

Size/Type: Medium Outsider (Chaotic, Eladrin, Good)
Hit Dice: 13d8+39+13 (112 hp)
Initiative: +9
Speed: 50ft, 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 ranged touch (2d12)
Full Attack: Greatsword+18/+13/+8 (2d6+7 plus 2d6 holy 19-20) or 2 light rays+18 ranged touch (2d12)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, gaze.
Special Qualities: Alternate form, damage reduction 10/cold iron and evil, darkvision 60ft, immunity to electricity and petrification, low light vision, resistance to acid and cold 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+21, 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 14 + spell level.

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 and Plant. In addition, it may select any domains its patron offers. The example ghaele here has access to the Chaos and Good domains.

Ghaeles can cast divine spells as 13th level clerics(caster level 14th for spells with the chaotic or good descriptors). The save DCs are 15 + spell level.

[6/day]0: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Resistance
[7+1/day]1: (Protection from Law), Bless, Cure Light Wounds, Divine Favorx2, Sanctuary, Shield of Faithx2
[6+1/day]2: (Shatter), Delay Poison, Eagle's Splendor, Owl's Wisdom, Lesser Restorationx2, Undetectable Alignment
[5+1/day]3: (Magic Circle against Law), Daylight, Invisibility Purge, Protection from Energy, Remove Disease, Wind Wall
[5+1/day]4: (Holy Smite), Death Ward, Discern Lies, Divine Power, Freedom of Movement, Restoration
[4+1/day]5: (Dispel Evil), Break Enchantmentx2, Flame Strike, True Seeing
[2+1/day]6: (Blade Barrier), Heal, Summon Monster 6
[1+1/day]7: (Word of Chaos), Greater Restoration

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 13th). (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]

Ghaeles carry greatswords+2, holy. An individual ghaele has a highly varying amount of treasure and equipment. This variance is in part because they tend to loan and borrow equipment around a network of friends. A typical ghaele's equipment varies between encounters on account of this. In any case, ghaeles favor strong weapons along with magical items that strengthen their magic. Rods of metamagic are frequently popular with them.
Title: Re: Characters and monsters
Post by: Anastasia on May 03, 2014, 06:59:35 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.

Changelog: Just some typo cleanups. Missing parenthesis are my bane. Oh, and added a note that fairy dragons get a +8 racial bonus to swim checks. It's factored in but I forgot to add the note way back when. Also added a little note about how fairy dragon hoards work.


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: ShowHide


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.

Skills

A fairy dragon has a +8 racial bonus to swim checks.


Gear: [spoiler]

Fairy dragons do not use equipment. However, they do have small hoards ranging in value from 20 to 1000 gold pieces. Advanced fairy dragons gather correspondingly larger hoards. These hoards are full of little treasures and coins that pixies collect from travelers affected by sleep or memory loss arrows. Various valuable bits of pixie-crafted items are also common.
Title: Re: Characters and monsters
Post by: Anastasia on May 05, 2014, 12:14:27 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. They also tend to resemble sleeker pit fiends rather than what's shown in the FC2.

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 (Devil, Evil, Lawful)
Hit Dice: 18d8+162+18 (263 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 18-20 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 26, 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(N&R)+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: ShowHide


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 19 + spell level.

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 60ft 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).]


Gear:
Spoiler: ShowHide


Paeliryons favor a good deal of liquid wealth, as they have need of bribery material on demand.  They tend to skimp on personal equipment as a result, though most have bracers of armor, cloaks of resistance or similar items if faced with combat.
Title: Re: Characters and monsters
Post by: Anastasia on May 05, 2014, 12:22:59 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 (Devil, Evil, Lawful)
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. The save DCs are 10 + spell level.

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 20ft 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 400ft 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.

Beyond these, orthons carry whatever treasures they can loot from the battlefield. They prefer to take healing potions whenever possible, as this spares them the tender mercies of diabolical infirmaries.
Title: Re: Characters and monsters
Post by: Anastasia on May 06, 2014, 03:49:00 PM
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 (Angel, Good)
Hit Dice: 22d8+220 (396 hp)
Initiative: +18
Speed: 50ft, fly 150ft (good)
Armor Class: 45 (-1 size, +7 dex, +21 natural, +8 armor)(+4 deflection vs evil)
Base Attack/CMB/CMD: +22/+32/49
Attack: Greatsword+35 (3d6+18 19-20 x2) or longbow+34 (2d6+12 and +2/+2d6 bane x3) or slam+30 (2d8+13)
Full Attack: Greatsword+35/+30/+25/+20 (3d6+18 19-20 x2) or longbow+32/+32/+27/+22/+17 (2d8+13 x3) or 2 slams+30 (2d8+13)
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 +23, Ref +22, Will +24  (+4 vs poison, +4 resistance vs evil)
Abilities: Str 28, Dex 31, Con 32, Int 29, Wis 34, Cha 29
Skills: Balance+35, Concentration+36, Craft(any three)+34, Diplomacy+34, Escape Artist+35, Hide+35, Knowledge(Arcana)+34, Knowledge(A&E)+34, Knowledge(N&R)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+37, Move Silently+35, Perform(Song)+34, Search+34, Sense Motive+37, Spellcraft+34, Spot+37, Swim+34
Feats: Words of Creation(B), Improved Initiative(1), Power Attack(3), Improved Sunder(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Empower Spell(18)
Epic Feats: Superior Initiative(21)
Alignment: Always any good

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, prismatic spray, miracle. Caster level 22nd. The save DCs are 19 + spell level. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on its 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 appropriate 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.) The example solar here serves Elysium and has access to the Air, Good, Healing and Sun domains.

Solars cast as 20th level clerics(caster level 21st for spells with the good descriptor). The save DCs are 22 + spell level.

[6/day]0: Create Water, Detect Magicx2, Light, Mending, Virtue
[8+1/day]1: (Endure Elements), Bless Waterx2, Entropic Shieldx2, Remove Fearx2, Shield of Faithx2
[8+1/day]2: (Wind Wall), Align Weapon, Bear's Endurance, Delay Poison, Shatter, Shield Other, Silence, Spiritual Weapon, Zone of Truth
[8+1/day]3: (Cure Serious Wounds), Continual Flame, Create Food and Water, Locate Object, Protection from Energy, Searing Lightx4
[8+1/day]4: (Air Walk), Control Water, Death Wardx2, Dimensional Anchor, Dismissal, Freedom of Movementx2, Greater Magic Weapon
[7+1/day]5: (Blade Barrier), Flame Strike2, Hallowx2, Plane Shiftx3
[6+1/day]6: (Chain Lightning), Forbiddance, Healx3, Heroes Feast, Mass Owl's Wisdom
[6+1/day]7: (Sunbeam), Control Weather, Empowered Flame Strike, Greater Restorationx2, Repulsionx2
[6+1/day]8: (Sunburst), Dimensional Lockx2, Fire Stormx2, Greater Spell Immunity, Summon Monster 8
[5+1/day]9: (Prismatic Sphere), Gate, Mass Healx3, Miracle

Change Shape (Su)

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


Gear:
Spoiler: ShowHide


All solars carry several powerful pieces of equipment. A solar is armed with a large greatsword+5, dancing. Such swords are usually made of at least adamantine, cold iron or silver and often of more exotic materials. Each solar also carries a large longbow+3. Any arrow shot from this bow counts as a bane weapon against its target. A solar also wears a golden breastplate+3 that has no armor check penalty and a maximum dexterity bonus of +7. More powerful solars have more potent forms of this equipment.

In addition, solars tend to gather their own equipment as they see fit. While a solar does not succumb to the lure of greed, they recognize that powerful equipment makes their success all the more likely. They tend to carry epic magic items and sometimes artifacts. Lesser magical items are usually passed onto lower celestials or mortals, as they need the benefits more than a solar.
Title: Re: Characters and monsters
Post by: Anastasia on May 06, 2014, 04:31:55 PM
This is a fallen solar constructed with the Gates of Hell fallen angel template. For the sake of gestalt, I treat it as a +0 LA template. Fallen solars are one of the greatest tragedies in Creation. For a creature that rose so high to fall so low is unthinkable, yet the lure of evil can ensnare anyone. If anything is to be learned from these piteous creatures, it is that no one is above temptation...and that even like this, the road to salvation is not closed if they are willing to repent.

Fallen Solar

Size/Type: Large Outsider (Angel, Evil)
Hit Dice: 22d8+220 (396 hp)
Initiative: +18
Speed: 50ft, fly 150ft (good)
Armor Class: 40 (-1 size, +10 dex, +21 natural)(+2 deflection vs good)
Base Attack/CMB/CMD: +22/+33/53
Attack: Greatsword+36 (3d6+20 19-20 x2) or longbow+34 (2d6+13) or slam+31 (2d8+15)
Full Attack: Greatsword+36/+31/+26/+21 (3d6+20 19-20 x2) or longbow+32/+32/+27/+22/+17 (2d8+13 x3) or 2 slams+31 (2d8+15)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells.
Special Qualities: Damage reduction 15/epic and good, darkvision 120ft, low light vision, immunity to poison and acid, magic circle against good, regeneration 15, resistance to electricity and fire 20, spell resistance 35, telepathy 200ft, cursed.
Saves: Fort +23, Ref +22, Will +24  (+4 vs petrification, +2 resistance vs good)
Abilities: Str 30, Dex 31, Con 32, Int 29, Wis 32, Cha 29
Skills: Balance+35, Concentration+36, Craft(any three)+34, Diplomacy+34, Escape Artist+35, Hide+35, Knowledge(Arcana)+34, Knowledge(A&E)+34, Knowledge(N&R)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+36, Move Silently+35, Perform(Song)+34, Search+34, Sense Motive+36, Spellcraft+34, Spot+36, Swim+35
Feats: Dark Speech(B), Improved Initiative(1), Power Attack(3), Improved Sunder(6), Point Blank Shot(9), Precise Shot(12), Rapid Shot(15), Empower Spell(18)
Epic Feats: Superior Initiative(21)
Alignment: Always any evil

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-animate objects, bestow curse, commune, contagion, continual flame, death knell, dimensional anchor, fear, greater dispel magic, greater teleport (self + 50 pounds of gear only), imprisonment, invisibility (self only), power word stun, resist energy, summon monster 7, speak with dead, unholy blight, waves of fatigue. 3/day-blade barrier, earthquake, harm, mass charm monster, permanency, waves of exhaustion. 1/day-power word blind, prismatic spray, miracle. Caster level 22nd. The save DCs are 19 + spell level. Any of the fallen solar's always active abilities may be dispelled, but the fallen solar can reactive them as a free action on its turn.

Spells

Fallen solars can cast divine spells as 13th level clerics(caster level 20th). A fallen 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 and War. The save DCs are Wisdom based. A fallen solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.) The example solar here serves Hades and has access to the Evil, Fire, Trickery and War domains.

Fallen solars cast as 13th level clerics(caster level 20th; caster level 21st for spells with the evil descriptor). The save DCs are 21 + spell level.

[6/day]0: Detect Magicx3, Inflict Minor Woundsx3
[8+1/day]1: (Protection from Good), Cause Fearx2, Curse Waterx2, Doomx2, Entropic Shieldx2
[8+1/day]2: (Produce Flame), Align Weapon, Bull's Strengthx3, Shatterx2, Silence, Spiritual Weapon
[7+1/day]3: (Nondetection), Animate Dead, Blindness/Deafness, Deeper Darkness, Invisibility Purgex3, Locate Object
[6+1/day]4: (Wall of Fire), Death Wardx2, Divine Power, Giant Vermin, Poison, Tongues
[5+1/day]5: (Flame Strike), Dispel Good, Greater Command, Insect Plague, Plane Shiftx2
[4+1/day]6: (Create Undead), Antilife Shell, Healx2, Symbol of Fear
[3+1/day]7: (Blasphemy), Empowered Flame Strikex3

Change Shape (Su)

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

Magic Circle against Good (Su)

A fallen solar is surrounded by a magic circle against good at all times. The caster level equals the fallen solar's hit dice.

Cursed (Ex)

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


Gear:
Spoiler: ShowHide


Fallen solars are rarely allowed to keep their possessions when they are cast out of the heavens. As such, they have to begin gathering treasure anew. In the rare cases that a solar keeps its magical equipment, it corrupts to better serve its fallen master. The exact equipment of a fallen solar varies greatly, and while many gather equipment similar to what they used before they fell, no two are the same. The statblock here assumes a large greatsword+5, large longbow+3 and no armor.

Generally, fallen solars gather as much treasure and equipment as they need. They are freed from any ethical restraints and many succumb to greed.
Title: Re: Characters and monsters
Post by: Anastasia on May 06, 2014, 11:27:14 PM
The Hellfire Engine from the FC2 is a great idea for a monster. I really like how it works and the basic idea is 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.

Changelog: Corrected a two point error in hit points due to a mistake in epic toughness's value. Minor typo and style patches.


Hellfire Engine

Size/Type: Huge Construct (Evil, Lawful)
Hit Dice: 27d10+40+27+54 (391 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 superheated air and magic are cooled. Whenever the Hellfire Engine takes cold damage, it emits a cloud of steam in a radius around itself, 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: Characters and monsters
Post by: Anastasia on May 07, 2014, 10:53:21 PM
Fluff:
Spoiler: ShowHide
Hoary hunters are elite servants of the Unseelie Court and the Queen of Air and Darkness. When a mortal has kindled the interest, scorn or fury of the Queen of Air and Darkness, a hoary hunter is dispatched to capture the creature's soul. The hunters strike without mercy, care or compassion, for they are the wrath of winter distilled into its most ethereal form. Further, they know that failure is personally punished by the Queen, who inflicts dreadful revenge on them.

Ecology

Hoary hunters are not part of any food chain. While they are frequent hunters, these hunts serve as tools to sharpen their abilities rather than out of need. As creatures of high rank within the court, any physical needs they have are immediately fulfilled by servants. It is worth noting that hoary hunters do not hold official rank in the court, but that the title of hoary hunter has authority equivalent to an earl.

The hoary hunters are all cold, dispassionate creatures. They are as the frozen mists that form them, hearts and souls long chilled to summer's caress. The Queen of Air and Darkness demands servants freed from petty emotions that interfere with killing. As such, she subjects a prospective hunter to a series of rituals that smothers the spark of emotion within them. The only emotion that is not held in check is satisfaction in the hunt.

When dealing with other creatures, a hoary hunter is distant and uncaring. So long as their hunts are not disturbed, they care little. Those that interfere or otherwise place themselves in the way are slaughtered for the insult, save for those fools with sufficient rank to make the killing politically troublesome. They are polite to the few nobles who deal with them outside of business. As glorified court assassins, they are held at bay from the more proper parts of the nobility. Still, politics are eternal and the hoary hunters do not wish to needlessly antagonize other nobles, for such petty grudges can potentially interfere with a hunt.

The hoary hunters were first created early in the Queen of Air and Darkness's reign. She remembered well what power the eladrin of might granted Queen Morwel, so she desired her own elite servants. The greatest warriors of the Sundering War were taken and subjected to the magic of the Queen, which transformed them into hoary hunters. This transformation makes the hunters unquestionably loyal to the Queen, who uses them to enforce her will on creatures that capture her wrath, attention or rarely her interest. These creatures are captured in body or soul and delivered back to the court.

Hoary hunters are served by hoary steeds, which are detailed in the next post.

The Hunt

On cold, moonlit nights, hoary hunters appear at midnight. They seek out their quarries until they succeed, are slain or dawn rises. This pattern repeats until the quarry is captured, killed or the hunt is fended off for five nights.

Any creature can be the quarry. Most targets are mortals on the Prime Material, but there is nothing that stops immortals on other planes from being attacked. This is however rare, as it requires the Queen's intervention. Likewise, (relatively) weak creatures (those of less than 15 hit dice) are rarely targeted, as it is a waste of the hunter's power. The most common targets are powerful mortals that have foiled the plans of the Unseelie Court or otherwise offended the Queen of Air and Darkness. Occasionally, the Queen sends the hunters out at the behest of another power or deity in exchange for a favor. This is both to accrue political capital and to keep mortal sages guessing as to the true motives of the hoary hunters.

Above all, a hoary hunter must always triumph. The Queen of Air and Darkness has no patience for those that fail. While hunters that are slain for good merely pass back to Yggdrasil for reincarnation, their next incarnation will be personally punished by the Queen. The ways a hoary hunter can fail are varied and the most common are as follows. A quarry might escape to a place where the hoary hunter cannot pursue, the quarry may die but not be soul bound, or the quarry may manage to defeat or elude a hunt for five nights. Regardless of why (with scant exceptions noted below), this results in the Queen's wrath falling on them. The hunter's name is stricken from the rolls of the hoary hunters, he stripped of his gear and clothing before the court and then sealed in a chunk of ice for all time. The failed hunter is displayed for other hoary hunters, so that they understand the price of failure.

A hoary hunter that is defeated but not killed for good will try again the next night, only with a proper war party. The contents of the war party vary, but almost always include at least another hoary hunter. Each night the hoary hunter will grow more desperate, resulting in more forces as it sells favors and cashes in debts. The hunters are not dumb, they attempt to gain allies that will counter the tactics of the quarry.

The sole exception to all of this is when a hoary hunter goes after quarry favored by Selune. The Moonmaiden takes great offense at the hoary hunter's invocation of lunar imagery and routinely dispatches powerful servants to even the odds. Should the hunters escalate, she is not beyond sending an avatar to rout them and claim the souls of the entire hunting party. While this does not stop the Queen from assigning these targets to the hoary hunters, the presence of extremely powerful servants or an avatar is considered acceptable grounds to cancel a hunt. This is one of the few situations that will not result in the hoary hunter being punished.

A quarry that successfully defeats the hunt will never again be targeted by the hoary hunters. In the vow of service to the Queen, the hunters swear to never repeat a failure. This includes the failures of other hoary hunters and binds them from taking further action. If there is any further reaction from the Unseelie fey, it will be from other forces.

Environment

Hoary hunters reside in the wild areas around the fey court. They maintain sprawling manors with vast wildlands around them, the better to have practice hunts. Otherwise, hoary hunters are encountered while chasing their quarry.

Typical Physical Characteristics

A typical hoary hunter resembles a human, elf or other humanoid made of cold mists. Anything they carry or wear takes on this appearance as well, though this is temporary and ceases once it is out of the hoary hunter's possession. They tend to appear slender to the point of emaciation. Most wear signet rings and other finery expected of a high noble.

Alignment

Always neutral evil. As dedicated servants of the Queen of Air and Darkness, they care about nothing but themselves and their mission. Even many of the normal concerns of the fey matter nothing to them.

Advancement

Hoary hunters rarely advance in hit dice. Few have reached 43 hit dice and none have reached 46. The reason for this isn't clear, but evidence suggests this is intentional sabotage by the Queen of Air and Darkness. It is likely so that her servants do not become powerful enough to challenge her authority. However, templates are not restricted in this fashion, so long as they do not change the hoary hunter's type or remove the cold subtype.

Gestalt

Almost every hoary hunter gestalts with ranger. The class fits them perfectly and allows them to excel at the hunt. The few that don't tend to pursue classes carefully selected to allow them to deal with a specific type of prey.


Changelog: Minor typo corrections. AC was was below what it should be, fixed. Added skills. Rewrote inexorable hunt. Rewrote fluff to incorporate parts of the work I've done on the fey. Added some more info on loot and how it fades/how to cheat that.

Hoary Hunter

Size/Type: Medium Fey (Cold)
Hit Dice: 40d6+520 (713 hp)
Initiative: +19
Speed: 30ft
Armor Class: 63 (+11 dex, +12 shield, +30 natural)
Base Attack/CMB/CMD: +20/+34/67
Attack: Misty Embrace+45 (1d8+24 plus 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 plus 3d6 cold (6d6 cold on crit) plus 4d6 on crit 17-20 x3) or 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: Bluff+51, Handle Animal+51, Hide+54, Intimidate+51, Jump+34, Jump+57, Knowledge(Geography)+48, Knowledge(Nature)+48, Listen+49, Move Silently+54, Ride+54, Search+48, Sense Motive+49, Spot+49, Survival+49, Swim+57
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(Longsword)(27), Devastating Critical(Longsword)(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 18 + spell level.

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. It knows its prey's location, the distance to the prey, any and all paths to reach the prey and any dangers along this path. This information is constantly updated as the situation changes. Normal magic, including mind blank, cannot stop this ability, but epic spells and the intervention of a deity can. Creatures of divine rank 0 or higher are immune to this ability.

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, the opponent 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.

When slain, a hoary hunter's equipment fades away into chilly mist. It is a projection, a relic from the eladrin roots of the fey race. It is said that proper magic can prevent this and allow their equipment to be looted. It is said that one way to do this is to kill the hoary hunter with only cold damage from spells or abilities affected by the piercing cold metamagic or similar measures.

Hoary hunters may have further treasure. They tend to borrow equipment when facing prey that fends them off the first night.
Title: Re: Characters and monsters
Post by: Anastasia on May 08, 2014, 12:48:34 AM
Hoary steeds serve hoary hunters. They are mounts dedicated and bonded to their master.

Hoary Steed

Size/Type: Large Magical Beast (Cold)
Hit Dice: 20d10+180+20 (370 hp)
Initiative: +10
Speed: 100ft, fly 250ft (perfect)
Armor Class: 35 (-1 size, +6 dex, +20 natural)
Base Attack/CMB/CMD: +20/+31/47
Attack: Hoof+30 (3d6+10)
Full Attack: 2 hooves+30 (3d6+10) and bite+24 (5d8+5)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Immunity to cold and mind affecting, vulnerability to fire, damage reduction 15/cold iron and epic, spell resistance 32, improved evasion, misty breath, contingent resurrection.
Saves: Fort +21, Ref +18, Will +17
Abilities: Str 31, Dex 23, Con 28, Int 6, Wis 15, Cha 16
Skills: Hide+29, Listen+25, Move Silently+29, Spot+25
Feats: Improved Initiative(1), Toughness(3), Weapon Focus(Hoof)(6), Endurance(9), Steadfast Determination(12), Iron Will(15), Ability Focus(Breath Weapon)(18)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-etherealness. Caster level 20th. The save DCs are 13 + spell level

Breath Weapon (Su)

Interval 2d4 rounds, swift action to use. 20d8 cold damage, DC 33 Reflex halves. The save DC is Constitution based and includes a +2 racial bonus.

Improved Evasion (Ex)

This ability functions as the rogue ability of the same name.

Misty Breath (Su)

The breath of a hoary steed functions like a constant obscuring mist spell, centered on the steed. Hoary steeds and hoary hunters can see through the mist normally.

Contingent Resurrection (Su)

When a hoary hunter is killed, the hoary steed that serves it also dies. However, it is resurrected by the hoary hunter's contingent resurrection. A hoary steed that is killed without its master being killed reforms the next nightfall. The only way to slay a hoary steed for good is to permanently destroy its master.


Gear: [spoiler]

Hoary steeds have no treasure of their own. Most are equipped by the hoary hunter they serve. Enchanted barding is common, as well as measures to make the steed more durable.
Title: Re: Characters and monsters
Post by: Anastasia on May 08, 2014, 02:19:36 AM
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. The fact that they lack the demon subtype is intentional, as they aren't technically demons. Consistency? The Abyss doesn't care about that.

Changelog: The obligatory style and typo repairs. Increased the range of telepathy to 200ft. Added skills.


Deathdrinker

Size/Type: Huge Outsider (Chaotic, Evil)
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/cold iron, epic, good and lawful, darkvision 120ft, resistance to acid, cold, electricity, fire and sonic 20, immune to negative energy and poison, spell resistance 31, aura of unlife, glory in slaughter, telepathy 200ft.
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: Balance+26, Bluff+24, Climb+36, Concentration+40, Jump+44, Knowledge(Arcana)+24, Knowledge(Planes)+24, Knowledge(Religion)+24, Listen+24, Spot+24, Survival+24, Swim+36
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 17th (21st before mage slayer). The save DCs are 10 + spell level.

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 hit dice).

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 hit die of the creature it killed.


Gear: [spoiler]

Deathdrinkers carry huge adamantine greatswords+5, bloodfeeding. Assume these weapons are at 0/10 capacity unless circumstances dictate otherwise. They wear huge breastplates+5 and wear a profane amulet that grants a +6 enhancement bonus to Constitution. Individual deathdrinkers gather additional treasure, preferring jewelry, amulets and weapons. They dislike things that mimic spells (except extremely direct and damaging ones) and anything that overly complicates killing.
Title: Re: Characters and monsters
Post by: Anastasia on May 08, 2014, 01:25:55 PM
Dread wights are advanced wights, ones that have grown even stronger. These creatures hate the living with a passion and seek to kill them all. They are the stuff of nightmares, striking out of hate and hate alone. They lead groups of normal wights in terrible crusades against the living.

Changelog: Style and typo tweaks. Fixed init being two under its true value. Fixed damage being too low and rewrote the attack block. Added skills and added a note about the dread wight's racial bonus to hide/move silently.


Dread Wight

Size/Type: Medium Undead
Hit Dice: 14d12+98 (195 hp)
Initiative: +9
Speed: 40ft
Armor Class: 31 (+9 dex, +12 natural)
Base Attack/CMB/CMD: +7/+14/31
Attack: Slam+16 (1d6+7 plus two negative levels plus 7 damage on each negative level plus spell drain on negative level)
Full Attack: 2 slams+16/+11 Slam+16 (1d6+7 plus two negative levels plus 7 damage on each negative level plus spell drain on negative level)
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: Balance+26, Bluff+24, Climb+24, Hide+34, Knowledge(Religion)+19, Listen+23, Move Silently+34, Spot+23, Swim+26, Tumble+26
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 dread 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 dread wight gains 5 temporary hit points.

Skills

Dread wights have a +8 racial bonus to hide and move silently checks.
Title: Re: Characters and monsters
Post by: Anastasia on May 12, 2014, 02:35:32 PM
Notes:
Spoiler: ShowHide


No changelog for Sharess, as I rebuilt her from the ground up. Her previous build was awkward and inelegant. This aims to fix that.

- I dropped fighter and celebrant of Sharess from her build. She now runs straight battle dancer and sorcerer. The battle performer ACF also gives her the bardic abilities her portfolio demands. Using this new ACF instead of bard is meant to make a point, as Sharess is not merely a pretty face. While her faithful will note that she's not a warrior goddess, it doesn't mean she isn't a warrior, either. The basic contradiction between pleasure loving hedonist and deadly killer is bound together by her feline side. Using a class that has fighting ability combined with bardic music fits her flavor.

- Her stats are overall slightly higher. I tweaked her ability scores up some, as she's meant to be a bit too strong for demigoddess status. Her own nature holds her back. With how humans and other creatures are ever so obsessed with pleasure and sex, she could certainly make a claim at being a lesser power.

- Her spells aren't quite done. I need to do a lot of custom spell work with other creatures, so I'll fill in her list from those later on. She added a lot of spells of her own the first time around.

- Mother of cats now grants pounce. She had pounce in an ass-backwards way with celebrant of Sharess before. It's also rewritten to better elaborate on how it works.

- Finally, the sphere of sunlight Sharess has alludes to Lathander having the Healing domain. While he doesn't have that in 3rd edition material, I've always felt it fits him and he should have it. So whenever I get around to statting him out, expect to see that.


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 41//Sorcerer 41

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 5
Hit Dice: 41d8+492+41 (861 hp)
Initiative: +25
Speed: 130ft, fly 270ft (perfect)
Armor Class: 103 (+12 dex, +19 deflection, +5 divine, +20 natural, +19 cha, +8 battle dancer, +10 armor)
Base Attack/CMB/CMD: +41/+65/133
Attack: Cat's Paws+72 (4d8+2d12+26 plus 2d6 anarchic plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit) plus improved grab)
Full Attack: Cat's Paws+72/+67/+62/+57 (4d8+2d12+26 plus 2d6 anarchic plus 3d6 holy and 1 negative level (6d6 and 2 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 2 negative levels on crit))
Space/Reach: 5ft/5ft
Special Attacks: Dancer's strike(chaotic, epic, silver), spells, pounce, improved grab, rake.
Special Qualities: Damage reduction 15/cold iron and epic, immunity to cold and fire, spell resistance 56, low-light vision, scent, divine traits, bardic music 40/day, countersong, fascinate, inspire courage+8, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, metamagic specialist 16/day.
Saves: Fort +49, Ref +55, Will +48
Abilities: Str 32, Dex 34, Con 34, Int 36, Wis 33, Cha 49
Skills: Balance+61, Bluff+68, Climb+60, Concentration+61, Diplomacy+68, Escape Artist+61, Gather Information+68, Hide+61, Intimidate+68, Jump+100, Knowledge(Arcana)+62, Knowledge(Local: Brightwater)+62, Knowledge(Nature)+62, Knowledge(N&R)+62, Knowledge(Planes)+62, Listen+60, Move Silently+61, Perform(All)+68, Perform(Dance)+81, Spot+60, Swim+60, Tumble+61, Use Magic Device+68
Feats: Improved Initiative(1), Toughness(H), Improved Unarmed Strike(BD1), Eschew Materials(S1), Versatile Performer(3), Reach Spell(S5), Improved Natural Attack(Unarmed Strike)(6), Skill Focus(Perform:Dance)(9), Extend Spell(S10), Power Attack(12), Combat Reflexes(15), Silent Spell(S15), Darkstalker(18), Still Spell(S20), Empower Spell(21), Song of the Heart(24), Cloak Dance(27)
Epic Feats: Dancer's Strike(BD23), Epic Spell Capacity(S23), Fist of Anarchy(BD26), Ignore Material Components(S26), Improved Combat Reflexes(BD29), Improved Metamagic(S29), Superior Initiative(30), Blinding Speed(BD32), Automatic Metamagic(Still Spell)(S32), Epic Skill Focus(Perform:Dance)(33), Dire Charge(BD35), Automatic Metamagic(Silent Spell)(S35), Lasting Inspiration(36), Music of the Gods(BD38), Automatic Metamagic(Empower Spell)(S38), Group Inspiration(39), Inspire Excellence(BD41), Automatic Metamagic(Empower Spell)(S41)
Salient Divine Abilities: Battlesense, Alter Form, Divine Blast, Divine Inspiration, Extra Domain(Pleasure), Extra Domain(Travel), Extra Domain(Trickery), Irresistible Performance, Mother of Cats.
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Pounce (Ex)

If Sharess charges, she can make a full attack, including two rake attacks.

Improved Grab (Ex)

To use this ability, Sharess must hit with her unarmed 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.


Divine 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: 5/day, boost Cha by 4 points. Free action to use and 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: 20 rounds/day, act as if under freedom of movement. Activates automatically when needed. Supernatural ability.
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.


Battle Dancer powers:
Spoiler: ShowHide


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.


Sorcerer powers:
Spoiler: ShowHide


Sharess casts as a 41st level sorcerer (caster level 46th to defeat spell resistance). Her save DCs are 29 + spel level. Her metamagic options are Empower Spell (+1), Extend Spell (+1), Reach Spell (+1), Silent Spell (+1) and Still Spell (+1). All of her 0-3rd level spells are automatically stilled and silenced, and all of her 0-6th level spells are automatically empowered.

[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, Queen's DispleasureHome, Superb DispellingHome
[8/day]12: Beauty TriumphantHome, Legion's GatesHome, Sensual BlessingHome
[8/day]13: Greater Polar RayHome, Mass Energy ImmunityHome 1
[8/day]14: Mass Power of the HuntressHome, Purr of SharessHome, Radiant StormHome
[8/day]15: Cast to the Malicious FatesHome,  2
[5/day]16: Fifty Little DeathsHome, 2

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, as well as to CMB and CMD.

Sharess has a tremendous variety of equipment beyond this. She has a massive collection of gifts from various lovers. Further, Waukeen and Waukeen's district of Brightwater can provide Sharess with almost anything on request. It's against her nature to use magical items beyond the two above. She will only do so in cases of extreme danger or anger. The sole exception is a sphere of solid sunlight that can cast Mass Heal at will (caster level 50th and can heal up to 500 hit points per target). This was a gift from Lathander after a tryst and it has great sentimental value to Sharess. She enjoys using it and makes a point to bring out when she can.


Custom Material: [spoiler]

Alternate Class Feature: Battle Performer

You blend performance and martial arts into one whole, managing feats or martial daring accented by performance art.

Class: Battle Dancer

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain dance of reckless bravery or further dances (dance of the vexing snake, dance of the floating step, dance of the springing tiger, dance of the crushing python, dance of the soaring eagle and dance of death's embrace).

Benefit: You gain bardic music as a bard equal to your battle dancer level minus one. For example, a 5th level battle performer performs bardic music equal to a 4th level bard. You may use your battle dancer level in place of your bard level to determine daily uses of bardic music and any other variables related to bardic music, including qualifying for feats and abilities. If you have bard levels, your levels in bard and your levels in battle dancer stack (with the -1 penalty).

Special: An epic battle performer may substitute epic bard feats relating to bardic music to the battle dancer's epic feat list in place of feats related to battle dances.

Epic Dancer's Strike [Epic]
Prerequisite: Dancer's Strike, cha 21
Benefit: You now gain the benefit of your Dancer's Strike ability at all times. You do not need to use a standard action to activate it. In addition, your Dancer's Strike now counts as epic to bypass damage reduction.

Fist of Anarchy [Epic]
Prerequisite: Dancer's Strike (Chaotic)
Benefit: Your fists are imbued with a shard of pure chaos, as wild and unpredictable as your dances. Your unarmed strikes count as anarchic weapons, dealing an extra 2d6 points to creatures of lawful alignment. This ability stacks with similar abilities.

MOTHER OF CATS
Prerequisite: Cats as a portfolio element, Alter Form
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 unless they succeed on a DC 54 Will save (DC 10 + 1/2 her hit dice + her Cha modifier + her divine rank). 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. She is able to talk, cast magic and use all of her abilities in feline form. Any feline form she takes with alter form may be of any size from Fine to Colossal. Finally, Sharess gains pounce, improved grab, rake, low-light vision and scent, regardless of her form.
Title: Re: Characters and monsters
Post by: Anastasia on May 12, 2014, 05:00:50 PM
The tarrasque as altered to my tastes. It's meant to be nastier and have a bit less hit dice bloat. Fixing a few of the easy I win buttons against it was also a factor. While there's ways to deal with it - flight still gives it problems - that's okay. Tarrasques are powerful creatures, but they're still of dim intellect and desire little more than eating.

Fluff:
Spoiler: ShowHide


The tarrasque is a legendary monster of fearsome power, known to be one of the mightiest creatures to reside in the Prime Material Plane. The tarrasque is routinely assumed to be a divine avenger, the world of evil gods or the wrath of elemental powers, in truth these creatures are wholly natural. They are rare apex predators born in the burning hearts of mountains, the result of powerful ley line energies gathering for uncounted ages. Once born, the tarrasque hungers and begins its infamous cycle.

Ecology

Tarrasques are apex predators. They sleep for 4d20 months, awaken for 1d4 days to hunt and repeat. About once a decade, the tarrasque awakens for 1d6 weeks. The tarrasque seeks to gorge itself at this time, before going to sleep for 2d12 years. A tarrasque will eat any and everything, including inorganic matter, but prefers plants and meat.

The tarrasque does not care about other creatures. They bear other creatures no ill will, beyond seeing them as a potential snack. It is capable of differentiating between different creatures, but only in the way a human might differentiate between chicken and steak.

No deity or force commands the tarrasque. The only thing it cares about is sating its hunger. Its hunger is relentless, seeking to satiate an appetite weaned on the primal energies of nature. Most civilizations that encounter a tarrasque believe it to be a singular creature and often believe it to be a form of divine punishment. While it is possible for a deity to direct a tarrasque, the various theories mortals come up with are the result of trying to understand and assign motive to the tarrasque. The only motive the tarrasque has is hunger, there is no malice to his actions, no matter how destructive to lesser creatures.

The conditions for a tarrasque's birth are rare. As a result, there is seldom more than one in any single Prime Material world. Many worlds never produce a tarrasque at all.

The tarrasque a treasured thrall for many deities or planar powers. Tarrasques are difficult to contain and naturally destructive, but one with the proper templates or training can be directed to powerful ends. It is known that a few half-fiend tarrasque participate in the Blood War, for example.

Environment

Tarrasques are native to the Prime Material. They can live anywhere they please, but prefer places with plenty of things to eat. A tarrasque is capable of creating a safe lair deep within a mountain that only it can enter. This is where the tarrasque sleeps when it is not feeding. The tarrasque's lair is immune to all scrying and divination spells, as ley lines naturally divert towards a tarrasque's lair. This influx of energy clouds any such spells.

Typical Physical Characteristics

Tarrasques begin at 70ft in length and 50ft in height. A typical specimen weighs about 100 tons. Most tarrasques grow bigger as they go through more feeding cycles.

Alignment

Neutral. Tarrasques care nothing for such things. If a tarrasque reaches a base Intelligence score of 10, it has gained enough awareness to care about things beyond satisfying its hunger. In that case, the tarrasque's alignment will change to match the tarrasque's personality.

Advancement

Tarrasques advance slowly. A tarrasque will advance to 45 hit dice over time, but no further unless it gains a base Intelligence score of 10 or higher. Otherwise, the tarrasque simply does not have the intellect or interest to improve itself and further. In addition to this, a tarrasque that reaches that level of Intelligence is able to break its feeding cycle. It may stay awake as it pleases, though it needs to consume a great deal of food to do so.

Gestalt

The Tarrasque does not gestalt. However, they are capable of taking templates. A typical tarrasque lacks the drive to learn anything in favor of eating. Should a tarrasque reach a base Intelligence score of 10 or higher, it gains the capability to care about such things. In that case, the tarrasque will take classes that suit it, usually ones that help it eat more.


The Tarrasque

Size/Type: Colossal Magical Beast
Hit Dice: 40d20+800+40+240 (1880 hp)
Initiative: +11
Speed: 20ft
Armor Class: 54 (-8 size, +3 dex, +49 natural)
Base Attack/CMB/CMD: +40/+70/83
Attack: Bite+62 (6d8+30 plus improved grab 15-20 x3)
Full Attack: Bite+62 (6d8+30 plus improved grab 15-20 x3) and 2 horns+62 (2d10+30 plus 2 Con) and 2 claws+62 (2d12+30) and tail slap+62 (4d8+30 plus knockdown)
Space/Reach: 30ft/30ft
Special Attacks: Augmented critical, frightful presence, improved grab, knockdown, overwhelming power attack, rush, swallow whole, trample, wounding.
Special Qualities: Vast power, carapace, regeneration 100, damage reduction 25/epic, immunity to fire, poison, disease, energy drain, ability damage, ability drain, stunning, dazing, mind affecting, resistance to acid, cold, electricity and sonic 50, scent, mettle.
Saves: Fort +60, Ref +43, Will +36
Abilities: Str 55, Dex 16, Con 50, Int 3, Wis 14, Cha  14
Skills: Listen+55, Spot+55 
Feats: Power Attack(B), Cleave(1), Great Cleave(3), Combat Reflexes(6), Improved Initiative(9), Toughness(12), Improved Critical(Bite)(15), Improved Natural Attack(Bite)(18), Multiattack(21), Improved Multiattack(24)
Epic Feats: Superior Initiative(27), Epic Toughness(30), Epic Toughness(33), Epic Toughness(36), Spellcasting Harrier(39)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Vast Power (Ex)

The tarrasque possesses a degree of might unknown to lesser creatures. It uses d20s for all hit dice, adds its Strength modifier to its saving throws, gains maximum HP per hit die and uses its full Strength modifier to determine its damage on its secondary natural weapons.

Augmented Critical (Ex)

The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. On a successful critical hit, the tarrasque's bite also severs a limb. The tarrasque may choose which limb to sever.

Overwhelming Power Attack (Ex)

The tarrasque deals two points of damage for each point of attack it sacrifices with power attack. This stacks to 3 for 1 in the event the tarrasque uses an attack that already gets a 2 to 1 return on Power Attack.

Frightful Presence (Ex)

The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 40 Will save or become shaken, remaining in that condition as long as they remain with 60ft of the tarrasque. The save DC is Charisma based and includes a +8 racial bonus.

Improved Grab (Ex)

To use this ability, the tarrasque must hit a Gargantuan or smaller opponent 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 try to swallow the foe the following round.

Wounding (Ex)

The horns of the tarrasque deal jagged wounds that do not cease bleeding, causing 2 points of Constitution damage per successful hit.

Knockdown (Ex)

A creature struck by the tarrasque's tail slap must make a DC 60 Fortitude save or be knocked prone. The save DC is Strength based and includes a +8 racial bonus.

Rush (Ex)

Once per minute, the normally slow-moving tarrasque can move at a speed of 150ft.

Swallow Whole (Ex)

The tarrasque can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 4d10+22 points of crushing damage plus 4d10+22 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium or 512 Small or smaller creatures.

Carapace (Ex)

The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Regeneration (Ex)

No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Trample (Ex)

As a full round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. This deals 8d10+44 damage, with a Reflex save DC 60 for half damage. This may be used in conjunction with its rush ability. The save DC is Strength based and includes a +8 racial bonus.

Skills

The tarrasque has a +10 racial bonus on Listen and Spot checks.


Gear: [spoiler]

The tarrasque carries no gear. However, its natural attacks have a +8 enhancement bonus. This is a natural occurrence due to the potency of the tarrasque.
Title: Re: Characters and monsters
Post by: Anastasia on May 12, 2014, 09:23:37 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.

Valeoloths are around 10 to 12 feet tall. They appear as withered humanoids with dull brown, iron grey or rust red skin. They tend to look beaten and depressed, with eyes that are locked in a moment of wide eyed terror. Great blades erupt from the valeoloth's back, forming crude and bloody wings.

Changelog: Style cleanups. Added daemon subtype. Fixed weapon damages, which were off. Added skills.


Bladeblooded (Valeoloth)

Size/Type: Large Outsider (Daemon, Evil)
Hit Dice: 26d8+364 (572 hp)
Initiative: +14
Speed: 60ft, fly 150ft (good)
Armor Class: 51 (-1 size, +6 dex, +35 natural, +1 dodge)
Base Attack/CMB/CMD: +26/+42/58
Attack: Great Falchion+46 (2d6+28 15-20 x2)
Full Attack: Great Falchion+46/+41/+36/+31 (2d6+28 15-20 x2) and 4 bladewings+47 (1d12+21 plus 4d6 on crit 15-20 x3)
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 acid and poison, resistance to fire, cold and electricity 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: Climb+44, Concentration+43, Hide+35, Intimidate+35, Jump+56, Listen+43, Move Silently+35, Spot+43, Survival+35, Swim+44, Tumble+35
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 16 + spell level.

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).

Skills

Bladeblooded have a +8 racial bonus to Listen and Spot checks.


Gear: [spoiler]

Valeoloths carry great falchions+1, keen and metalline. Due to blade's wrath, a valeoloth's weapon has at least a +6 enhancement bonus. Individual valeoloths have unique treasure beyond this, but they desperately hoard anything that can increase their mental ability scores. Items that boost Intelligence are particularly prized.
Title: Re: Characters and monsters
Post by: Anastasia on May 13, 2014, 01:49:00 AM
White slaad suffer from 3.0+ELH design. This is sprucing them up and adding a few more wrinkles.

Changelog: Style tweaks. Added skills. Added a gear section.


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 (-1 size, +8 dex, +23 natural)
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/cold iron, epic and lawful, alternate form, immunity to sonic, resistance to acid, cold, electricity and fire 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: Balance+35, Climb+40, Craft(any two)+34, Diplomacy+34, Escape Artist+35, Hide+35, Knowledge(Arcana)+34, Knowledge(Nature)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+34, Move Silently+35, Profession(any two)+34, Sense Motive+34, Spot+34, Tumble+35, Use Magic Device+34
Feats: Improved Sunder(B), Power Attack(1), Ability Focus(Stun)(3), Toughness(6), Rapidstrike(Claw)(9), Improved Natural Attack(Claw)(12), Improved Natural Attack(Bite)(15), Improved Rapidstrike(Claw)(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 17 + spell level.

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 spit 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.


Gear:
Spoiler: ShowHide


White slaad have whatever gear catches their fancy. They're just as likely to carry a bunch of garbage as useful items or enchanted equipment. Nonetheless, equipment that stays in a white slaad's possession for a long time tends to become enchanted. These enchantments tend to be utterly bizarre, such as a garden rake with a +3 enhancement bonus, the heavy fortification armor special ability and the ability to sing opera tunes on command.
Title: Re: Characters and monsters
Post by: Anastasia on May 13, 2014, 02:44:18 AM
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 hit dice. To be honest, I don't really like them, but I may as well fix them up.

Changelog: Style adjustments and typo extermination. Expanded on gear.


Remmanon

Size/Type: Medium Outsider (Devil, Evil, Lawful)
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/good and silver, 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 17 + spell level.

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 30ft 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


Remmanons wear two rings, a ring of force shield and a ring of protection+4. Almost all are assigned a cold iron weapon in case chaos is encountered. The exact weapon varies but is at least of +1 enchantment. Most are equipped with several potions and consumable magic items as well.
Title: Re: Characters and monsters
Post by: Anastasia on May 13, 2014, 03:59:30 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.

A solar's rictus appears as a floating skull with a mad grin. In spite of that, it appears as pleasing to the eyes, even as those that see it are overtaken by disgust and dread.

Changelog: Style cleanups. Added a listing for unholy toughness in racial powers. Adjusted CMB and CMD down by 1 due to low Strength. Some language cleanup in its special abilities.


Solar's Rictus

Size/Type: Diminutive Undead
Hit Dice: 23d12+207+23 (506 hp)
Initiative: +15
Speed: Fly 100ft (perfect)
Armor Class: 51 (+4 size, +15 dex, +21 natural, +1 dodge)
Base Attack/CMB/CMD: +11/+6/32
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: Damage reduction 15/adamantine and epic, fast healing 20, spell resistance 35, unholy toughness, desecrated faith, true seeing, undead traits.
Saves: Fort +7, Ref +23, Will +14
Abilities: Str 8, Dex 40, Con -, Int 7, Wis 13, Cha 28 
Skills: Hide+41, Intimidate+35, Listen+27, Move Silently+41, Perform(Song)+35, Spot+27
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: ShowHide


Unholy Toughness (Ex)

A solar's rictus gains a bonus to its hit points equal to its Charisma modifier times its hit dice. In addition, it gains maximum hit points per hit die.

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. In addition, 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 abilities.

False Salvation (Su)

A solar's rictus can sing perverse words of damnation, a mockery of the truth and joy it once represented as part of a solar. As a standard action the solar's rictus may sing these false words of salvation. This 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 severely questioning their morality. This results in a full-on moral crisis that 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 a DC 39 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).


Gear:
Spoiler: ShowHide


A solar's rictus carries no treasure normally. They cannot use any treasure except for circlets and other items that can fit on a skull. Lixer sometimes equips those heading into battle with circlets that grant telepathy 100ft and a +4 resistance bonus to saving throws. The telepathy is intended to allow the rictus to easily coordinate with the devils that command it.
Title: Re: Characters and monsters
Post by: Anastasia on May 15, 2014, 12:58:05 PM
Once Lixer creates a solar's rictus, he allows it to wander the outer reaches of his laboratories in Negation. The newly born undead is expected to evolve, so that it may prove its worthiness to the Pale Prince. Matellus is one such creature. Not only did it do so, it managed to make the powers of entropy its own. Further, it took to commanding the lesser undead and devils of the fortress with cold disdain. While it cared nothing for the creatures it commanded, it had a natural flair for ordering others around.

Lixer found this personality acceptable. Matellus now serves as one of the many captains of Negation's defenses. His focus is to overwhelm would-be heroes, capture them, break them so that they pledge their souls to Lixer (admittedly a formality in Negation, as the entire fortress captures the souls of creatures slain in it), kill them and then deliver the bodies to Lixer or his Necrolytes for reanimation.

Matellus is a cold and cruel creature. It was made from the skull of a solar who specialized in crusades against evil. It views most creatures as below it, only worthy to be stomped out like bugs. The wise ones will at least follow his orders before meeting oblivion.


Matellus

Solar's Rictus 32//Divine Corpsecraft (Lixer) 4/Entropic Creature 2/Evolved 4/Marshal 22

Size/Type: Diminutive Undead
Hit Dice: 32d12+448+32+64+160 (1088 hp)
Initiative: +20
Speed: Fly 125ft (perfect)
Armor Class: 60 (+4 size, +15 dex, +30 natural, +1 dodge)
Base Attack/CMB/CMD: +16/+11/37
Attack: Headbutt+31 (2d8+15 plus 5d6 cold) or soul's rot+31 ranged touch (32d6 and wisdom drain)
Full Attack: Headbutt+31 (2d8+15 plus 5d6 cold) or soul's rot+31 ranged touch (32d6 and wisdom drain)
Space/Reach: 0ft/0ft
Special Attacks: Soul's rot, false salvation, negative energy ray.
Special Qualities: Damage reduction 20/adamantine and epic, fast healing 32, spell resistance 44, resistance to positive energy 45, unholy toughness, desecrated faith, true seeing, undead traits, negative energy aura, auras, grant move action 5/day.
Saves: Fort +10, Ref +26, Will +17
Abilities: Str 21, Dex 40, Con -, Int 16, Wis 13, Cha 38
Skills: Hide+50, Intimidate+49, Knowledge(Arcana)+38, Knowledge(Religion)+38, Listen+36, Move Silently+50, Perform(Song)+49, Spot+36
Feats: Weapon Finesse(1), Ability Focus(Soul's Rot)(3), Ability Focus(False Salvation)(6), Dodge(9), Skill Focus(Diplomacy)(M1), Mobility(12), Spring Attack(15), Toughness(18)
Epic Feats: Improved Weapon Finesse(21), Epic Ability Focus(Soul's Rot)(24), Epic Ability Focus(False Salvation)(27), Epic Toughness(30)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

1/day-confusion, greater invisibility, haste, unholy blight. Caster level 32nd. The save DCs are 24 + spell level.

Unholy Toughness (Ex)

A solar's rictus gains a bonus to its hit points equal to its Charisma modifier times its hit dice. In addition, it gains maximum hit points per hit die.

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 32d6 points of damage on a successful strike. In addition, a creature struck by soul's rot must succeed on a DC 53 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 32nd). 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 abilities.

False Salvation (Su)

A solar's rictus can sing perverse words of damnation, a mockery of the truth and joy it once represented as part of a solar. As a standard action the solar's rictus may sing these false words of salvation. This 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 53 Will save or find themselves severely questioning their morality. This results in a full-on moral crisis that 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 a DC 53 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 32nd).

Divine Corpsecraft (Ex)

Undead personally created by Lixer are extremely potent. Such creatures have a +5 bonus to Strength, a +5 bonus to natural armor, resistance to positive energy 25, a +5 bonus to initiative and deal a bonus 5d6 points of cold damage with their natural weapons. In addition, such creatures gain an additional 5 hit points per hit die and have a +25ft enhancement bonus to movement speed.

Negative Energy Ray (Su)

32d4+14 negative energy damage, usable every 1d4 rounds. This attack has been greatly augmented by Lixer.

Negative Energy Aura (Su)

All living creatures within 10ft take 10 points of negative energy damage per round. This energy heals undead a like amount.


Marshal powers:
Spoiler: ShowHide


Matellus manifests auras as a 22nd level marshal.

Minor Auras (+14): Art of War, Determined Caster, Force of Will, Motivate Dexterity, Motivate Intelligence, Motivate Wisdom, Over the Top, Watchful Eye
Major Auras (+4): Motivate Ardor, Motivate Attack, Motivate Care, Resilient Troops, Steady Hand

Grant Move Action (Ex)

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

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

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


Gear:
Spoiler: ShowHide


Matellus wears a circlet that grants a +6 enhancement bonus to Intelligence.
Title: Re: Characters and monsters
Post by: Anastasia on May 25, 2014, 12:03:01 AM
Auril

Notes:
Spoiler: ShowHide


- Balmuria Auril is more or less the same entity as in FR. However, with Talos having abandoned Fury's Heart, she is striving to fill the space he left behind. There is considerable space for her to gain new portfolio elements. This pursuit has largely left her removed from mortal affairs over the past centuries. In other words, she's preparing to become greater than she is now. While there's a lot of competition from demons for what Talos left behind, she's generally holding them at bay.

- 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. Odds are she'll reach intermediate power status soon. It won't be a great change to her overall, though she might pick up another domain to elaborate on her expanding role.

- 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. Considering that she can prepare and cast energy immunity, it's probably best to resort to force damage against 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 her spells, Auril is capable of creating new cold-based spells on the spot. Most are temporary things that suit her fancy or that fill a specific niche need, though sometimes a spell that works out particularly well is developed fully.

- While spell sense says +6 is the maximum, I presume it continues on for an epic campaign, just like trap sense.


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/+74/112
Attack: Icemaiden's Caress+84 (1d6+38 plus 3d6 cold (12d6 cold on crit) x4)(+10 competence attack/damage if Auril+foe are airborne)
Full Attack: Icemaiden's Caress+84/+79/+74/+69 (1d6+38 plus 3d6 cold (12d6 cold on crit) 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, spell sense+16, greater rage, indomitable will, tireless rage, mighty rage, natural armor increase(+14), gain knowledge.
Saves: Fort +64, Ref +54, Will +54 
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

Divine 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.


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).

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 instead.

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.

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 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.

Greater Rage (Ex)

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

Indomitable Will (Ex)

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

Tireless Rage (Ex)

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

Mighty Rage (Ex)

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


Wizard powers:
Spoiler: ShowHide


Auril casts as a 50th level wizard (caster level 54th for cold spells, +10 bonus to caster level checks). 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 deals an extra 2 points of damage per die for spells with the cold descriptor. Any cold damage Auril's spells inflict is 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). A list of her daily spell allotment is included for reference.

[4/day]0:
[9/day]1:
[8/day]2:
[8/day]3:
[8/day]4:
[8/day]5:
[7/day]6:
[7/day]7:
[7/day]8:
[7/day]9:
[6/day]10:
[6/day]11:
[6/day]12:
[6/day]13:
[5/day]14:
[5/day]15:
[5/day]16:
[5/day]17:
[4/day]18:
[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. She rarely needs them, but she does gather them for the times that she does, much like an animal hoarding food for the winter.


Custom Material:
Spoiler: ShowHide


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 [Initiate]
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: Characters and monsters
Post by: Anastasia on May 25, 2014, 12:42:33 AM
Fluff:
Spoiler: ShowHide


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.

Ecology

Infinity oozes have no place in the natural world. They are unnatural, created by high sorcery. They eat anything they come across and disrupt any ecology they are introduced into. As oozes, they care about nothing and are mindless.

Any infinity ooze is a descendant of the original infinity ooze. While efforts have been made to stamp these menaces out, the sheer divisibility of the oozes makes this a futile effort. Several powerful entities have their own infinity ooze(s) hidden away, while several more are sealed or forgotten in remote regions of Prime Material worlds. When an infinity ooze gets free, it becomes a menace of tens, hundreds or thousands of oozes. It is not uncommon for kingdoms to be wiped out in tidal waves of endless slime.

Environment

Infinite oozes have no natural environment. They avoid areas of extreme heat or conditions that would destroy them, but otherwise are indifferent to their surroundings. The original infinity ooze was created on the Prime Material plane, though this has no bearing on the oozes.

Typical Physical Characteristics

An infinity ooze is a large blob of slime about 10ft tall and 12ft wide. They are a uniformly light-green color. An infinity ooze does not grow, as anything it consumes merely ensures the perpetuation of a true equivalent exchange.

Alignment

Any infinity ooze is neutral, as it is a mindless creature.

Advancement

None. Infinity oozes lack any ability to advance in hit dice, as they are a perfect representation of eternal and perfect equivalent exchange. Even if a particular infinity ooze gains intelligence, it does not have the capacity to grow stronger. It is possible for an infinity ooze to gain a template under the right circumstances, but it is rare. Any template an infinity ooze gains does not copy over to any oozes that split from it.

Gestalt

Infinity oozes are mindless creatures and thus do not gestalt.


Changelog: Minor style and typo alterations. Slightly reworded infinite splits. Added a flavor block.

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: ShowHide


Acid (Ex)

An infinity ooze deals 6d6 points of acid damage with its slam attacks, as well as to anything it grapples or touches. Weapons are allowed a DC 43 Reflex save to negate this acid damage, each instance of exposure requires a separate saving throw. 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 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: Characters and monsters
Post by: Anastasia on May 27, 2014, 03:32:56 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. They all come from Queen Morwel, who is essentially the face of Arborea.

Changelog: Style and typo fixes. Added divine blood to the special qualities listing. Added skills. Rewrote what the child of liberty's affliction applies to - all melee attacks now. Lots of little rewordings in various abilities, but no mechanical changes. Added a spell list. Added a spoiler tag.


Size/Type: Medium Outsider (Chaotic, Eladrin, Good)
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 and 2 negative levels on crit) plus 2d6 anarchic) 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 and 2 negative levels on crit) plus 2d6 anarchic) 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, divine blood, 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: Balance+53, Concentration+50, Diplomacy+48, Disguise+48, Escape Artist+53, Gather Information+48, Hide+53, Intimidate+48, Knowledge(Arcana)+48, Knowledge(History)+48, Knowledge(Local: Hidden Layers of Arborea)+48, Knowledge(Nature)+48, Knowledge(Planes)+48, Knowledge(Religion)+48, Listen+48, Move Silently+53, Perform(Song)+48, Search+48, Sense Motive+48, Spellcraft+48, Spot+48, Tumble+53
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: ShowHide


Spell-Like Abilities

Always active-blessed sight, detect law, discern 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 20 + spell level.

*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 7 (7, 14, 21, 28, 35, 42, 49, ect). The example Child of Liberty here has access to the Celestial, Chaos, Dream, Good, Joy, Renewal and Time domains.

Children of Liberty cast as 30th level clerics (caster level 31st for spells with the chaotic or good descriptors). The save DCs are 20 + spell level.

[6/day]0: Create Water, Detect Magic, Light, Mending, Virtuex2
[8+1/day]1: (True Strike), Bless Water, Cure Light Wounds, Divine Favorx4, Shield of Faithx2
[8+1/day]2: (Augury), Bear's Endurance, Cure Moderate Wounds, Delay Poisonx2, Shield Other, Silence, Spiritual Weaponx2
[7+1/day]3: (Remove Disease), Continual Flame, Create Food and Water, Locate Object, Prayerx2, Protection from Energy, Searing Light
[7+1/day]4: (Lesser Planar Ally), Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Dismissal, Freedom of Movementx2
[7+1/day]5: (Blade Barrier), Break Enchantmentx3, Mass Cure Light Wounds, Plane Shiftx3
[6+1/day]6: (Contingency), Banishmentx3, Healx3
[5+1/day]7: (Heavenly Lightning Storm), Control Weather, Greater Restorationx2, Regeneratex2
[5+1/day]8: (Sympathy), Dimensional Lock, Earthquake, Fire Storm, Greater Spell Immunity, Holy Aura
[5+1/day]9: (Time Stop), Gate, Mass Healx3, Miracle
[5+1/day]10: (Extended Summon Monster 9), Celestial ValorHome, Energy Immunityx2Home, Miracle of HealthHome, Naeys' Life FontHome
[4+1/day]11: (Extended Irresistible Dance), Mass RegenerateHome, Shape SoulHome, Superb Dispellingx2Home
[4+1/day]12: (Extended Summon Monster 9), Beauty TriumphantHome, Burst of GloryHome, Legion's GatesHome, Wrath of the HeavensHome
[1+1/day]13: (Extended Irresistible Dance), Morwel's BlessingHome

Home - Homebrew

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 melee attacks 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 negate.  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 ability is not used lightly and only to punish the most severe crimes.

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 to possess. 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 hit points 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 freedom. 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 affect, 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. This does not impede spells beneficial to the Children of Liberty.

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.


Gear:
Spoiler: ShowHide


Children of Liberty each have a unique preference for equipment and magical items. Most collect items useful to cleric magic or whatever they gestalt with, but this is only a tendency.
Title: Re: Characters and monsters
Post by: Anastasia on May 28, 2014, 12:52:35 PM
The Calamity

Fluff:
Spoiler: ShowHide
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.

Ecology

The Calamity is not a part of any food chain or cycle, as it is an animated golem. While The Calamity is intelligent, it has shown no interest in any bodily needs or desires. This is not to say that is has no impact on an environment it enters, as the presence of The Calamity results in total destruction. Likewise, The Calamity cares nothing for creatures. It fights and destroys any that attack it, but beyond that it has a certain apathy so long as they die or get out of the way.

The origins of The Calamity are a mystery. What little lore exists suggests it came from the remnants of a destroyed Prime Material world, that it did battle with various hosts of the planes and then vanished. It is unknown if it survives or was destroyed, and the question of its creator is an unanswered one. Unfortunately, magic has proven completely unable to discern any more information about The Calamity. This is thought to be the result of its extremely powerful magic immunity (far greater than that of a typical golem) or the result of a creator or benefactor shielding it. If the deities and powers know more than this, they have not shared it with others.

It is generally accepted that none of the Lower Planes have it. The devils or demons would almost certainly use it in the Blood War, and while occasional rumors persist, no concrete evidence has ever connected the fiends to The Calamity. If any have it, it may well be one of the greatest yugoloths, wrapped in anathemic secrecy and hoarding it as an apocalyptic treasure. It is considered possible that Mechanus or one of the Heavens managed to seal or destroy it, though no evidence supports this, either.

Other theories abound. Some believe an elemental power has it, while others think it lost in one of the many obscure regions of the planes. Variant speculation believes that its creator called it back and still holds it. Perhaps even worse is the rumor that this creator is improving The Calamity and that the previous appearance was a test run. If this creator exists and this is true, he may even rival Mystra in the art of golem creation.

In truth, all of these are speculations with no evidence. The simple fact is that The Calamity seems to have completely slipped away from all. Whatever the truth behind the mystery is, it has not yet been revealed to Creation.

As for the Calamity itself, it demonstrated intelligence during its battles against the hosts of the planes. Any personality it has is uncertain, but it at least has a reasonable degree of cunning.

Environment

The Calamity has no native environment. Any environment it is in quickly becomes smashed ruins and sundered earth.

Typical Physical Characteristics

The Calamity is as large as a mountain, tens and tens of miles wide and over five miles tall. It made of stone smoothed over just enough to appear worked and has a body designed like a typical humanoid. It walks as a humanoid despite its incredible bulk.

Alignment

Neutral. The fact that The Calamity lacks an evil alignment suggests that its intelligence is limited or it is otherwise designed to be above such.

Advancement

It is not known if The Calamity can advance further. If it still exists and its creator is truly striving to improve it, then it is possible it could gain more hit dice.

Gestalt

If The Calamity has the capacity to gestalt, it has not shown as such. It may not be able or may lack the will to do so.


Notes:
Spoiler: ShowHide


The questions about The Calamity are intentional. Make of it what you will - you won't be the first ones to try and figure out what is behind it. The writeup's full of theories and hooks because of that. 

As far as it goes from a design standpoint, consider this my tribute to video game bonus bosses. You know, the ones that are stupidly overscaled and overpowered. You need a very specific way of dealing with it (or be a deity who can cheat through things like altering a divine realm) or you get smeared. Also, it's nice to see what may well be a mortal making something that trounces the planes. Well, once every great while, since it is against type, but sometimes mortals pull off things that make outsiders stare in shock. The nice thing about being mortal is that you sometimes don't know better, so you try and succeed in spite of all logic.

The Calamity's various abilities are intensely powerful. So how do you kill it? Barring charop things like infinite loops or rule abuses, you need to be able to reliably hit AC 62 (not hard for epic), have an AC of 87 or higher (harder but doable with setup), be colossal (doable but not always easy unless you already are), avoid Widespread Destruction (not hard with teleport and the like, if you don't mind letting everything around it get trashed), be a flier (to avoid the trouble earthquakes cause) and have means of negating or dealing with the damage+possible status from the occasional natural 20 that gets you (not that hard with proper preparations). You'd also want an adamantine weapon or have the means to penetrate adamantine damage reduction.

The trouble is that even then, killing it is one hell of a slog. It has effectively 20k hit points unless you manage to deal damage on a massive scale. That's probably the better option if you can rig it up. The simplest ideas I had for killing it were for a deity to face it in its divine realm, alter the realm around it into a massive sea of lava and let it slowly melt down. It'll take time with its fire resistance, but 20d6 per round will eventually end it. The Calamity isn't a fair fight, but deities aren't fair, either. Of course, getting it there in the first place is a difficulty all its own.

Notably, The Calamity lacks fast healing. It is possible to win via attrition and colossal creatures, so long as the rumor about a creator that takes care of it isn't true. It might have some means of healing if it still exists, since it's likely the various armies it faced did some damage. If not, this also lets it be used in a gentler way, since a half-broken Calamity with only 200 hit points left (or whatever) is a far more reasonable opponent. That's one of the reasons why its fate is left open, so that it can be used in ways beyond full out catastrophe. On the other hand, if you're really sadistic, there's hooks for a stronger Calamity as well.

Finally, most of the distance figures are estimates. D&D doesn't support the scale The Calamity works on well. Things like space/reach and radiuses are largely big number estimates. It's D&D, so don't worry about it too much.


Changelog: Tons of stuff, as the previously posted version was an unpolished beta.

Size/Type: Colossal Construct
Hit Dice: 58d12+80+58+1276 (2110 hp)
Initiative: +0
Speed: 20ft
Armor Class: 62 (-8 size, +60 natural)
Base Attack/CMB/CMD: +43/+83/93
Attack: Slam+67 (20d10+64 and prone) or stomp+67 (25d6+64 and stun)
Full Attack: -
Space/Reach: Tens and tens of miles/30,000ft
Special Attacks: Widespread destruction, crushing gait, earthquakes, 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: Climb+93, Listen+61, Spot+61
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

Racial powers:
Spoiler: ShowHide


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 range around it. Once used, The Calamity may continue to act in the subsequent rounds, as it comes down.

On the first round after using Widespread Destruction, 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 to everything within 50 miles where it was launched, as well as 10 miles high. This damage bypasses miss chance and most defenses, though a wall of force, prismatic sphere or divine shield stops it. Normal buildings and terrain features are obliterated by Widespread Destruction, reduced to nothing more than ash and splinters.

Any creatures or objects in the way of Widespread Destruction as it rises or falls take full damage from it and do not stop it, barring things noted to stop it as above. Effects that stop Widespread Destruction result in small, matching gaps in the range of effect. If a creature or object is exposed multiple times (such as being above The Calamity when it fires and still in range when it falls), they take damage multiple times.

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, smaller creatures struggle to damage it. A creature of less than Colossal size is simply not big enough to deal meaningful damage to The Calamity. Any effects or abilities they use fail on account of The Calamity's size. Colossal creatures are able to damage The Calamity, but are still tiny compared to it. They deal only 1/10th of the normal amount of damage to it. This is deducted before damage resistance or any other factors apply.  For example, a Colossal creature who deals 100 points of damage to The Calamity only deals 10 damage to it.

Truly enormous effects are capable of affecting The Calamity for full damage, but such are extraordinarily rare. Such an attack would need to be at least 10 miles wide. If a creature can produce such an effect, they can ignore Gigantic when using such an ability.

Crushing Gait (Ex)

Any squares The Calamity passes through are treated as being affected by his stomp attack, with the resulting terrain damage. The Calamity may pass through occupied squares freely, this movement does not provoke attacks of opportunity. A creature in that square is treated as being attacked by The Calamity's stomp attack.

Earthquakes (Ex)

The movement of The Calamity makes the earth rattle. When The Calamity moves, it causes earthquakes for 500 miles around it. Treat this as equivalent to an earthquake spell in effect. For earthquakes within 100 miles of The Calamity, double any Reflex save DCs, damage dealt and Concentration checks caused by the earthquakes. Within 10 miles of The Calamity, quadruple them. See the spell earthquake for more information.

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 1000ft radius. All creatures within the radius are treated as being attacked. Objects, buildings, terrain features and other such things are also treated as being attacked and take damage. Craters hundreds of feet deep usually result from one of The Calamity's attacks.

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.


Gear: [spoiler]

Gear is beneath a creature such as The Calamity. May it never choose to believe otherwise. It is unknown if The Calamity could use magical items or if its magic immunity ability would render them ineffective.
Title: Re: Characters and monsters
Post by: Anastasia on May 30, 2014, 07:22:25 PM
The Broken Saint

Fluff:
Spoiler: ShowHide


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.

Biler is one representation of what happens to successful mortals after death. A mortal that makes good for its master is directly transmuted into an outsider to serve forever. There's no death and rebirth as an outsider/petitioner like with normal mortals. You get exactly what the deity or power you serve offers. In Biler's case, it's a seat in a gigantic spy cabal that also has a preoccupation with bringing all of Creation to Beezlebub's standards of perfection.

For Biler, this means he lives in a constant state of paranoia as he maneuvers around enemies, both real and imagined. He gets to endlessly play political games, scurrying to keep his dark lord's favor. He won - and his prize is to live that life until something eventually gets him. Will it be heroic mortals that put him to the sword, or will a rival's dogai retainers gut him? Perhaps a potent ravage will spice up one of his meals or he'll simply vanish, never to be seen again. In the end, he'll feed Beezlebub's vanity by providing his soul's essence to the Lord of the Seventh, and to Hell in general. In that, he'll step closer to the perfection Beezlebub demands and the absolute unity in chains that Baator inflicts.

After all, it's exactly what he asked for. After all, he's in a place where betrayal, destruction and subversion won him great praise. Why should he expect anything else here? To reference something Empress Sulia said in B1, and which is one of the more revealing comments about the afterlife in Balmuria:

Quote"There's a secret, mortals judge themselves with their lives. The Gods don't damn you or exalt you, you do with every choice you make." Empress Sulia smiles now, "We provide the spark for them to assume their role in eternity. Like starting a new fire with an emberstick from a bonfire."

Barring interference, a mortal gets exactly what they asked for with their deeds in mortal life. Biler's story is what happens to someone who follows Beezlebub, as is the story of every other former mortal in Maladomini.


Notes:
Spoiler: ShowHide


- Biler used to be a rogue, but he gave those levels up when he became a remmanon. His build lacks an offensive threat on account of it. That's fine, he's a manipulator and a spymaster. He has servants to do the heavy lifting.

- Infiltrator of Beezlebub has some earlier 3.0/3.5 design issues. It's from the Gates of Hell. I'd do the class differently, but then again I say that about most prestige classes. A few minor issues are ignored for the sake of this statblock. Likewise, a true devil isn't supposed to have this prestige class. As he took it during his mortal life, he's grandfathered into it.

- Biler focuses on defense in combat. To be honest, if he's in battle, something's gone wrong. As such, he focuses on survival so his minions can deal with the problem. He's a manipulator, a speaker, a liar. Using him as a front-line combatant is missing the point, or the PCs successfully pinned him down and he's boned.


Changelog: Lots, as the previous version was an unpolished beta.

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

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 28d8+308 (438 hp)
Initiative: +25
Speed: 30ft, fly 30ft (good)
Armor Class: 66 (+6 dex, +18 natural, +8 shield, +7 deflection, +10 armor, +7 insight)
Base Attack/CMB/CMD: +28/+34/54
Attack: Slam+34 (2d6+6 plus 2d6 fire)
Full Attack: 2 slams+34 (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 +25, Ref +20, Will +26 (+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+62, Knowledge(Arcana)+39, Knowledge(Local: Maladomini)+39, Knowledge(Planes)+39, Knowledge(Religion)+39, Listen+40, Perform(Oratory)+44, Search+41, Sense Motive+58, Spellcraft+39, Spot+40, Survival+40, Tumble+37, 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 (caster level 29th for caster level checks). The save DCs are 23 + spell level.

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.


Marshal powers:
Spoiler: ShowHide


Biler manifests auras as a 5th level marshal.

Minor Auras(+13): Motivate Charisma, Motivate Dexterity, Motivate Wisdom
Major Auras(+1): Motivate Attack, Motivate Care

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.


Evangelist powers:
Spoiler: ShowHide


Great Orator (Su)

An evangelist can inspire, protect, and otherwise improve the situation of his allies simply by speaking clearly and being heard. This ability is similar to the bard's bardic music ability (see page 29 of the Player's Handbook for a complete description) and, indeed, evangelist levels stack with bard levels to determine the strength of known bard songs. For example, a bard 3/evangelist 5 improves his inspire competence ability, but does not gain any new bard abilities. He could use bardic music to convert the unfaithful, countersong, fascinate, inspire the righteous, inspire courage +2, inspire dread or inspire hope, but would not gain the inspire competence, inspire greatness, or suggestion abilities. Alternately, a bard 7/evangelist 1 would be able to use bardic music to countersong, fascinate, inspire competence, inspire courage +2, inspire dread or inspire hope, and suggestion. Evangelist oratory abilities function in exactly the same manner as bardic music except the evangelist must speak loudly and clearly, rather than sing or play an instrument.

Inspire Dread (Su)

An evil evangelist with 9 or more ranks in Perform (oratory) can inspire hopelessness in all enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet of the evangelist. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability.

Inflame the Righteous (Su)

An evangelist of 3rd level or higher with 11 or more ranks in Perform (oratory) can use this ability to wreath himself and any of his allies within 30 feet in divine flame. Each beneficiary of this ability gains the benefit of a fire shield spell. Use the evangelist's level +5 to determine the caster level of the spell. The damage caused by the spell is, however, purely divine and not subject to a creature's resistance or immunity to fire.

This oratory requires a full-round action to perform and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for threerounds thereafter.

Convert the Unfaithful (Su)

An evangelist of 5th level with at least 13 ranks in Perform (oratory) may attempt to convert a single enemy within 30 feet. As a full-round action, the evangelist delivers an impassioned speech on the righteousness of his beliefs to a single enemy, who must attempt a Will save (DC = 10 + class level + Cha mod). If the creature succeeds, it is shaken for one round. If the creature fails its saving throw, it converts. Creatures with an alignment subtype (such as angels and devils) are immune to this ability. A converted creature is effectively charmed by the evangelist (similar to a charm monster spell). In addition, a converted creature temporarily assumes the alignment of the evangelist and acts accordingly. This may mean some of the creature's class abilities, spells, or other abilities are unavailable to it for the duration of the spell (a paladin converted to something other than lawful good, for example, loses her class abilities for the duration).

When the duration elapses, the creature then has a choice: It can continue to act according to its new alignment, or it can shift back. If the creature chooses to permanently change its alignment to the evangelist's, it acts as if a cleric of the appropriate alignment had cast atonement on it. If the creature chooses to change back, it must make another saving throw (with the same save DC as before). If it fails this saving throw its alignment changes back but it needs an atonement spell to gain back any abilities it lost due to its temporary alignment change.

Fast Talk (Ex)

At 2nd level, the evangelist knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a —5 penalty.

Skill Mastery (Ex)

At 4th level, the evangelist becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, the evangelist selects a number of skills equal to 1 + his Intelligence modifier (minimum of 1) from the following list: Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive. When making a skill check with one of the selected skills, he may take 10 even if stress and distractions would normally prevent him from doing so.


Infiltrator of Beezlebub powers:
Spoiler: ShowHide


Dossier of Deception (Sp)

A 1st level infiltrator of Beelzebub begins to collect spell-like abilities that may help her in her intrigues. She is treated as a sorcerer of her class level plus seven. Her dossier of deception only allows her to use one of the spell-like abilities once per day, unless otherwise designated. At 5th level, and then again at 9th level, she gains an additional use per day of the dossier. Thus Emrona, arogue 12/infiltrator 6, can elect to use disguise self three times in a day, plus nondetection, or some other combination of two of the dossier abilities.

Establish the Web (Ex)

A 1st level infiltrator has trained well enough to have initiated professional relationships with beneficial snoops and spies within a variety of organized environments. Every organization - from the thieves' guild to the merchants' guild to the local lord's court - may have potential, and likely witless, informants from whom the infiltrator can extract information in the future. Thus, at first level, the infiltrator of Beelzebub may Establish the Web. The infiltrator has a number of contacts equal to her Charisma modifier times her class level; furthermore, these contacts are never of higher Hit Dice or levels than 1/2 the character level of the infiltrator +1. The infiltrator may Establish the Web in one organization of his choice, +1 additional organization per point of Charisma modifier (if positive). All Charisma modifier dependent elements related to the Web are based upon the actual Charisma score, not upon temporary enhancements. Thus, a 10th level rogue and 2nd level infiltrator of Beelzebub with a Charisma of 15 would have up to four contacts, each no higher than 7 character levels, within up to three organizations.

Each contact is considered to have an attitude of friendly with the infiltrator, although certain behaviors (like misleading information, apparent betrayal, etc.) can result in a sudden or gradual reduction in the contact's attitude towards the infiltrator. It is up to the DM to determine how highly ranked within various organizations the contacts from the Established Web are and to what degree they willingly share information with the Infiltrator. The effects of Establish the Web stack with benefits associated with the Leadership feat.

Canvas (Ex)

The infiltrator of Beelzebub is always looking for more information and resources in pursuit of her goals. As a result, she has exceptional skills in paying attention to surroundings in which she has Established the Web. In such an environment, be it in the slums dominated by a thieves' guild, in the market place controlled by the merchants' guild, or in the local lord's keep or castle, the infiltrator gains a +1 bonus to Diplomacy, Gather Information, and Spot checks per class level. If the infiltrator uses her Canvas ability when interacting with a contact, the bonuses are doubled. The infiltrator may Canvas such areas once per day per Charisma modifier.

Secure (Ex)

The infiltrator of Beelzebub excels at lifting documents and small objects (like jewels or small, simple weapons). The infiltrator receives a +1 circumstance bonus per class level on all Search and Sleight of Hand skill checks when looking for or attempting to take a few scraps of parchment (no more than 10 sheets) or small objects (nothing larger than a dagger). Furthermore, if the infiltrator is Searched, she imposes the same value as a penalty to whomever attempts to uncover any items she may have lifted.

Classify (Su)

The infiltrator of Beelzebub is a master at maintaining secrets even as she ferrets them out of others. The infiltrator receives a +1 save per class level against all divination spells or effects that attempt to discern her location or read her thoughts and/or intents. Indeed, if such attempts are performed from a force within or hired by an organization with whom the infiltrator has a contact, the bonuses are doubled. Furthermore, the infiltrator imposes a -1 penalty on all Sense Motive attempts on her person per her class level.

Task Force (Sp)

On occasion, the infiltrator finds it necessary to call on the Order of the Fly for assistance. This can be accomplished in one of two ways. First, the infiltrator of Beelzebub may contact other plane once per fortnight as a sorcerer of her class level plus seven. Although the infiltrator may believe that she is contacting Beelzebub himself, the truth is that she is actually contacting his infamous Order of the Fly and the devils that work within the Order. The Order is treated as an Intermediate deity for all purposes pertaining to this spell-like ability. Second, the infiltrator may call an osyluth to the Prime Material plane once per fortnight. This osyluth remains for up to seven days, although its relationship with the infiltrator will depend on the infiltrator's character level. If the infiltrator is of higher combined character levels/HD than the osyluth, the osyluth will obey without question; if the reverse is true, the osyluth will demand a steep price for being brought to the Prime (refer to the lesser planar ally spell for guidelines). In either case, Task Force can only be used once per fortnight.

Interrogate (Ex): The infiltrator of Beelzebub excels at getting information from another through unspoken threats. The infiltrator gains a +1 profane bonus to all Intimidate and Sense Motive skill checks per class level. If the Infiltrator uses Interrogate on a contact, the bonuses are doubled; furthermore, the contact does not adjust his attitude towards the infiltrator. The infiltrator may Interrogate a number of times per day equal to her Charisma modifier and the effect works for one skill check per use.

Breach (Ex)

The infiltrator of Beelzebub finds it relatively simple to enter into any castle, edifice, keep, temple, or protected location. The infiltrator receives a +1 profane bonus to all Disable Device and Open Lock attempts per class level; furthermore, the infiltrator receives spell resistance equal to 20 + her class level against spells such as alarm, hallow, magical circles of protection, prismatic shells and walls, walls of force, and similar abjurations in order to pass through them without harm or setting them off. The infiltrator may activate her Breach in response to one of the described effects out of turn. The infiltrator may use Breach a number of times per day equal to her Charisma modifier and can make one skill check, or one use of spell resistance, per use of the ability.

Tie Loose Ends (Su)

At times, an infiltrator will find it necessary to erase information and paper trails that may lead back to her. In such cases, the infiltrator may Tie Loose Ends. The infiltrator may accomplish this in one of two ways. First, she may attempt to kill established contacts. Any successful sneak attack against a contact is treated as a modified coup de grace (the base Fortitude save is 20 rather than 10). Conversely, the infiltrator may instead attempt to modify memory on a contact as a sorcerer equal to the infiltrator's class level plus seven. The infiltrator receives a +1 bonus to the DC per class level. In either case, the infiltrator may use Tie Loose Ends once per day per Charisma modifier, each attempt counting as a use of the power.

Agent of the Order of the Fly (Su)

The infiltrator is now a full-fledged Agent of the Order of the Fly and is accorded a special respect by devils not typical for most mortals. The Agent of the Order of the Fly receives the benefits of the Evil Brand feat (if the infiltrator already possesses this feat, the benefits double). The infiltrator also spider climbs at will as a sorcerer of her class level plus seven, receives a +2 profane bonus to Initiative checks, and receives spell resistance of 20 plus her character level against any attempt to impede or slow her movement (including inter-dimensional movement like dimensional anchor, force cage, or trap the soul).


Gear:
Spoiler: ShowHide


Biler's Amulet

This amulet is said to have been forged of the Highcrown of Urpel, which was sundered apart by the deities of light when Urpel turned to evil. The Highcrown was said to be a defensive ward beyond all measure, and this amulet retains those abilities. This amulet grants a +7 insight bonus to armor class, a +7 enhancement bonus to natural armor and a +7 deflection bonus to armor class.

Black Fly Ioun Stone

This ioun stone resembles a fly carved of dull onyx. It constantly emits a low-pitched buzzing sound identical to a fly. It grants a +8 enhancement bonus to Charisma. In addition, it increases the bonuses from Biler's chasing perfection spell-like ability to +6.

Biler also wears bracers of armor+10, a ring of epic force shield+8 and a belt that grants a +10 enhancement bonus to Constitution.
Title: Re: Characters and monsters
Post by: Anastasia on June 01, 2014, 05:31:17 PM
Living Filth

Fluff:
Spoiler: ShowHide


The Para-Elemental Plane of Ooze is home to the most noxious creatures in Creation. It is a place where foulness spawns and choking filth throttles the life from visitors. Sometimes this filth becomes so concentrated as to form a new life. Known as Living Filth, these creatures are the personification of Ooze's nature.

Ecology

Living Filths are not part of a normal ecology. However, they do serve a role in Ooze's life cycle. They collect the various diseases that infest the plane, serving to spread them much as a bee spreads pollen. They ensure that various strains of sicknesses are crossed and more robust maladies develop.

Beyond that, Living Filths have no organization or family unit. A pair of Living Filths that meet are likely to ignore each other, or perhaps trade diseases.

Environment

Living Filths are native to the Para-Elemental Plane of Ooze. They tend to congregate in areas of intense pollution, though they can be found all over the plane.

Typical Physical Characteristics

A typical Living Filth is a blob of slime perhaps 8 feet wide and 4 feet tall. The exact shape varies wildly between specimens. Humanoid shapes are common and many take forms off a creature they saw early in their lifespan.

Alignment

Neutral. A Living Filth lacks the mental capacity for alignment. In the event one does (by reaching 3 or higher Intelligence), they may be any alignment, but skew towards neutral.

Advancement

Living Filth advance slowly. They are more likely to develop unique diseases than advance in hit dice. Still, most advance over time.

Gestalt

None. Living Filths lack the mental capacity for gestalt.


Changelog: Lots, the previous version was an unfinished beta.

Size/Type: Large Outsider (Earth, Water)
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 and flanking, aura of filth, blindsight 200ft.
Saves: Fort +22, Ref +12, Will +13
Abilities: Str 28, Dex 10, Con 30, Int 2, Wis 12, Cha 11   
Skills: Balance+25, Climb+34, Hide+25, Listen+26, Move Silently+25, Spot+26, Swim+42, Tumble+25
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: ShowHide


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 41 (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. A creature can accumulate multiple diseases from a Living Filth. If the result of the roll is a disease the target already has, reroll.

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 45; 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 45 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.


Gear:
Spoiler: ShowHide


A Living Filth does not use gear or equipment, as they lack the intellect and nature to do so. Some do collect things that catch their fancy, and on rare occasions this may be gear that bestows benefits to the Living Filth.
Title: Re: Characters and monsters
Post by: Anastasia on June 01, 2014, 10:05:42 PM
Infernal Siegebreaker

The Infernal Siegebreaker is a hellfire engine awoken by the dark magics of Duke Malphas. It is meant to be a weapon to shatter the growing golem corps of Aurora, as well as to lead the charge against Aurora's defenses. It is under the command of the Lifasan traitor Harkin. It is a formidable machine of war that has been made only to destroy. It cares only for destruction and to avoid the cold, which it instinctively dreads.

Notes:
Spoiler: ShowHide


- This monster is meant to be used sparingly and intelligently, preferably with means to teleport after taking damage. Ideally, it weakens Aurora through equipment and golem destruction. One of the items to come (alluded to in gear) will be a circlet that allows it to use greater teleport. It's one part terror weapon and one part financial assault.

- It makes sunder attempts at +72 and deals 3d6+15+12d4+9d6 damage per strike. This will trash anything but an artifact with a devastating quickness.

- If not sundering, it focuses on melting its foes under torrents of hellfire. There's nothing terribly special here over a normal hellfire engine, beyond some of the numbers being boosted. Past all the sundering, it functions like a normal hellfire engine.

- Afina would not be amused by it. Various factions of the traitors are working on anti Aurora specialists and this is one of them. You may see the others later.


Changelog: Lots, as the previous version was an unfinished beta.

Hellfire Engine 33//Fighter 10/Shattering Knight 23

Size/Type: Huge Construct (Evil, Lawful)
Hit Dice: 33d10+40+33+122 (535 hp)
Initiative: +4
Speed: 20ft
Armor Class: 48 (-2 size, +40 natural)
Base Attack/CMB/CMD: +33/+50/60
Attack: Slam+46 (3d6+15 plus 9d6 hellfire)
Full Attack: 2 slams+46 (3d6+15 plus 9d6 hellfire)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, death throes, hellfire slams, sunder specialist(+12/12d4), cleaving sunder.
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, coldfear, magic touched, improved glorious destruction, touch of adamantine, absorb dweomer, fast healing 20.
Saves: Fort +20, 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), Power Attack(F1), Improved Sunder(F2), Great Fortitude(3), Cleave(F4), Lightning Reflexes(6), Improved Bull Rush(F6), Awesome Blow(F8), Iron Will(9), Improved Initiative(F10), Improved Natural Attack(Slam)(12), Suppress Weakness(15), Overcome Weakness(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Breath Weapon)(21), Epic Sunder(SK13), Energy Resistance(Cold)(24), Epic Toughness(SK16), Energy Resistance(Cold)(27), Shatter Armor(SK19), Energy Resistance(Cold)(30), Shatter Golem(SK22), Energy Resistance(Cold)(33)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Breath Weapon (Su)

Once every 1d4 rounds, the Infernal Siegebreaker can breathe a 90ft cone of hellfire. This deals 26d10 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, the Infernal Siegebreaker explodes in a 90ft radius burst that deals 26d10 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)

The Infernal Siegebreaker deals an extra 9d6 points of hellfire damage with its slam attacks. This damage also applies to any sunder attacks it makes.

Cold Iron Body (Su)

The Infernal Siegebreaker is constructed wholly of cold iron, allowing its slam attacks to count as cold iron to bypass damage reduction.

Hellfire Shield (Su)

The Infernal Siegebreaker emits massive amounts of heat. Any creature that touches or strikes it 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.

Magical items destroyed by this ability count as sundered for the Infernal Siegebreaker's glorious destruction and absorb dweomer abilities.

Steam Burst (Ex)

Cold damage to the Infernal Siegebreaker causes a spectacular burst of steam as superheated air and magic are cooled. Whenever the Infernal Siegebreaker takes cold damage, it emits a cloud of steam in a radius around itself, equivalent to an obscuring mist spell. The exact size of the radius is equal to the amount of cold damage the Infernal Siegebreaker took, rounded down to the nearest 5ft. For example, if it takes 13 points of cold damage causes it to emit 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.

Coldfear (Ex)

The Infernal Siegebreaker is terrified of cold. Whenever it takes 30 or more points of cold damage in a single attack (or any damage from cold spells or spell-like abilities augmented by the piercing cold metamagic or similar resistance and immunity breaching abilities), it is automatically shaken until the end of the encounter. It will focus on the enemy that dealt the damage to exclusion of all other targets. This fear bypasses any immunities to fear or mind-affecting abilities the Infernal Siegebreaker has, including its racial powers.

An attack must deal this cold damage in a single hit. A spell or ability that consists of multiple attacks does not count, unless one or more of the attacks deals the requisite damage. The damage must deal 30 or more damage after his resistance to cold, if applicable.


Shattering Knight powers:
Spoiler: ShowHide


Magic Touched (Su)

As a result of the ritual to qualify for this prestige class, the shattering knight radiates faint magic. He radiates no particular school of magic. This ability has no further mechanical effect; magic touched represents the latent magic power absorbed by the shattering knight from the many magical items he has destroyed.

Sunder Specialist (Ex)

At 1st level, a shattering knight begins an intense study of how to break objects. He gains a +1 bonus to CMB when he attempts to sunder an object, as well as the same bonus to resist his own equipment from being sundered. He also deals an extra 1d4 points of damage when he successfully damages an object. This extra damage applies to when he sunders a worn or carried object or attacks an unattended object. These bonuses rise by +1 and +1d4 at level 3 and every 2 levels thereafter.  For example, a 5th level shattering knight gains a +3 bonus to his CMB when he sunders and deals an additional 3d4 points of damage if he hits.

The bonus from this ability stacks with the bonus granted by the Improved Sunder feat.

Cleaving Sunder (Ex)

At 2nd level, whenever a shattering knight successfully destroys a worn or carried object through sundering, he may immediately make an attack against the creature that wore or carried the object. Treat this as successfully dropping a foe via the Cleave feat. Doing so counts as a use of his Cleave ability. He may only use this ability once per round, no matter how many times he may use Cleave.

Glorious Destruction (Su)

At 4th level, a shattering knight benefits from a surge of power whenever he destroys a worn or carried magical item via sundering. He gains a +4 morale bonus to attack rolls, weapon damage rolls, armor class, skill checks and saving throws for a number of rounds equal to his shattering knight level + 3. Multiple bonuses gained by destroying multiple magical items do not stack. However, each time another magical item is destroyed, the duration is fully restored. For example, a 4th level shattering knight who destroys a longsword+1 gains this bonus for 7 rounds. If he destroys a buckler+1 4 rounds later, the duration of the bonus granted from glorious destruction resets to 7.

This only applies to objects worn or carried by a creature, unattended objects do not grant any bonus. Items rendered temporary magical, such as a masterwork longsword under the effects of magic weapon, do not enable the bonus from glorious destruction. However, magical weapons further augmented, such as a longsword+1 increased with greater magical weapon, do grant the bonus.

Touch of Adamantine (Su)

At 6th level, a shattering knight's attacks are hard as adamantine due to his training and the magic within him. Any weapon, including natural weapons and unarmed attacks, that the shattering knight uses is treated as being adamantine. They ignore hardness below 20 and count as adamantine to bypass damage reduction. The weapon retains all other qualities.

Improved Glorious Destruction (Su)

At 8th level, the bonuses granted by glorious destruction rise to +8.

Absorb Dweomer (Su)

At 10th level, a shattering knight may drink in the magic of what he destroys and gain a surge of vitality. Three times per day as a free action when he successfully destroys a magical item via sunder, he may choose to absorb the magic into himself. Doing so heals the shattering knight a number of hit points equal to the value of the magical item sundered divided by 500, with any excess gained as temporary hit points. The temporary hit points granted by this ability fade after one hour. A shattering knight can have temporary hit points equal to his maximum hit points, with any excess lost.

For example, a longsword+3 (worth 18000 gold) subjected to absorb dweomer heals 36 hit points, with any excess gained as temporary hit points. Multiple uses of this ability stack.

A magical item subjected to absorb dweomer is forever a non-magical item afterwards. While it can be repaired, it will be a non-magical version of what it was before. A magical longsword subjected to absorb dweomer and then repaired would be a masterwork longsword, for example. Artifacts are not affected by this ability.

If the shattering knight uses absorb dweomer on a non-magical item, it has no effect and that use of absorb dweomer is wasted.


Gear:
Spoiler: ShowHide


The Infernal Siegebreaker has been fitted with custom made bracers that provide constant repairs, giving it fast healing 20. Harkin plans to have more equipment made for it, but right now resources are tied up in the Duke of Destiny's latest plan.
Title: Re: Characters and monsters
Post by: Anastasia on June 01, 2014, 11:22:45 PM
This template is tweaked to provide for creatures of destiny. It's for legendary heroes and exemplars of the highest order. A creature that has this template distills their racial identity into the purest form. They are incredible champions that can approach the the powers themselves.

It's meant to be used sparingly, though you can have more than one paragon of a specific creature. It's just extremely rare. Likewise, not every race produces a paragon.

The base template is from the SRD (and ELH by extension).


Paragon Template

Paragons are the alpha personifications of a species. They have reached the pinnacle of skill and ability and gone farther than any before. A paragon may be the progenitor of a race, the greatest hero they have ever produced, or even a quasi-deity. But without a doubt, through skill and luck they have become one of the best the race has ever produced. They are blessed by destiny and exceed all others.

Creating a Paragon

"Paragon" is an acquired template that can be added to any creature that has reached double the normal hit dice for its type and has at least 21 hit dice. This template cannot be added to a creature with divine rank 1 or higher, and a creature with it that gains divine rank 1 loses this template.

Size and Type

The base creature's size and type are unchanged.

Hit Points

The base creature gains maximum hit points per hit die, as well as an additional 12 hit points per hit die.

Speed

The base creature's base speed doubles for all movement types.

Armor Class

Paragons gain a luck bonus to armor class equal its hit dice divided by three.

Special Qualities

A paragon retains all the special qualities of the base creature and also gains the following special abilities.

Enhanced Magic (Ex)

A paragon creature's spell like abilities, if any, gain a +3 bonus to caster level. All of a paragon's spell like abilities are automatically empowered and extended.

Damage Reduction

A paragon gains damage reduction 10/epic. If they already possess damage reduction that can penetrated, increase it by 5 points instead (or to 10, whichever is higher) and add the epic qualifier to bypass it. If the creature possesses impenetrable damage reduction, increase it by 3 points.

Spell Resistance

A paragon has spell resistance equal to its hit dice + 14.

Fast Healing (Su)

A paragon has fast healing equal to its hit dice + 10.

Paragon's Skill

Every paragon creature is beyond the other members of their race. All racial abilities should be evolved to suit the paragon. This requires an examination of the creature's special attacks and abilities to determine suitable changes. Further, the paragon may develop a brand new ability. Such an ability can be virtually anything, but should fit the abilities of the paragon creature's race.

Paragon's Fortune (Su)

A paragon is in tune with a greater destiny, one that protects it as it excels. Three times per day as an immediate action, the paragon may negate any one source of damage or negative condition. This prevents any and all damage from it, as well as any other effects. Conditions that endure past one round (such as being immersed in lava or in an unearthly cold environment) are only negated for one round.

Saves

The paragon gains a +3 luck bonus to all saving throws.

Abilities

All of the paragon's abilities rise by 6. Abilities of 0 (null) are not increased.

Alignment

Any.
Title: Re: Characters and monsters
Post by: Anastasia on June 02, 2014, 01:02:13 PM
Notes:
Spoiler: ShowHide


Note: This template is made on the assumption that Baator will convert any creature that rises to Ducal rank into a devil, if needed. Most of the power of the template is assumed to come from being integrated into Baator's machine. Native devils and fallen celestials will already have suitable powers to support this template, but other creatures require devilish conversion first. The exact details of this are left up to the DM, such creatures are usually unique devils, but not always.

This template is greatly stripped down from the Duke of Hell template in the Gates of Hell. I prefer to do relatively minimal templates when possible for these ranks, especially since planar lords use the divine rules and gain divine rank. A more elaborate template isn't desired. Also, the various soul harvesting abilities from GoH aren't reflected in this template. While certainly important to any devil, I prefer not to cover these in stat blocks. They're the domain of add ons and DM fiat.

Templates for chaotic creatures tend to be more involved, as the less organized nature of those planes encourages special snowflakes rather than cogs in the machine. Compare this to the Authority of Celestia and Eladrin Hero templates. Like any of these templates, a Duke of Hell's racial powers, template powers and class abilities should synergize into a powerful whole. Generally, it's designed so that you make any improvements from advanced racial hit dice first, then the powers of this template.


Duke of Hell

Dukes of Hell are the direct servants of the Lords of the Nine and the lowest rank of the true diabolical nobility. They organize vast fiefdoms within a layer of Hell and ensure that Hell's goals continue to advance. Each is a unique entity sworn to Baator for all time, with 9 to each layer for a total of 81 dukes. They are commanded by the Lords of the Nine and command the lesser nobility and knights.

Creating a Duke of Hell

"Duke of Hell" is an acquired template that can be added to any living devil or lawful evil fallen celestial with at least 21 hit dice.

Size and Type

The base creature's size and type are unchanged.

Hit Points

The base creature gains maximum hit points per hit die.

Special Attacks

A Duke of Hell retains all the special attacks of the base creature and also gains the following special attacks.

Spell-Like Abilities

1/day-wish. Caster level equals the base creature's hit dice.

Summon Devils (Sp)

The Duke of Hell may summon devils three times per day, and call the same another three times per day. He may call or summon a number of creatures with total hit dice equal to his own hit dice. Unlike a lesser creature's summons, the summons of a Duke of Hell have no chance of failure. This ability replaces the ability to summon devils that a lesser devil possesses.

A fallen celestial instead gains the summon fallen ability. This functions the same except that it summons fallen celestials.

Diabolical Power (Su)

Each Duke of Hell has a unique ability that allows it to further advance his aims. This ability is approximately equivalent to a salient divine ability (and may even be one if desired). This ability may convert and improve a previously existing ability or be created out of whole cloth.

Special Qualities

A Duke of Hell retains all the special qualities of the base creature and also gains the following special qualities.

Diabolical Adaptation (Ex)

A Duke of Hell's abilities are reforged to better suit his role within Hell. At the DM's discretion, any abilities of the base creature may be changed to better suit the diabolical standard. For example, if the base creature's damage reduction requires adamantine to penetrate, it would change to silver. As Dukes of Hell are unique creatures, any changes are managed on a case by case basis. While lesser devils are always pounded into a particular mold, Dukes of Hell are allowed more freedom, so some changes may not be mandatory.

Likewise, the base creature's form will change into a unique form. This may change the base creature's size by one category, add or remove natural attacks and adjust various cosmetic details such as height, appearance and so forth. These changes should reflect the role of the Duke of Hell within Baator, as well as his personality.

This ability is meant to smooth over minor details and ensure the base creature fully fits into its new role. It is not meant to make sweeping changes to the base creature. A creature that needs a great deal of adaptation to fit as a Duke of Hell is likely to be remade into a devil (or a different kind of devil) first, rather than relying on this ability.

Fallen celestials are not subject to this ability, save for the changes to form in the second paragraph. Regardless of the changes, this will not obscure the nature of the base creature as a fallen celestial.

Diabolical Authority (Ex)

A Duke of Hell is invested with a part of Baator's terrifying majesty. He is treated as having divine rank zero for the sake of effects, though he no actual divine rank.

Abilities

The base creature may increase any one ability score (except Wisdom) by 2.

Alignment

Always lawful evil.
Title: Re: Characters and monsters
Post by: Anastasia on June 03, 2014, 02:05:44 PM
Gathgorian, Duke of Hell

Fluff:
Spoiler: ShowHide


Gathgorian is the former Command Sargent-Major of the Pits, the highest non-commissioned officer in Hell. His star has risen for eons as he dealt defeat after defeat to the hordes of the Abyss. He is the perfect representation of a cornugon and a warrior dedicated to crushing chaos. This culminated in his elevation to the Dukes of Hell after Abigor's repeated disgraces. He was secretly directed by Marshal Dagos of the Dark Ministry into this position, but in truth, he cares nothing for politics or his new rank. Gathgorian's only care is the eradication of chaos.

In recent decades, Gathgorian has come to the realization that the Blood War is futile. No matter how many challenging opponents he slays and demons he slaughters, it won't change the fundamental nature of chaos. Chaos is ever spawning and ever changing. No mere physical force will end the Blood War. As the paragon of the cornugons and the greatest one to exist, Gathgorian has come to the conclusion that he must become far more than he is now. He has turned inward to his mind, seeking to bolster his spirit instead.

Gathgorian needs to be more than he is, and as such, his plan is to finish off the sorry Aurora affair and savagely gain as much power in Hell in as short a time as possible. His goal is to anger as many other nobles as possible and threaten Hell's stability while being unimpeachable in his martial conduct. He believes this will force Asmodeus to promote him to Archduke status and banish him from Hell.

Once done, Gathgorian will be free to wander Creation and improve himself. He holds that the various banished Archdukes of Hell each represent important truths of Hell and that he must learn all of them. Once he has learned all of those lessons, Gathgorian will internalize them into himself and become far more than he is now. He will become the paragon of not just the cornugons, but of Hell's might itself. Perhaps this will make him the Lord of the First or force him against Asmodeus, but he cares not. What it will grant him is power and the ability to represent something so perfectly lawful that chaos will dissipate in his presence. With that power, he will be able to march into the Abyss and destroy the plane forever.

Once that is done, Gathgorian will move onto the other planes of chaos and sunder them all. Once chaos is no more, Gathgorian will return to Hell and join the legions as they overcome the rest of Creation. In his mind, the only obstacle in his way is Aurora. He must first fix Abigor's failures and complete the Duke of Destiny's schemes - and finally have a fight with Afina Devilsbane, a mere pixie that managed to stand against his blade. He has quietly nurtured her power so that the battle is the best possible, for the mightier the triumph, the greater the prestige. This in turn progresses his goals along further.


Changelog: Tons, as the previous version was an unfinished beta.

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

Size/Type: Huge Outsider (Devil, Evil, Lawful)
Hit Dice: 12d8+33d10+450+540 (1416 hp)
Initiative: +18
Speed: 60ft, fly 100ft (good)
Armor Class: 73 (-2 size, +10 dex, +27 natural, +15 luck, +9 armor, +4 deflection)(plus possible slow, DC 50)
Base Attack/CMB/CMD: +45/+65/104
Attack: Chaos Breaker+70 (4d6+45 plus 30 vs chaos (daze and deafen (DC 50)) plus 3d6 axiomatic and 1 negative level (6d6 and two negative levels on a critical hit) plus +2/+2d6 vs demons plus stun (DC 50) 17-20 x2)
Full Attack: Chaos Breaker+70 (4d6+45 plus 30 vs chaos (daze and deafen (DC 50)) plus 3d6 axiomatic and 1 negative level (6d6 and two negative levels on a critical hit) plus +2/+2d6 vs demons plus stun (DC 50) 17-20 x2) and bite+61 (3d8+18 plus 30 vs chaos (daze and deafen (DC 50)) plus +2/+2d6 vs demons) and tail+61/+56/+51/+46 (4d6+18 and infernal wound plus 30 vs chaos (daze and deafen (DC 50)) plus +2/+2d6 vs demons)
Space/Reach: 15ft/15ft
Special Attacks: Aura of diabolical victory, infernal wound, spell like abilities, stun, summon devils, castigate chaos 6/day, blade of order's wrath+30 (daze, deafen), judge, jury and executioner, judgment.
Special Qualities: Damage reduction 30/anarchic, epic, good and silver, darkvision 120ft, immunity to fire and poison, resistance to acid and cold 30, regeneration 15, fast healing 55, see in darkness, spell resistance 59, telepathy 300ft, paragon's fortune, diabolical authority, mind's eye, reveal chaos, shield of law.
Saves: Fort +37, Ref +37, Will +34
Abilities: Str 47, Dex 31, Con 31, Int 31, Wis 24, Cha 28
Skills: Balance+58, Bluff+57, Climb+66, Concentration+58, Gather Information+57, Hide+58, Intimidate+57, Knowledge(Arcana)+58, Knowledge(A&E)+58, Knowledge(Geography)+58, Knowledge(History)+58, Knowledge(Local: Avernus)+58, Knowledge(N&R)+58, Knowledge(Planes)+58, Knowledge(Religion)+58, Listen+55, Move Silently+58, Profession(Judge)+55, Sense Motive+55, Spellcraft+58, Spot+55, Swim+66
Feats: Mindsight(B), 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), Combat Reflexes(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), Armor Skin(P20), Demonslayer(45)
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-chain lightning, dictum, dispel chaos, dispel good, Gathgorian's fireball, magic circle against chaos, magic circle against good, greater teleport, persistent image, wall of law. 1/day-wish. Caster level 48th. The save DCs are 19 + spell level. 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 50 Will save or be affected as though by a fear spell (caster level 48th). A creature who successfully saves against this aura cannot be affected again by the fear power of this aura for 24 hours. Other devils are immune to the fear aspect of this ability.

In addition, any time Gathgorian drops an opponent in battle (reducing them to 0 hp or less, or otherwise rendering them unconscious or helpless), all allies (including Gathgorian) 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 50 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 bonuses and penalties from this aspect of this ability last until the end of the encounter.

The save DCs are Charisma based and include a +9 racial bonus.

Stun (Su)

Whenever Gathgorian hits with a greatsword attack, the opponent must succeed on a DC 50 Fortitude save or be stunned for 3d4 rounds. The save DC is Strength based. This ability is a function of Gathgorian, not of the greatsword.

Infernal Wound (Su)

The damage Gathgorian deals with his 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 or a spell that heals hit point damage. However, a character attempting to cast a spell that healing hit point damage on a creature damaged by Gathgorian's tail must succeed on a DC 42 caster level check, or the spell has no effect on the injured creature. 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. Alternately, he can call the same number of devils three times per day. He prefers to summon cornugons.

Regeneration (Ex)

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

Paragon's Fortune (Su)

Gathgorian is in tune with a greater destiny, one that protects him as he excels. Three times per day as an immediate action, he may negate any one source of damage or negative condition. This prevents any and all damage from it, as well as any other effects. Conditions that endure past one round (such as being immersed in lava or in an unearthly cold environment) are only negated for one round.

Diabolical Authority (Ex)

Gathgorian is invested with a part of Baator's terrifying majesty. He is treated as having divine rank zero for the sake of effects, though he no actual divine rank.

Mind's Eye (Su)

Gathgorian has spent ages on the battlefield of the Blood War. He has come to the conclusion that the body is merely a vessel for the mind and soul, an instrument to enact the will of the individual on Creation. This adjustment in his thinking has coincided with his rise to ducal rank and has shaped his new growth. Gathgorian's mind has grown much sharper, he benefits from a +9 enhancement bonus to Intelligence.

Gathgorian's expanded mind has given him Mindsight as a bonus feat. His mindsight is more potent that average, he detects a creature's Charisma score in addition to its Intelligence score and type.


Prosecutor powers:
Spoiler: ShowHide


Reveal Chaos (Su)

A prosecutor is always under the effect of a detect chaos spell. He merely needs to glance at a creature or object to gain the benefit of studying them for three rounds.

Castigate Chaos (Su)

A prosecutor can reveal the weakness of chaos, enfeebling those who champion it. As a standard action he may point or gesture at a chaotic target. Unless the target succeeds on a Will save (DC 10 + 1/2 prosecutor's hit dice + prosecutor's Cha modifier), the target withers to become weak, sick and deformed. This castigation inflicts a -5 penalty to attack rolls, weapon damage rolls, ability checks, skill checks, caster level checks, armor class and saving throws. These penalties last for a number of minutes equal to the prosecutor's hit dice. This ability may be used once per day at 1st level and another time per day every 4 levels thereafter. If the prosecutor uses this ability on a non-chaotic creature, it fails and that use is wasted.

This ability may be dispelled by dispel law, wish or miracle.

Blade of Order's Wrath (Su)

Starting at second level, the prosecutor deals extra damage to chaotic creatures. Any successful melee or ranged attack to a chaotic creature deals an extra 5 points of damage. This extra damage rises by 5 every 4 levels thereafter. This damage applies to melee or ranged weapons as well as natural weapons, but not to spells or supernatural abilities.

At 4th level, a creature who takes damage from blade of order's wrath must make a will save (DC 10 + 1/2 prosecutor's hit dice + prosecutor's Cha modifier) or be dazed for 1 round. A creature need only make one save against this ability per round, multiple hits do not require multiple saves. However, more than one creature can be affected if each is struck in a round. At 8th level, a fortitude save (DC 10 + 1/2 prosecutor's hit dice + prosecutor's Cha modifier) is required as well or the target is permanently deafened.

Judge, Jury and Executioner (Su)

While the prosecutor respects law and attempts to see it carried out whenever possible, he is given special dispensation to take action against the most chaotic. When facing an opponent who radiates an overwhelming aura of chaos (as by detect chaos), the prosecutor always deals maximum damage with his melee and ranged attacks.  Further, all critical threats are automatically confirmed. This applies to weapon attacks, natural weapons and supernatural abilities, but not to spells or spell-like abilities. Finally, a creature who is subject to this ability and is slain by the prosecutor cannot be raised if mortal.  A chaotic outsider slain takes triple the normal time to resurrect to its native plane, one slain on its native plane cannot be resurrected like a mortal.

A properly worded wish or miracle cast at the site of the creature's death can allow a creature to be resurrected, as can the direct intervention of a deity. The tripled wait for a chaotic outsider slain outside of its plane cannot be reduced.

Creatures with divine rank zero or greater are not subject to a delayed or prevented resurrection with this ability.

Judgment (Su)

At 7th level, chaotic outsiders slain by the prosecutor stay dead. A chaotic outsider slain outside of its native plane is considered to have died on its native plane and does not resurrect. A successful Fortitude save (DC 10 + 1/2 prosecutor's hit dice + prosecutor's Cha modifier) negates this final fate.

Creatures with divine rank zero or greater are not subject to this ability.

Shield of Law (Su)

The blessings of law directly shield the prosecutor at 10th level. He is treated as being under the effects of shield of law at all times. The DC for an attacker to resist being slowed is DC 10 + 1/2 prosecutor's hit dice + prosecutor's Cha modifier.


Gear:
Spoiler: ShowHide


Chaos Breaker

This greatsword is forged from cold iron extracted from the spine of Ganalar, a titanic demon lord of iron that fell to Gathgorian in single combat. It has been immersed in tremendous amounts of axiomatic power, polished with the blood of millions of demons and forged in the fires of countless victories in the Blood War. It has come to embody Gathgorian's sole desire in life, the complete obliteration of chaos.

Chaos Breaker is a huge cold iron greatsword+9, axiomatic power and ghost touch. The law within the blade resonates with Gathgorian's Prosecutor abilities and grants them a +9 axiomatic bonus to the save DCs. Additionally, Chaos Breaker represents the absolute, iron will of law. So long as Gathgorian holds the blade, he cannot be disarmed of it by any means. If a creature of chaotic alignment attempts to do so, it also provokes an immediate attack of opportunity from Gathgorian. This is in addition to any other attacks of opportunity the combat maneuver may provoke.

Chaos Breaker counts as a major artifact.

Armor of the Infernal Champion

In the upheaval of Zquujaj's early successes against Hell and Bel, the Traitor attempted to slay Duke Malphas in a massive strike against his fiefdom. The death of Duke Malphas would be catastrophic to Hell's war efforts, something Gathgorian knew from ages of wading through the Blood War. Gathgorian personally took the initiative to challenge Zquujaj's assault, stop it and force the Knight of the Pale Mother to retreat. This victory was one of the few bright spots in the early stages of the Zquujaj fiasco, and as such won Gathgorian a great deal of prestige. As a reward (dictated from below), Duke Malphas personally crafted Gathgorian a suit of armor.

Armor of the Infernal Champion grants Gathgorian a +9 armor bonus to armor class. It has no armor check penalty, arcane spell failure chance and an unlimited maximum dexterity modifier. It counts as light armor, in spite of being form fitting, full plate armor. This armor further protects Gathgorian against chaos, rendering his damage reduction impenetrable (treated as damage reduction/-) to creatures of chaotic alignment.

Armor of the Infernal Champion counts as a major artifact.

As a Duke of Hell and the former Command Sargent-Major of the Pits, Gathgorian has access to massive amounts of treasure. He can get access to any non-epic magical item within a few hours and most epic items within a day. If he is willing to call in favors and make debts, he can get access to various artifacts from other Dukes, Archdukes and Lords of the Nine. Before his promotion, Gathgorian rarely bothered with equipment. These days, after seeing the successes of Aurora in using magical equpment, he has begun to revise that strategy.


Custom Material: [spoiler]

Mechanus Soldier [Axiomatic]
Prerequisite: Int 13.
Benefit: You are trained in the precise methods Mechanus uses to take targets alive for lawful trial. You may inflict non-lethal damage with a lethal weapon or unarmed attack without the normal -4 penalty to attack rolls. In addition, you gain a +1 bonus to CMB for trip and disarm attempts.

Spurn Disorder [Axiomatic]
Prerequisite: Cha 13
Benefit: Your contempt for chaos shields you the attacks of the chaotic. You gain a +2 axiomatic bonus to armor class and saving throws against chaotic creatures.

Order Incarnate [Axiomatic, Epic]
Prerequisite: Spurn disorder, cha 21
Benefit: The powerful order you represent grants you a +6 circumstance bonus to Bluff and Intimidate checks versus chaotic creatures. Such creatures recognize you for what you are and act appropriately.

Demonslayer [Epic]
Prerequisites: Str 25, non-chaotic alignment, must have slain a demon with at least 21 hit dice.
Benefit: Any weapon you wield is far more effective against demons. Its enhancement bonus is counted as +2 higher and deals an extra +2d6 damage against demons. This stacks with similar effects. This bonus extends to natural weapons but not to spells or spell-like abilities.
Special: This feat has been developed in the Blood War by the devils, but a few mortals have learned its secrets and spread it to Creation.
Title: Re: Characters and monsters
Post by: Anastasia on June 04, 2014, 12:15:29 AM
This is a tidied up version of the golem Eb posted over in B3's loot thread. It's meant to be a counter to the infernal siegebreaker. It's Eb's work so I don't have a lot to say about it directly. I do note the changed feats are largely placeholders. Earth devotion you can blame on the Sunnis shard. I could also go on a lengthy digression about awakened golems, constructs being over-HDed messes and the challenges it presents to gestalt play, but nah. Another time.

Changelog: Added bonus HP based on a construct's size. Adjusted saves, they were all 1 point too high. Redid feats from F16 on, as Eb grabbed weapon supremacy without the proper prerequisites of greater weapon focus and greater weapon specialization. Also removed rapidstrike since it doesn't meet the prerequisite of Dexterity 9. Added skills. Adjusted breath DC down for lower base hit dice. Added a token gear section. Tweaked epic feats for more HP.


Ironwyrm Golem 33//Fighter 33

Size/Type: Large Construct
Hit Dice: 33d10+30+33+198 (591 hp)
Initiative: +3
Speed: 30ft
Armor Class: 50 (-1 size, -1 dex, +42 natural)
Base Attack/CMB/CMD: +33/
Attack: Bite +62 melee (2d10+24)
Full Attack: Bite +62 (2d10+24) and 2 claws +62 (3d8+14) and 2 wings +62 (2d6+14) and tail slap +62 (2d8+34)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon.
Special Qualities: Construct traits, damage reduction 15/adamantine and epic, immunity to magic, immunity to rust, fast healing 10, epic construct, Sunnis shard.
Saves: Fort +16, Ref +10, Will +10
Abilities: Str 51, Dex 8, Con -, Int 14, Wis 13, Cha 19 
Skills: Balance+35, Climb+56, Jump+56, Knowledge(A&E)+38, Knowledge(Nature)+38, Listen+37, Spot+37, Swim+56
Feats: Improved Sunder(B), Toughness(B), Improved Initiative(1), Weapon Focus(Bite)(F1), Weapon Focus(Claw)(F2), Power Attack(3), Weapon Focus(Wing)(F4), Improved Natural Attack(Claw)(6), Weapon Focus(Tail)(F6), Weapon Specialization(Bite)(F8), Multiattack(9), Weapon Specialization(Claw)(F10), Improved Multiattack(12), Weapon Specialization(Wing)(F12), Weapon Specialization(Tail)(F14), Earth Devotion(15), Melee Weapon Mastery(Bludgeoning)(F16), Combat Expertise(18), Melee Weapon Mastery(Slashing)(F18), Improved Bull Rush(F20)
Epic Feats: Epic Toughness(B), Penetrate Damage Reduction(Silver)(21), Penetrate Damage Reduction(Adamantine)(F22), Epic Prowess(24), Epic Prowess(F24), Epic Toughness(F26), Epic Prowess(27), Epic Toughness(F28), Epic Prowess(30), Epic Prowess(F30), Epic Prowess(F32), Epic Prowess(33)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Sunnis Shard (Ex)

This shard is from the hand of Lady Sunnis, Princess of Elemental Good for Earth. When used in the construction of a golem made of materials related to Earth(stone, gemstones, metal), it grants a +10 bonus to the golem's strength and natural armor, improved sunder as a bonus feat and fast healing 10. The Sunnishard is consumed on being used.

Breath Weapon (Su)

60ft cone, every 1d4 rounds, 20d10 fire, Reflex DC 26 half. The save DC is Constitution based.

Immunity to Magic (Ex)

An ironwyrm golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A cold effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, an ironwyrm golem hit by a delayed blast fireball cast by a 15th level wizard that would normally deal 52 points of damage instead gains back 17 hit points. The golem gets no saving throw against fire effects.

Immunity to Rust (Ex)

An ironwyrm golem is immune to rust attacks, whether magical or not.


Gear: [spoiler]

None yet, though the golem is meant to be upgraded once finances permit.
Title: Re: Characters and monsters
Post by: Anastasia on June 06, 2014, 08:02:42 PM
The Father

Fluff:
Spoiler: ShowHide


The ancient scroll in your hand shakes with every breath you take. It appears on the verge of collapse, so you read with a desperation born of need. You utter a prayer to the Heavens that it survives long enough for you to finish.

If you are reading this, then The Father is active in Creation. May all the Gods of justice, righteousness and compassion have mercy on your soul, for The Father will have none. Read well, for I pray that the information here will lead to the end of the nightmare. Should you not end the nightmare, then The Father will be freed and only the Gods themselves may be able to stop him.

The Father is the spawn of the Pale Mother and Demogorgon. The details of his parentage are unclear, but it is said that Demogorgon consumed the afterbirth and perhaps a newborn child of the Pale Mother. This afterbirth was not digested, but instead became a rotting tumor between the necks of the Prince of Demons. A frenzy came over Demogorgon, an absolute hunger as he slaughtered and devoured countless demons under his command, the tumor growing ever larger. Eventually, the tumor ruptured and the Father emerged on the wings of a holocaust, in the stinking mires of Abysm. Aameul desired to consume the Father as well, while Hethradiah desired to torment the abomination they had unleashed. In the argument that followed, The Father was able to escape.

The above information is correct as far as I have been able to discern. The massacre and consumption of Demogorgon's thralls has been confirmed by lore from multiple survivors. However, the information about the Pale Mother's role in this is far less reliable.

The Father is an abomination cursed by his sire and unwanted by his distant mother. He is forever cast out of the Outer Planes. Instead he is cast into the mortal realms. Unlike other greater demons, his presence does not wound the mortal world. No, the natural world rarely notices him and never recoils from him. He was cast into my Prime Material world, wherein he established himself as a spiritual leader and attracted the veneration of thousands. But no mercies came from his lessons, no everlasting life beyond that of flesh. His wisdom lead to the reduction of sentient mortals to cattle. Every truth he uttered was a self-destructive falsehood carefully arraigned to appear authentic.

Calamity spread as The Father's vision came to grow. Entire nations fell into anarchy and cannibalism, and soon The Father was the most powerful man in my world. The greatest heroes of the world came to face him, to put an end to this madness.

But The Father was all powerful.

Ultimately, I was one of the last heroes left. I gathered the few remaining, and sought not to destroy The Father, but to contain him. By Oghma's wisdom and the sacrifices of every other soul who opposed him that day, I sealed The Father away into my holy symbol - a book. Exhausted, I took this book to the farthest reaches of Valgadda, which are no more. I wished to seal this book away until the day Creation is no more and allow whom may stand then to deal with this abomination. Yet that night the Lord of Knowledge spoke to me in my dreams, telling me that The Father would one day corrupt his prison and be free once more. The seal will not last forever. Should The Father be free again, he will return to the mortal world. He will return and again there will be feasts. Mortal life will become that of animals, awaiting slaughter.

Kill The Father. Only a weapon forged by a smith born from neither father or mother and made holy can destroy The Father. Unfortunately, one must be strong enough to use this to tear him asunder. We were not. The scythe that rests with this book is one such weapon. It was made by the Glasae Queen, Empress of the Fey Marches. She was born of her own desire to exist, coming fully born into the world. If you wish to slay him, you must free him from this book at dawn in the mortal world. The ground must be consecrated and hallowed, as well as inlaid with seven circles against evil and seven more against chaos. When dawn's light hits the book, he will be freed. The true form of The Father is a vaguely human body of mouths, standing four dozen feet tall. He does not move as much as flow, mouths devouring each other and the space around them.

As to the actual battle, all who oppose The Father must have their minds completely protected by nothing less than the spell mind blank. Anything less will result in the complete shattering of the victim's psyche into unrecoverable madness. Even then, the strain of viewing The Father will inflict great mental trauma. This trauma in particular damages traditional priests, though those who cast from personal magnetism fare better. Of the elements and magic, lightning, cold and sound have no effect on his true form. Fire affects him, though he is resistant. Acid damages him greatly, but does not inflict mortal wounds. Life energy, strangely and for reasons I cannot discern, damage The Father. Of the physical, The Father's true form has no discernible anatomy. Trained warriors that rely on well aimed blows or single, overwhelming strikes (such as from the scythe, to my great lament) are largely ineffective. Manufactured weapons, save the scythe and those like it, are consumed on striking the Father. Woe onto the fool who attempts to claw, punch or bite The Father, for they become his subsistence.

The Father's main strategy is to flow over his victim and consume them whole. Those consumed whole are consumed in body and soul, forever lost. Those who survive quickly transform into abominations, smaller versions of the Father that in the end consume themselves into spiritual and physical oblivion. In his time leading the souls of entire nations to oblivion or damnation, he became learned of clerical magic. His spells carry the same consumptive effect as his bite, though on a slower scale. Divine intervention is the only way known to reverse this process.

The Father also possesses two special traits, one from each of his parents. He has the ability to dominate the minds of the weak, breaking them to his will like his accursed father can. From his mother is the madness on sight explained above. I believe that The Father is in some small way similar to the Pale Mother beneath her ever-shifting veil. Further, the research into forbidden lore regarding the Pale Mother suggests that her origins do not come from this Creation, but from Beyond. It may be that means to battle back the spawns of madness beyond our Creation could be effective against the Father. I do not know, for such means are vanishingly rare. However, there is one flaw in this premise. The Father is a priest. The Beyond rejects divine power and is nearly immune to it. This may be nothing more than addled speculation of madmen and demons forced to speak the truth, for such information can only be extracted through the might of magic.

You who read this are my hope. Angel or devil, saint or sinner, I care not. End the nightmare. No more feasts. Kill The Father.

Amen.


Notes:
Spoiler: ShowHide


- The Father is a mistake, an abomination spawned of the hate of the Abyss. He is shaped by his creation and the rejection of his parents. In turn, he offers himself as a leader to mortals (in the guise of a religious leader and often a surrogate father, as his name suggests), but his lessons and 'love' bring nothing but physical and spiritual oblivion.  He is a victim of abusive parents who in turn knows nothing else but to continue the cycle. Deep in his madness, The Father is aware of the emptiness of what he does, yet he only chases it further. He has nothing else, a creature born of rejection. The only path the Abyss has offered is one of negation.

- The Father's main attack is vicious. Devour deals solid damage, has a sky-high critical hit multiplier and can infect the target with what The Father is. He pairs that with magic centered around consumption and negative levels. His strategy isn't a complex one, but it works. Likewise, his spell selection is narrow and focused. He doesn't have any great depth, but that's okay. Incidentally, this is a spell set the Father would have prepped for battle. He's capable of altering it up, and his work as a false holy man routinely required it. Those spells have never been his passion, however.

- In any case, The Father's a good end boss for an epic level campaign. The task of getting a weapon to kill him will take PCs far and wide, as well as becoming strong enough and with strong allies to defeat him in combat. As of now, he's sealed in a book but the seal is weakening. Muirfinn of Aurora is leading investigations into The Father and hopes to unseal him so that The Father can be destroyed for all time.

- The Father's more than capable of strengthening himself with gear, if given the chance. His true form has difficulty using most magical items, but some can still work (ioun stones, for example).


Abomination 40//Cleric 40

Changelog: Tons, as the previous version was an unfinished beta.

Size/Type: Gargantuan Outsider (Abomination, Chaotic, Evil)
Divine Rank: 0
Hit Dice: 40d8+800 (1120 hp)
Initiative: +11
Speed: 120ft, fly 320ft (perfect)
Armor Class: 63 (-4 size, +37 natural, +11 dex, +9 deflection)
Base Attack/CMB/CMD: +40/+59/89
Attack: Devour+71 (30d10 plus conversion plus consumption 18-20 x6)
Full Attack: Devour+71 (30d10 plus conversion plus consumption 18-20 x6)
Space/Reach: 20ft/20ft
Special Attacks: Devour flesh, augmented critical, conversion, consumption, dominate creature, spells, blasphemous incantation 12/day(DC 41)
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, aura of madness, biting defense, change shape.
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)+65, 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), Violate Spell(6), Quicken Spell(9), Twin Spell(12), Empower Spell(15), Skill Focus(Perform(Oratory))(18), Eschew Materials(30)
Epic Feats: Epic Ability Focus(Conversion)(21), Epic Spell Capacity(C23), Epic Ability Focus(Aura of Madness)(24), Improved Metamagic(C26), Epic Skill Focus(Perform(Oratory))(27), Bonus Domain(Chaos)(C29), Ignore Material Components(C32), Blinding Speed(33), Improved Metamagic(C35), Armor Skin(36), Bonus Domain(Gluttony)(C38), Multiaction(39)
Salient Divine Abilities: -
Alignment: Chaotic Vile

Racial powers:
Spoiler: ShowHide


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. The bonus to attack rolls is included in the statblock above.

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 56 Fortitude save or be swiftly transformed into Father's Blessed Child. 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 drain bypasses immunity from natural, magical and supernatural sources, 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.

A creature subject to Constitution drain from this ability can be saved in one of three ways. A wish or miracle spell can cease the conversion, though it must succeed on a DC 56 caster level check or the spell fails. A deity using alter reality can stop conversion if the deity succeeds on an opposed rank check against The Father. Finally, if the creature affected dies by any other means than Constitution drain from conversion, they merely die. However, the creature's soul is unable to pass on and will incarnate as a ghost in 1 day.

A ghost created in this way cannot rest until The Father is destroyed for all time; however, such a ghost is incapable of harming The Father in any way. They find themselves rejected by The Father in the same way he is rejected by Demogorgon and Pale Night, as well as life itself.

The Father's Blessed Child template can be found in the next post.

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 take damage as if successfully attacked by The Father's devour ability. Weapons that deal lethal damage to The Father are immune to this ability.

Damage Reduction (Ex)

The Father's damage reduction is penetrated by good aligned weapons forged by a smith who is born of neither father or mother.

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 are close to 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 when he is in his 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 55 Will save negates this madness. A mind blank spell or greater magics can prevent this madness, while lesser magic fails to offer any protection. 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. A creature who succeeds on the Will save is immune to The Father's aura of madness for 24 hours. This is a mind-affecting ability.

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

Cursed (Ex)

The Father is an abomination created by the murder of Pale Mother's child at the hands of Demogorgon. Rejected by both parents, he 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.

Change Shape (Su)

The Father can take the form of any Small, Medium or Large humanoid.


Cleric powers:
Spoiler: ShowHide


Spells

The Father casts as a 40th level cleric with access to the Chaos, Evil, Gluttony and Hunger domains (caster level 41st for spells with the chaotic or evil descriptor). The Father may cast and prepare spells from the Hunger domain as if they were on his cleric spell list. His metamagic options are Empower Spell (+1), Quicken Spell (+2),Twin Spell (+2) and Violate Spell (+1)

The save DCs are 19 + spell level. Any creature damaged by or that fail a save against The Father's magic must make an additional DC 56 Fortitude save or be affected as by consumption. See that ability for details.

Add bonus spells next.

[6/day]0: Guidancex3, Purify Food and Drinkx3
[8+1/day]1: (Protection from Good), Divine Favorx4, Tongue Tendrilx4BoVD
[7+1/day]2: (Ghoul GlyphSC), Ghoul Glyphx7
[7+1/day]3: (Create Food and Water), Absorb Mindx7BoVD, 1
[7+1/day]4: (Enervation), Absorb Strengthx7BoVD, 1
[7+1/day]5: (Dispel Good), Dire Hungerx7SC, 2
[5+1/day]6: (Heroes' Feast), Consume Likenessx4BoVD, 1, Quickened Absorb Strength
[5+1/day]7: (Word of Chaos), Twinned Dire Hungerx2, Whirlwind of Teethx3BoVD, 3
[5+1/day]8: (Bite of the KingSC), Violated Whirlwind of Teethx2, Bite of the Kingx3
[5+1/day]9: (Energy Drain), Mass Dire Hungerx3Home, Twinned Whirlwind of Teeth, Violated Empowered Whirlwind of Teeth
[4+1/day]10: (Empowered Energy Drain), Empowered Energy Drainx2, Quickened Bite of the King, Twinned Violated Whirlwind of Teeth
[4+1/day]11: (Twinned Energy Drain), Twinned Violated Empowered Whirlwind of Teethx4
[4+1/day]12: (Empowered Quickened Energy Drain), Twinned Empowered Energy Drainx4
[4+1/day]13: (Quickened Twinned Energy Drain), Father's Embracex4Home, 1
[4+1/day]14: (Quickened Twinned Empowered Energy Drain), All-Devouring Hunterx3Home, Empowered Father's Embrace
[4+1/day]15: (Quickened Twinned Empowered Energy Drain), Consumptive Dispellingx2Home, Violated All-Devouring Hungerx2
[2+1/day]16: (Quickened Twinned Empowered Energy Drain), Twinned All-Devouring Hungerx2

1 - Due to The Father's nature, he ignores the corruption cost for this spell.
2 - The Father has developed a version of this spell that is identical to the SC's version, except that it is a 5th level cleric spell.
3 - The Father has developed a version of this spell that is identical to the BoVD's version, except that it is a 7th level cleric spell.
BoVD - Book of Vile Darkness
Home - Homebrew
SC - Spell Compendium

Blasphemous Incantation (Su)

You can call upon your evil master to smite your enemies. All good creatures within 30 feet must succeed on Fortitude saves (DC 10 + 1/2 your caster level + your Cha modifier) or become sickened for a number of rounds equal to your Charisma modifier (minimum 1 round).

You can utter a blasphemous incantation a number of times per day equal to 3 + your Cha modifier. If you have 5 or more ranks in Knowledge (religion), the DC of the Fortitude save increases by 2.

Blasphemous incantation is a supernatural ability.


Gear:
Spoiler: ShowHide


As The Father is sealed away, he has no gear. He previously used various spellcasting and metamagic aids when in mortal form, to help his guise as a holy man. Should he ever become free again, it is likely he will repeat this tactic.


Custom Material:
Spoiler: ShowHide


Father's Embrace
Divination/Necromancy [Evil]
Level: Corrupt 13
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

By casting Father's Embrace, the target's life force is directly assaulted. The target suffers 3d6 negative levels; a successful Fortitude save halves the negative levels. A creature slain by the negative levels of this spell immediately crumbles to fine dust. The caster is invigorated, gaining the benefits of an absorb mind and absorb strength spell, with the target of both being the target of this spell. In addition, the chance to recall any important fact from the target (via absorb mind) rises to 100%, while the caster gains one half of the target's Strength and Constitution score as an enhancement bonus (via absorb strength), rather than one fourth.

The duration of the absorb mind and absorb strength aspects of this ability are as normal for those spells. These spells may be dispelled as normal and are treated as if the caster cast them normally.

Material Component

A bit of flesh or brain from a corpse subjected to absorb mind or absorb strength.

Corruption Cost

2d6 points of Wisdom damage.

All-Devouring Hunger
Evocation/Transmutation
Level: Clr 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: Cylinder (10ft wide/level and 5ft high/level)
Duration: Instantaneous; see text
Saving Throw: Reflex half and Will negates; see text
Spell Resistance: Yes

This spell creates a giant maw that appears at a point the caster sees fit. It leaps straight up and attempts to devour any creature within the area. Any creature within the area takes 1d8 points of damage per caster level (maximum 40d8, Reflex halves). In addition, any creature damaged must make a Will save or be affected as if by a dire hunger spell. The caster level of this dire hunger equals the caster's caster level.

Mass Dire Hunger
Transmutation
Level: Clr 9, Drd 9
Targets: One or more creatures, no two of which can be more than 30ft apart

This spell functions as dire hunter, except as noted here. At the caster's option, the creatures affected may be instructed to ignore other victims of this spell.
Title: Re: Characters and monsters
Post by: Anastasia on June 07, 2014, 11:42:07 AM
Barachiel, the Messenger.

Notes:
Spoiler: ShowHide


- No flavor block here, as he isn't meaningfully changed from his BoED flavor.
- 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.
- 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

Changelog: Adjusted White Rose damage down by 1, it was off. Added tags for Barachiel's spells. Increased the shield bonus of white rose by 2. Clarified and rewrote how holy anointment's ravage counter works.

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: 100 (-1 size, +13 dex, +7 divine, +23 natural, +13 deflection, +14 shield, +21 armor)(50% miss chance)
Base Attack/CMB/CMD: +42/+65/115
Attack: White Rose+70 (2d6+29 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+29 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 +66, 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 Avoralx2BoED, Obscuring Mist, Vision of HeavenBoED
[9+1/day]2: (Enthrall), Cure Moderate Wounds, Ease Painx2BoED, Hold Personx2, Shield Otherx2, Zone of Truthx2
[9+1/day]3: (Protection from Energy), Blessed Sightx2BoED, Blindness/Deafness, Invisibility Purge, Magic Circle Against Chaos, Prayer, RefreshmentBoED, Telepathy TapBoED, Wind Wall
[8+1/day]4: (Slow), Celestial BrillianceBoED, Death Ward, Dimensional Anchorx3, Greater StatusBoED, Neutralize Poison, Sword of ConsciousBoED
[8+1/day]5: (Greater Command), Break Enchantment, Crown of Flamex2BoED, Inquisitionx2BoED, Mark of Justice, Sacred GuardianBoED, Sicken EvilBoED
[7+1/day]6: (Blade Barrier), Banishment, Crown of BrillianceBoED, Geas/Questx2, Healx3
[7+1/day]7: (Purified Blade Barrier), Greater Restoration, Righteous SmiteBoED, Rain of Embersx2BoED, Shield of the Archonsx3BoED
[6+1/day]8: (Sequester), Crown of GloryBoED, Fire Stormx2, Mass Cure Critical Wounds, Shield of Lawx2
[6+1/day]9: (Time Stop), Etherealness, Mass Healx4, Sublime RevelryBoED
[6+1/day]10: (Consecrated Purified Empowered Blade Barrier), Celestial Valorx2Home, Energetic HealingHome, 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 Gloryx2Home, Legion's Gatesx2Home, Wrath of the HeavensHome
[5+1/day]13: (Empowered Time Stop), Mass Energy ImmunityHome, Purified Burst of Gloryx4Home
[5+1/day]14: (Empowered Time Stop), Empowered Wrath of the Heavensx2, Thunderous VoiceHome, Radiant Stormx2Home
[5+1/day]15: (Empowered Time Stop), Final Penancex2Home, 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

BoED - Book of Exalted Deeds
Home - Homebrew

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 +4 shield bonus to armor class. This bonus in turn stacks with the shield block bonus of knight.

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, is affected by a triple strength celestial lightblood ravage (DC 51 Fort, 3d4 Dex primary, 3d4 Con 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 attack of opportunity 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 hit dice + 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.
Title: Re: Characters and monsters
Post by: Anastasia on June 08, 2014, 09:04:36 PM
Domiel, the Mercy-Bringer

Fluff:
Spoiler: ShowHide


- Domiel's flavor isn't greatly changed from his BoED statblock. In addition to opposing tyranny of all stripes, he ensures the peaceful rest of the dead and hunts the undead. He is not afraid to kill when it is needed and sponsors an order of holy assassins (the Slayers of Domiel prestige class). He also has a fair few skullclan hunters who pay him heed, as the abilities of that class and his own abilities dovetail closely.

- Domiel tends to project a stoic and wise impression. He is not stoic as much as that he enjoys silence and the contemplations of eternal life; he desires to impress this onto those that deal with him. Beneath that he tends to be a bit of a hot-head who desires action against evil. He considers it his personal responsibility to end the undead, a task he cannot afford to tarry over-long on. Yet in spite of that, he knows the value of temperance and subsumes those desires by performing his duties. He is warm and caring to those who spend time with him (so long as they don't impede his duties), especially to mortals and lesser outsiders who travel with him. He is often called fatherly and has personally mentored several promising slayers, including many redeemed assassins.

- Mortals who serve Domiel and that reach the point of death by old age find a special gift. On the day they would die, they instead are restored to good health as a portal appears before them. This portal leads to Mercuria and a spot within one of the tombs of the honored dead. Here they are laid to rest by Domiel himself, who grants them a long, introspective rest that heals the pain of mortal life and imparts the wisdom of Celestia. After many years (no less than 7 and no more than 777), the servant awakens as an outsider in the service of Domiel, all mortal memories retained. Such mortals become favored servants of Domiel and join the ranks of Domiel's personal slayers.

- Generally, Domiel's relations with the rest of the Hebdomad are extremely warm. He is mildly less close to Erathaol than the others, as Erathaol is too reliant on minor interventions and allowing fate to work rather than taking direct action. It is not that Domiel cannot appreciate subtlety, but that he feels Erathaol would be better served with less of it. He works extensively with Raziel, as Domiel's rest is the promised reward for heroes who follow Raziel. He is somewhat distant from Sealtiel, as Domiel does not wish to look closely to Chronias yet. That final mystery is one he wishes to leave until it becomes revealed to all.

- Beyond the Hebdomad, Domiel has strong ties with the Triad. He works with Lathander at times, as both work tirelessly against the living dead. Lathander alternately amuses and annoys Domiel with his often ill-thought out plans - with only some success when he tries to defuse them. Domiel sharpens his lessons of temperance when he visits Lathander. Beyond that, he has generally good relations with the other Heavens and divine realms, as none will think poorly of an accomplished slayer of the undead.

- Domiel's enemies are primarily those who embody and deal with undead. Orcus, Lixer and Velsharoon are all his foes. He also categorically opposes tyrants such as Bane, the devils and most any fiend lawful enough to seek to be a tyrant. Domiel prefers to focus broadly than make particular enemies.

- Of all the Hebdomad, Domiel struggles the most with his chosen of the seven virtues, temperance. In truth, Domiel at heart believes that temperance requires struggle. One who does not need to strive to be temperate is nothing more than a bland shell of a being. Without passions, there is no meaning to temperance. This is not to say that he is at any risk of failing to be temperate, but that it is something he constantly works at to embody.

When properly embodied, temperance allows a being to harness and direct the powers of life, so that they may be constructively used towards good and order. This is a path he teaches archons to walk - not to reject their passions and the callings of excess, but to defeat them and use them to rise higher yet. He knows that even the angels, archons and worthy creatures that come to Mercuria are stained by sin and imperfect. The lesson is not to chase perfection, but to learn to control and direct those feelings.

Likewise, the urge to kill, properly channeled and guided by righteousness, guides his slayers of Domiel. The urge to control, if left unchecked, leads to tyranny and must be mastered. The desire to do good, if allowed to dominate a creature to the exclusion of all else, leads to burn out and spiritual collapse. The need for life can go too far, resulting in sins of the flesh and the horrors that caused celestials such as Belial and Semyaza to fall; further, clinging to life too far causes mortals to seek undeath and create even greater nightmares.


Notes:
Spoiler: ShowHide


- 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. He has some powerful clerical magic to bolster that, though it's somewhat more secondary compared to the rest of the Hebdomad. His caste (movanic deva) doesn't innately get clerical casting, so he didn't develop this until shortly before taking his position. He still prefers to be a rogue first and a spellcaster second.

- Shadowbane Stalker fits his to a T. It gives him amazing stealth abilities and continues his rogue abilities nicely. The epic progression for it could use some custom bonus feats. I'll do that some day.


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, skullclan hunters
Cleric Alignments: LG, NG
Domains: Celestial, Good, Law, Life, Temperance
Favored Weapon: Tyranny's Fall (Greatsword)

Movanic Deva 44//Rogue 10/Shadowbane Stalker 34

Changelog: Reduced wing damage by 1, as it was off. Added a bit of related text to the wings quality in gear. Added smite evil from the celestial domain to special attacks. Changed out reach spell for transdimensional spell. Added spells as well as a new custom spell. A few clarifications to how heavenly deflection works. Added skullclan hunters to worshipers.

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/+69/109
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+22 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), smite evil 7/day.
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 59, immunity to acid, cold and petrification, resistance to electricity and fire 30, 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), Transdimensional 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 (caster level 45th for spells with the good or lawful descriptor). The save DCs are 26 + spell level. Domiel's metamagic options are Invisible Spell (+0), Energize Spell (+1), Transdimensional Spell (+1) and Quicken Spell (+4)

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[9+1/day]1: (Hide from Undead), Blessx3, Detect Undeadx2, Divine Favorx2, Sanctuaryx2
[9+1/day]2: (Lesser Restoration), Consecratex2, Ease Painx2BoED, Light of Mercuriax2SC, Ghost Touch ArmorSC, Stabilizex2SC
[9+1/day]3: (Blessed Sight), Daylight, Heart's Easex2BoED, Ghost Touch Weaponx4SC, Spark of Lifex2SC
[9+1/day]4: (Neutralize Poison), Celestial BrillianceBoED, Death Ward, Divine Powerx2, Freedom of Movement, Moon Boltx2SC, Undead Bane Weaponx2SC
[8+1/day]5: (Invisible Energized Holy Smite), Crown of FlameBoED, Invisible Flame Strike, Life's Gracex3SC, Righteous Mightx3
[7+1/day]6: (Animate Objects), Bolt of Gloryx2BoED, Crown of Brilliancex2BoED, Ghost Trapx2SC, Secure CorpseBoED
[7+1/day]7: (Quickened Ghost Touch Weapon), Energized Bolt of Gloryx2, Greater Restoration, Invisible Rain of Embersx2BoED, Righteous Smitex2BoED
[7+1/day]8: (Holy Aura), Energized Invisible Righteous Smitex2, Invisible Fire Storm, Mass Death Warx2SC, Transdimensional Righteous Smitex2
[6+1/day]9: (Gate), Etherealness, Quickened Righteous Mightx2, Undeath's Eternal Foex3SC
[6+1/day]10: (Quickened Blade Barrier), Celestial Valorx2Home, Energy Immunityx2Home, Mass Freedom of MovementHome, Miracle of HealthHome
[6+1/day]11: (Quickened Dictum), Quickened Energized Bolt of Gloryx3, Latha's Sunmantlex2Home, Tyr's SensesHome
[6+1/day]12: (Quickened Shield of Law), Burst of Gloryx2Home, Quickened Energized Transdimensional Bolt of Gloryx4
[5+1/day]13: (Quickened Gate), Energized Burst of Gloryx2, Mass Energy Immunityx2Home, Quickened Miracle
[5+1/day]14: (Quickened Iron Body), Energized Transdimensional Burst of Gloryx2, Quickened Miracle of Health, Radiant Stormx2Home
[5+1/day]15: (Quickened Iron Body), Energized Radiant Stormx2, Final Penancex2Home, Quickened Tyr's Senses
[5+1/day]16: (Quickened Iron Body), Energized Final Penancex5
[3+1/day]17: (Quickened Iron Body), Domiel's Spread of Lifex3Home

BoED - Book of Exalted Deeds
Home - Homebrew
SC - Spell Compendium

Heavenly Deflection (Su)

At will, 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. He can deflect as many attacks per round as he wishes.

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 hit point 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. They use Domiel's full Strength modifier to determine damage.


Custom Material:
Spoiler: ShowHide


Domiel's Spread of Life
Necromancy
Level: Clr 17, Drd 17, Life 17
Components: V, S, F
Range: 1 mile/level radius centered on the caster
Targets: All undead creatures within the radius

This spell functions as spark of life, except as noted here.

Focus

A diamond imbued with positive energy and worth no less than 40,000 gold.

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 be 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.
Title: Re: Characters and monsters
Post by: Anastasia on June 14, 2014, 11:22:31 AM
Erathaol, the Seer

Fluff:
Spoiler: ShowHide


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.

Of special note, Erathaol counts Duke Taelfagn of Baator as an enemy. Taelfagn is the Duke of Destiny, a loathsome hellspawn that uses fate to drag souls into Hell. The two routinely compete against each other's plans, manipulating events in the present to try and control fate in the future. The recent fall of Lifasa has only intensified this rivalry, as the direct intervention of the Serpent Throne in the Duke of Destiny's affairs has gravely upped the stakes. Erathaol has quietly ensured that Aurora and Lifasa's resistance have been supplied with aid at critical moments.

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.


Notes:
Spoiler: ShowHide


- Erathaol is the strongest of the three lower members of the Hebdomad. He's also built the strongest by far, with several gimmick and powers that let him dominate most battles. Deities aren't fair and he brings that in spades. Not only is he impossible to surprise, he gets a surprise round on you and can have you outnumbered before you even attack.

- More than combat, Erathaol triumphs by wisdom and knowledge. He is rarely involved in a conflict he has not foreseen. He deals with problems weeks, months, years and centuries in advance. In many ways he is in direct contrast with Baator's Duke of Destiny. While Taelfagn seeks to use fate to chain worlds to Baator, Erathaol uses it to spread holy wisdom and see to the growth of mortals. Instead of chains, he presents destiny as a path to be lived up to, one created under the wisdom of Celestia. On the flip side, neither has any love for the slaad. In rare cases, the two have found themselves allies of a sort, both opposing acts of chaos that would deal great damage to important destinies.

- Cosmic Descryer is a neat epic PrC. I like what it does, even if superior planar summoning can be troublesome due to the need to generate a bunch of advanced summons. Can't win 'em all. As far as flavor goes, I assume the advanced summons are a mix of stronger than usual specimens and temporary advancement due to the powers the cosmic descryer taps into. It helps deal with problem of where the hell you get massively advanced summoned creatures.

- Erathaol has various magic relating to time, things generally forbidden by the Temporal Compact. They aren't in the stat block here. These spells, while incredibly powerful, aren't all that useful against other deities. Deities and powers are innately immune to paradox and temporal manipulation. For example, if you went back in time and killed an ascended mortal before they ascended, they'd still exist in the future when you returned. Deific immunity to time shenanigans extends to any mortal status they may have once had - or even status they may hold in the future, if they somehow lose their powers.

- Erathoal's archivist spells are left empty. He uses this as a flexible bank of spells to be tailored to the day's projected needs. In the most general terms, he has what he needs there and it should be treated as such.



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)

Astral Deva 46//Archivist 21/Cosmic Descryer 25

Changelog: Added racial resistance to fire and electricity. Converted Erathaol's knowledge skills to knowledge all, since he bought all of them anyway. Added hide and move silently as skills, as he was 2 skills short. Added cleric spells and several custom spells. Rewrote forewarned's fluff slightly. Rewrote but didn't meaningfully change chronos sapienta's mechanics.

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/+68/112
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, resistance to electricity and fire 30, 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, Hide+71, Knowledge(All)+79(+81 for Arcana, Nature, Planes and Religion), Listen+69, Move Silently+71, 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:
Spoiler: ShowHide


Erathaol casts as a 46th level cleric with access to the Fate, Generosity, Good, Knowledge, Law, Oracle and Time domains (caster level 47th for spells with the good or lawful descriptor, caster level 50th for divinations). The save DCs are 23 + spell level (27 + spell level for conjurations). All of Erathaol's spells are automatically empowered, maximized and twinned. Erathaol's metamagic options are Quicken Spell (+0), Delay Spell (+1), Repeat Spell (+1), Enhance Spell (+2) and Intensify Spell (+5)

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[10+1/day]1: (True Strike), Blessx2, Divine Inspirationx4BoED, Quickened Summon Monster 1x4
[10+1/day]2: (Shield Other), Augury, Ease PainBoED, Lesser Restorationx3, Quickened Summon Monster 2x4
[9+1/day]3: (Magic Circle Against Evil), Cure Serious Wounds, Invisibility Purge, Locate Object, Path of the ExaltedBoED, Quickened Summon Monster 3x4, Telepathy TapBoED
[9+1/day]4: (Divination), Death Wardx2, Quickened Summon Monster 4x4, Sword of Consciencex3BoED
[9+1/day]5: (Dispel Chaos), Inquisitionx2BoED, Quickened Summon Monster 5x4, Sacred GuardianBoED, Telepathy BlockBoED, True Seeing
[8+1/day]6: (Enhanced Holy Smite), Quickened Healx4, Quickened Summon Monster 6x4
[7+1/day]7: (Enhanced Repeat Holy Smite), Greater Restoration, Quickened Summon Monster 7x4, Righteous Smitex2BoED
[7+1/day]8: (Foresight), Enhanced Quickened Storm of Shardsx2BoED, Quickened Summon Monster 8x4
[7+1/day]9: (Time Stop), Enhanced Quickened Righteous Smitex2, Quickened Mass Heal, Quickened Summon Monster 9x4
[7+1/day]10: (Quickened Repeat Summon Monster 9), Enhanced Quickened Repeat Righteous Smitex2, Repeat Quickened Summon Monster 9x4
[6+1/day]11: (Quickened Repeat Summon Monster 9), Heresy's Rewardx2Home, Quickened Superb Dispellingx4Home
[6+1/day]12: (Quickened Repeat Summon Monster 9), Delayed Quickened Superb Dispellingx2, Legion's Gatesx2Home, Quickened Might of the Solarx2Home
[6+1/day]13: (Quickened Repeat Summon Monster 9), Enhanced Quickened Heresy's Rewardx2, Quickened Mass Energy Immunityx2Home, Web of Generosityx2Home
[6+1/day]14: (Quickened Repeat Summon Monster 9), Quickened Radiant Stormx2, Radiant Stormx2Home, Thunderous Voicex2Home
[5+1/day]15: (Greater Foresight), Quickened Final Penancex3Home, Repeat Quickened Radiant Stormx2
[5+1/day]16: (Greater Foresight), Automatic Summonsx5Home
[5+1/day]17: (Greater Foresight), Enhanced Quickened Final Penancex2, Quickened Repeat Automatic Summonsx3
[3+1/day]18: (Greater Foresight), Enhanced Quickened Repeat Final Penance, Greater Web of Generosityx2Home

Change Shape (Su)

Erathaol can assume the form of any Small or Medium humanoid or animal.

Lore (Ex)

Erathaol is a master 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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


Erathaol casts as a 43rd level archivist (caster level 44th for spells with the good or lawful descriptor). The save DCs are 28 + spell level (32 + spell level for conjurations). All of Erathaol's spells are automatically empowered, maximized and twinned. Erathaol's metamagic options are Quicken Spell (+0), Delay Spell (+1), Repeat Spell (+1), Enhance Spell (+2) and Intensify Spell (+5)

Erathaol has knowledge of any spell with the good or lawful descriptor, summonings, divinations and spells relating to time. He routinely alters his spell list each day and tailors it to the day's anticipated tasks.  As such, no firm spell list is provided.

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:
Spoiler: ShowHide


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 9, or summon nature's ally 9-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 while on Arborea. 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:
Spoiler: ShowHide


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. Legend says that it represents knowledge of what could have been and what may come to be. It may well be 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 can also act 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 at his option, or he may choose to act normally during the effect. If he chooses to act normally, treat the battle as normal except that Erathaol and the caster are are the only ones able to act. They are able to affect each other fully during the time stop.

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:
Spoiler: ShowHide


Automatic Summoning
Conjuration (Summoning) [See Text]
Level: Brd 15, Clr 15, Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels); see text
Effect: One summoned creature and magical auras; see text
Duration: 1 round/level; see text
Saving Throw: None
Spell Resistance: No

Automatic summoning summons monsters just like summon monster 9. It counts as summon monster 9 for the sake of effects and abilities. However, unlike summon monster 9, it creates magical aura around the squares the spell summoned monsters into. Each round on the caster's turn, the summons repeat and new monsters are summoned. This requires no concentration or effort on the part of the caster, nor does it remove the previously summoned monsters.  This repeats every round until the end of the spell's duration.

The creatures summoned are the same as the first batch of creatures summoned. They appear in the same square (or the closest unoccupied square if that square is occupied) and otherwise as as normal for summoned creatures.

Automatic summoning can be dispelled by targeting any of the squares where the summons appear. This stops any further summonings but does not remove creatures that have already been summoned. They last for the normal duration of the spell, until slain or separately dispelled.

Arcane Material Component

A tiny bag and a small (not necessarily lit) candle.

Greater Foresight
Divination
Level: Drd 15, Knowledge 15, Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or touch
Target: See text
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This spell functions as foresight, except as noted here. This spell is much more powerful than foresight, the insight bonus to armor class and Reflex saves increases to +7; this spell also grants a +7 insight bonus to initiative.

In addition, you get glimpses of future threats against yourself or the subject of the spell. Once per round as a free action, you may mimic the effects of a divination spell, but you may only ask questions about threats to yourself within the duration of greater foresight and 2 hours afterwards. This mimicked divination bypasses normal protections against divinations, including mind blank, but epic spells and divine abilities foil it.

Greater Web of Generosity
Divination/Necromancy [Good]
Level: Clr 18, Community 18

This spell is identical to web of generosity, except as noted here. Greater web of generosity works across planar boundaries, allows spells of up to 9th level to be cast through the link and also provides a telepathic bond between the caster of the spell and the subjects. This telepathic bond functions across planar boundaries as well.

Web of Generosity
Divination/Necromancy [Good]
Level: Clr 13, Community 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: 1 creature touched/3 levels
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Web of generosity functions as greater status, except that spells of up to 6th level may be cast through the link. In addition, the caster may choose to sacrifice his own life energy to rejuvenate the subjects of this spell. As a standard action, the caster may choose to take damage. This may be any amount of damage up to the caster's current hit points minus one. Each subject of the spell (besides the caster) heals hit points equal to the damage taken by the caster. This damage cannot be prevented or redirected, though the damage may be healed normally.

Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

This spell was developed by Erathaol and is not well known outside of Venya, except for a handful of servants of Sealtiel and Ilmater.

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.
Title: Re: Characters and monsters
Post by: Anastasia on June 14, 2014, 05:40:35 PM
Erathaol Summon 1: 39 hit dice celestial elephants.

Erathaol summons 7 of these at a time with summon monster 9 spells. These elephants are promptly commanded to stampede over his foes and generally keep them occupied. While not any great talent at offensive attacks, they can keep opponents distracted and clog up the battlefield.

Incidentally, Erathaol trains his own elephants for summoning. Most of his summons are creatures he's imported and bred in secluded places in Venya. Those ranks he has in handle animal result from that. His talents as a seer allow him to breed creatures extremely well.

Note: This assumes further progression for the celestial template: Up to 15/epic, resistance 20 and uncapped spell resistance progression.


Size/Type: Huge Magical Beast
Hit Dice: 39d8+429+39+312 (956 hp)
Initiative: +0
Speed: 40ft
Armor Class: 15 (-2 size, +7 natural)
Base Attack/CMB/CMD: +29/+50/60
Attack: Gore+46 (2d8+28)
Full Attack: Slam+46 (2d6+19) and 2 stamps+44 (2d6+9) or gore+46 (2d8+28)
Space/Reach: 15ft/15ft
Special Attacks: Trample 2d8+28, smite evil 1/day.
Special Qualities: Darkvision 60ft, low-light vision, scent, damage reduction 15/epic, resistance to acid, cold and electricity 20, spell resistance 44.
Saves: Fort +29, Ref +18, Will +19
Abilities: Str 48, Dex 10, Con 32, Int 3, Wis 13, Cha 7
Skills: Listen+58, Spot+45
Feats: Alertness(1), Iron Will(3), Endurance(6), Skill Focus(Listen)(9), Toughness(12), Ability Focus(Trample)(15), Power Attack(18)
Epic Feats: Epic Will(21), Epic Skill Focus(Listen)(24), Epic Toughness(27), Epic Ability Focus(Trample)(30), Epic Toughness(33), Epic Toughness(36), Epic Toughness(39)
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Trample (Ex)

Reflex DC 53 halves. The save DC is Strength based.

Smite Good (Su)

1/day, +20 damage to an attack against an evil creature.
Title: Re: Characters and monsters
Post by: Anastasia on June 15, 2014, 12:00:11 PM
Erathaol Summon 2: 40 hit dice celestial dire bears

These creatures are summoned by Erathaol's summon nature's ally 9 spell (through his archivist spellcasting). Regular dire bears are a 6th level summon for summon nature's ally, but Erathaol has discovered how to apply the celestial template to these summons as a mere 7th level summon (versus 8th level for summon monster). In any case, he summons 7 of these at a time to surround and grapple opponents.

Size/Type: Large Magical Beast
Hit Dice: 40d8+400+40+320 (940 hp)
Initiative: +1
Speed: 40ft
Armor Class: 17 (-1 size, +1 dex, +7 natural)
Base Attack/CMB/CMD: +30/+50/61
Attack: Claw+49 (2d6+19 plus improved grab)
Full Attack: 2 claws+49 (2d6+19 plus improved grab) and bite+44 (2d8+9)
Space/Reach: 10ft/10ft
Special Attacks: Improved grab, smite evil 1/day.
Special Qualities: Darkvision 60ft, low-light vision, scent, damage reduction 15/epic, resistance to acid, cold and electricity 20, spell resistance 45.
Saves: Fort +28, Ref +19, Will +19
Abilities: Str 49, Dex 13, Con 30, Int 3, Wis 12, Cha 10
Skills: Listen+46, Spot+46
Feats: Alertness(1), Endurance(3), Run(6), Toughness(9), Weapon Focus(Claw)(12), Power Attack(15), Improved Natural Attack(Claw)(18)
Epic Feats: Epic Toughness(21), Epic Prowess(24), Epic Toughness(27), Epic Prowess(30), Epic Toughness(33), Epic Prowess(36), Epic Toughness(39)
Alignment: Lawful Good

Racial powers: [spoiler]

Improved Grab (Ex)

To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Smite Good (Su)

1/day, +20 damage to an attack against an evil creature.
Title: Re: Characters and monsters
Post by: Anastasia on June 17, 2014, 11:41:37 AM
Pistis Sophia, the Ascetic

Notes:
Spoiler: ShowHide


- The only change from canon is that Pistis Sophia also represents the power of the mind and psionics. Self perfection leads to that path, she is one of the few powers in Creation that deal with psionics at all. She stands on her own merits and is self-sufficient.

- One could make some cutting remarks that the one woman in the Hebdomad is barely at woman at all, but completely sexless and chaste. On consideration, with what Pistis Sophia represents, it was the safest option they had. The BoED had to step lightly around any sexuality (such as Gwynharwyf also being Morwel's consort, compare that to the treatment Faerinaal got) that wasn't completely vanilla, so having a full woman or man have her role would be problematic. While Pistis Sophia isn't sexual at all, nudity simply falls under that umbrella in our culture. Oddly enough, the BoED has a few cases of tasteful nudity, so I dunno.

- Monk and psionics make a great combination for self enlightenment and self sufficiency. Pistis Sophia replaces the normal cleric casting a member of the Hebdomad gets in exchange for psion manifesting. Should Pistis Sophia perish and another archon rise to take up that role, they may not get the same two disciplines as she has. Speaking of, her disciplines are represented closer to being cleric domains. This is intentional and unique to her. There's no mechanical difference, she can select psionics from both disciplines.

- At heart, Pistis Sophia is an overgrown take on the popular monk/psychic warrior combination. She can fight battles with one or the other's skill set entirely, mix them or even use her various salient divine abilities. A power of her level never lacks for options. Her psion manifesting past level 9 is largely a placeholder. The simple truth is that I don't use psionics much, so epic psionics are woefully underdeveloped. Creating several dozen unique epic powers is beyond the scope of this stat block. I plan to return to epic psionics sooner or later. Assuming I do, I'll add to her list then. By the way, her two epic powers are eyeballed for level.

- Pistis Sophia is the rock of the Hebdomad. She is stable, serene and always there to offer long walks through the misty valleys of Solania. She makes a superb therapist and can help the stormiest soul find serenity in meditation. Many high ranking celestials and even the Hebdomad come to her when troubled. She does not solve the internal problems of others but instead opens the way for them to do so on their own. She lets others see the truth so that they may come to terms with it and accept it.

- Pistis Sophia is on good terms with most every other deity and power of good and some of neutrality. She routinely offers her insights when needed most and has helped many a visitor through a long walk in Solania. She takes special pains to stay in touch with all the notable epic manifesters in the Heavens, as those with the gift of psionics are relatively rare in Creation.

- Chastity and sexuality in Creation are an interesting subject. Normal sex isn't a sin in Creation and chastity has no special virtue merely for abstaining from it. The concept of holy chastity is about self control and self mastery. Pistis Sophia is all about self perfection and being able to stand complete. It is the wisdom to see past your needs and desires to the greater truth. Celestials such as Belial didn't fall for merely indulging in the carnal, but allowing it to transform them into something horrible. They lost themselves in their lusts and lost their self control. Likewise, Torm lost himself into rage, just as poisonous a folly as the sins of the flesh.

Despite the normal meaning of chastity and Pistis Sophia's unsubtle genderlessness, chastity could be better be called self control. Good is all about morals, controls and limits. Evil lacks those and does horrible things without those limits. Chastity is a selflessness, the ability to put oneself above wants. Law's take on self control is Pistis Sophia. Compare and contrast with Arborea's typical take on self control; namely, none so long as it's consensual and not inherently wicked.

Self control in Arborea is about knowing your individual limits and staying within them, while doing what you please. In Celestia, a good soul is taught to further learn how to control themselves for the greater understanding, while in Arborea a soul is assumed to find that limit on their own. In that, chastity and self control in Celestia leads closer to the singular ideal of the archons and Chronias. In Arborea, chastity and self control lead to a greater understanding of the individual spirit and the freedom-loving goodness within. In light of that, Pistis Sophia's chaotic counterpart is Sharess.


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: 119 (-1 size, +18 dex, +14 divine, +29 natural, +17 deflection, +20 wis, +11 monk, +1 dodge)
Base Attack/CMB/CMD: +56/+86/163
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 85, +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), Improved Stunning Fist(M44), Psionic Crush(45), Improved Stunning Fist(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:
Spoiler: ShowHide


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: Mistdawn CrystalA 2
[24 pp]11: 3
[27 pp]12: Ascetic's Awakening 2
[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

A - Power can be augmented.

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:
Spoiler: ShowHide


Flurry of Blows (Ex)

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

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

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

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

Evasion (Ex)

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

Ki Strike (Su)

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

Slow Fall (Ex)

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

Purity of Body (Ex)

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

Wholeness of Body (Su)

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

Improved Evasion (Ex)

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

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.

Mastery 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. In addition, the save DC of your stunning fist attempts rises by 1.

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.


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: Psion/Wilder 12
Display: Mental, Visual
Manifesting Time: 1 round
Range: Touch
Target: Non-evil mortal touched
Duration: 1 min/level
Power Points: 27

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: Psion/Wilder 10
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: 21

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: Characters and monsters
Post by: Anastasia on June 20, 2014, 12:15:21 PM
Spark Hunters

The Spark Hunters are an elite squad of hamatula that serve Asmodeus. When a mortal must simply be eliminated for the sake of the King of Hell's plans, they are the executioner's blade. They are not his strongest servants by far - a Nessian Pit Fiend alone is worth many Spark Hunters - but it is a prestigious position and meant to deal with mortal problems on a mortal scale. Generally speaking, the Spark Hunters deal with mortal problems and the Ashmaida deal with immortal problems. Both are used wisely and in suitable situations, as Asmodeus is no fool. The failure of his elite units reflects poorly on his own prestige, after all.

The command structure of the Spark Hunters are cells of 9 members. There are six common members (detailed here), two elite members and one commander. There is no rank above commander, as they are directly commanded by Asmodeus or his personal thralls (Aesmadeva, Martinet and so forth). It is suspected there is 81 Spark Hunters in total or some multiple of 81, such as 3 or 9. It is commonly suggested that there are only 6 of them, but this is a misunderstanding of the command structure and nothing more.

Note that the Spark Hunters use the revised mortal hunter prestige class in the homebrew topic. Condemn mortal is a particularly important ability for them.

The Spark Hunters are mentioned in the Book of Vile Darkness.


Hamatula 18//Ranger 8/Mortal Hunter 10

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 8d8+10d10+144 (243 hp)
Initiative: +8
Speed: 30ft
Armor Class: 35 (+8 dex, +17 natural)
Base Attack/CMB/CMD: +18/+27/45
Attack: Claw+27 (3d8+9 plus improved grab) or longbow+31 (1d8+14 plus 2d6 unholy plus 2d6 axiomatic x3)
Full Attack: 2 claws+27 (3d8+9 plus improved grab) or rapid shot longbow+31/+31/+26/+21/+16 (1d8+14 plus 2d6 unholy plus 2d6 axiomatic x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, hunter's mark, barbed defense, impale, summon devil, improved grab, favored enemies(humanoid(human)+4, humanoid(elves)+2), mortal hunting+5, spells, smite mortals 2/day, mortalbane shout, condemn mortals.
Special Qualities: Damage reduction 15/good and silver, immunity to fire and poison, resistance to acid and cold 10, spell resistance 29, darkvision 60ft, see in darkness, telepathy 100ft, wild empathy, solitary hunting, woodland stride, swift tracker, detect mortals, change shape, dark gift, spurn mortal magic, claws of the overfiend.
Saves: Fort +19, Ref +19, Will +15 (+6 vs mortal magic)
Abilities: Str 28, Dex 27, Con 27, Int 18, Wis 18, Cha 22
Skills: Bluff+27, Climb+30, Concentration+29, Diplomacy+27, Gather Information+27, Hide+29, Intimidate+27, Knowledge(Dungeoneering)+25, Knowledge(Nature)+25, Knowledge(Planes)+25, Listen+27, Move Silently+29, Sense Motive+25, Spot+27, Survival+25, Swim+30
Feats: Alertness(1), Track(R1), Rapid Shot(R2), Mortalbane(3), Endurance(R3), Point-Blank Shot(R4), Power Attack(6), Manyshot(R6), Precise Shot(R8), Favored Power Attack(9), Improved Rapid Shot(12), Mindsight(15), Darkstalker(18)
Epic Feats: -
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-hold monster, greater teleport, major image, order's wrath, plane shift, scorching ray, unholy blight. 1/day-wretched blight. Caster level 18th. The save DCs are 16 + spell level (18 + spell level vs mortals).

Hunter's Mark (Su)

A creature hit by a Spark Hunter finds themselves marked as quarry. Each hit increases the Spark Hunter's mortal hunting bonus by 1 against that creature as well as inflicts a -1 penalty to all saving throws the creature makes against a Spark Hunter's abilities. This stacks with each hit to a maximum of +9. These marks resemble the holy symbol of Asmodeus (a nine-fold pentagram) and can be removed by a break enchantment or greater spell. Otherwise, the marks fade in 9 days.

This ability replaces a standard hamatula's fear special attack.

Impale (Ex)

A Spark Hunter deals 27 points of piercing damage to a grabbed opponent with a successful grapple check. The damage bonus from mortal hunting applies to this ability, including any bonuses from Hunter's Mark.

Improved Grab (Ex)

To use this ability, a Spark Hunter must hit with a claw 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 impale the opponent on its barbed body.

Summon Devil (Sp)

Twice per day a Spark Hunter can summon 3d6 bearded devils, 2d6 barbed devils or 1d6 erinyes. Once per day a Spark Hunter can attempt to summon another Spark Hunter with a 50% chance of success. This ability is the equivalent of a 9th level spell.

Barbed Defense (Su)

Any creature striking a Spark Hunter with handheld weapons or natural weapons takes 27 points of piercing and slashing damage. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.


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.

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.


Mortal Hunter powers:
Spoiler: ShowHide


Spark Hunters cast as 10th level mortal hunters. The save DCs are 16 + spell level(18 + spell level vs mortals).

[4/day]1: Charm Person, Detect Good, Protection from Good, Unnerving GazeBoVD
[4/day]2: Detect Thoughts, Evil EyeBoVD, Magic Circle Against Good, See Invisibility
[3/day]3: Nondetection, Scrying, Vile LanceBoVD
[2/day]4: Call NightmareBoVD, Locate Creature

BoVD - Book of Vile Darkness

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, emit 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: ShowHide


Each Spark Hunter is given a longbow+5, unholy and axiomatic. In addition, a Spark Hunter on a mission is given up to 200,000 gold in equipment suitable to the task. There is no guarantee that the Spark Hunter will be given this much. The gear given is determined by the research and auguries of the Order of the Lie and is generally chosen well.
Title: Re: Characters and monsters
Post by: Anastasia on June 20, 2014, 10:25:53 PM
Spark Hunter, Elite

The elite Spark Hunters are essentially mild upgrades of the basic Spark Hunters. They are stronger but not fundamentally different. They are usually seen with a handful of regular Spark Hunters for more difficult quarries. They're best treated as Spark Hunters+1, used when a target needs a little more force to go down, rather than a different strategy altogether.

Hamatula 22//Ranger 10/Mortal Hunter 12

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 10d8+12d10+198 (313 hp)
Initiative: +8
Speed: 30ft
Armor Class: 35 (+8 dex, +17 natural)
Base Attack/CMB/CMD: +22/+31/49
Attack: Claw+31 (3d8+9 plus improved grab) or longbow+36 (1d8+14 plus 2d6 unholy plus 2d6 axiomatic x3)
Full Attack: 2 claws+31 (3d8+9 plus improved grab) or rapid shot longbow+36/+36/+31/+26/+21 (1d8+14 plus 2d6 unholy plus 2d6 axiomatic x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, hunter's mark, barbed defense, impale, summon devil, improved grab, favored enemies(humanoid(human)+6, humanoid(elves)+2, humanoid(dwarves)+2), mortal hunting+8, spells, smite mortals 3/day, mortalbane shout, condemn mortals.
Special Qualities: Damage reduction 15/epic, good and silver, immunity to fire and poison, resistance to acid and cold 20, spell resistance 33, darkvision 120ft, see in darkness, telepathy 200ft, wild empathy, solitary hunting, woodland stride, swift tracker, evasion, detect mortals, change shape, dark gift, spurn mortal magic, claws of the overfiend.
Saves: Fort +21, Ref +20, Will +16 (+6 vs mortal magic)
Abilities: Str 28, Dex 27, Con 28, Int 18, Wis 18, Cha 22
Skills: Bluff+31, Climb+34, Concentration+34, Diplomacy+31, Gather Information+31, Hide+33, Intimidate+31, Knowledge(Dungeoneering)+29, Knowledge(Nature)+29, Knowledge(Planes)+29, Listen+31, Move Silently+33, Sense Motive+29, Spot+31, Survival+29, Swim+34
Feats: Alertness(1), Track(R1), Rapid Shot(R2), Mortalbane(3), Endurance(R3), Point-Blank Shot(R4), Power Attack(6), Manyshot(R6), Precise Shot(R8), Favored Power Attack(9), Improved Rapid Shot(12), Mindsight(15), Darkstalker(18)
Epic Feats: Epic Mortal Hunting(21)
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-fireball, hold monster, greater teleport, major image, order's wrath, plane shift, scorching ray, unholy blight, wall of fire. 3/day-blasphemy, unholy aura, wretched blight. Caster level 22nd. The save DCs are 16 + spell level (18 + spell level vs mortals).

Hunter's Mark (Su)

A creature hit by a Spark Hunter finds themselves marked as quarry. Each hit increases the Spark Hunter's mortal hunting bonus by 1 against that creature as well as inflicts a -1 penalty to all saving throws the creature makes against a Spark Hunter's abilities. This stacks with each hit to a maximum of +9. These marks resemble the holy symbol of Asmodeus (a nine-fold pentagram) and can be removed by a break enchantment or greater spell. Otherwise, the marks fade in 9 days.

This ability replaces a standard hamatula's fear special attack.

Impale (Ex)

A Spark Hunter deals 36 points of piercing damage to a grabbed opponent with a successful grapple check. The damage bonus from mortal hunting applies to this ability, including any bonuses from Hunter's Mark.

Improved Grab (Ex)

To use this ability, a Spark Hunter must hit with a claw 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 impale the opponent on its barbed body.

Summon Devil (Sp)

Twice per day a Spark Hunter can summon 3d6 bearded devils, 2d6 barbed devils or 1d6 erinyes. Once per day a Spark Hunter can summon another Spark Hunter. This ability is the equivalent of a 9th level spell.

Barbed Defense (Su)

Any creature striking a Spark Hunter with handheld weapons or natural weapons takes 36 points of piercing and slashing damage. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.


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.

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.


Mortal Hunter powers:
Spoiler: ShowHide


Spark Hunters cast as 10th level mortal hunters(caster level 12th). The save DCs are 16 + spell level(18 + spell level vs mortals).

[4/day]1: Charm Person, Detect Good, Protection from Good, Unnerving GazeBoVD
[4/day]2: Detect Thoughts, Evil EyeBoVD, Magic Circle Against Good, See Invisibility
[3/day]3: Nondetection, Scrying, Vile LanceBoVD
[2/day]4: Call NightmareBoVD, Locate Creature

BoVD - Book of Vile Darkness

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, emit 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: ShowHide


Elite Spark Hunters each have the same longbow+5, unholy and axiomatic as a normal Spark Hunter. In addition, the maximum gold value of any equipment given to them for their mission is 250,000 gold. An elite Spark Hunter's gear is always perfectly chosen to enhance its odds of success.
Title: Re: Characters and monsters
Post by: Anastasia on June 22, 2014, 11:15:34 AM
Spark Hunter, Commander

Commanding Spark Hunters. They are nasty customers who exist to kill mortals that interfere with Hell's agenda. They excel at this and lead the Spark Hunters in seeing to this task. They generally stay away and use ranged attacks combined with smite mortal to quickly maximize the penalties from hunter's mark, while its subordinates attempt to finish the task in close. Should one need to fight in close, it takes advantage of barbed defense and tries to impale its opponent.

Hamatula 27//Ranger 10/Mortal Hunter 17

Size/Type: Medium Outsider (Devil, Evil, Lawful)
Hit Dice: 10d8+17d10+270 (412 hp)
Initiative: +9
Speed: 30ft
Armor Class: 45 (+9 dex, +17 natural, +9 armor)
Base Attack/CMB/CMD: +22/+31/49
Attack: Claw+41 (3d8+15 plus improved grab) or longbow+41 (1d8+16 plus 2d6 unholy plus 2d6 axiomatic x3)
Full Attack: 2 claws+41 (3d8+15 plus improved grab) or rapid shot longbow+41/+41/+36/+31/+26 (1d8+16 plus 2d6 unholy plus 2d6 axiomatic x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, hunter's mark, barbed defense, impale, summon devil, improved grab, favored enemies(humanoid(human)+6, humanoid(elves)+2, humanoid(dwarves)+2), mortal hunting+13, spells, smite mortals 4/day, mortalbane shout, condemn mortals.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to fire and poison, resistance to acid and cold 20, spell resistance 38, darkvision 120ft, see in darkness, telepathy 200ft, hunter's authority, wild empathy, solitary hunting, woodland stride, swift tracker, evasion, detect mortals, change shape, dark gift, spurn mortal magic, claws of the overfiend.
Saves: Fort +24, Ref +23, Will +19 (+7 vs mortal magic)
Abilities: Str 30, Dex 29, Con 30, Int 20, Wis 20, Cha 24
Skills: Bluff+37, Climb+40, Concentration+40, Diplomacy+37, Gather Information+37, Hide+39, Intimidate+37, Knowledge(Dungeoneering)+35, Knowledge(Nature)+35, Knowledge(N&R)+35, Knowledge(Planes)+35, Listen+37, Move Silently+39, Sense Motive+35, Spot+37, Survival+35, Swim+40
Feats: Alertness(1), Track(R1), Rapid Shot(R2), Mortalbane(3), Endurance(R3), Point-Blank Shot(R4), Power Attack(6), Manyshot(R6), Precise Shot(R8), Favored Power Attack(9), Improved Rapid Shot(12), Mindsight(15), Darkstalker(18)
Epic Feats: Epic Mortal Hunting(21), Epic Spell Capacity(24), Return Mortal Magic(MH14), Epic Mortal Hunting(27)
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-fireball, hold monster, greater teleport, major image, mass hold monster, order's wrath, plane shift, scorching ray, unholy blight, wall of fire. 3/day-blasphemy, unholy aura, wretched blight. Caster level 27th. The save DCs are 17 + spell level (19 + spell level vs mortals).

Hunter's Mark (Su)

A creature hit by a Spark Hunter finds themselves marked as quarry. Each hit increases the Spark Hunter's mortal hunting bonus by 3 against that creature as well as inflicts a -3 penalty to all saving throws the creature makes against a Spark Hunter's abilities. In addition, the creature suffers a -3 penalty to Intelligence and Wisdom. These penalties stack with each hit to a maximum of +9 or -9. These marks resemble the holy symbol of Asmodeus (a nine-fold pentagram) and can be removed by a break enchantment or greater spell. Otherwise, the marks fade in 9 days.

This ability replaces a standard hamatula's fear special attack.

Hunter's Authority (Su)

The commanders of the Spark Hunters are elite agents of Asmodeus and are bestowed with the authority to command lesser devils. As a full round action, it may reveal this authority as a nine-fold pentagram appearing atop its forehead. Treat this as a charm monster effect (caster level 27th; DC 39) that only affects devils. A devil's spell resistance does not apply against this effect.

Devils of noble rank are immune to this charm, though they are still aware of the commander's rank.

The save DC is Charisma based and includes a +9 profane bonus.

Impale (Ex)

A Spark Hunter deals 45 points of piercing damage to a grabbed opponent with a successful grapple check. The damage bonus from mortal hunting applies to this ability, including any bonuses from Hunter's Mark.

Improved Grab (Ex)

To use this ability, a Spark Hunter must hit with a claw 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 impale the opponent on its barbed body.

Summon Devil (Sp)

Twice per day a Spark Hunter can summon 3d6 bearded devils, 2d6 barbed devils or 1d6 erinyes. Once per day a Commander Spark Hunter can summon another 1d6 Spark Hunters and 1d2 Elite Spark Hunters. This ability is the equivalent of a 10th level spell.

Barbed Defense (Su)

Any creature striking a Spark Hunter with handheld weapons or natural weapons takes 45 points of piercing and slashing damage. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.


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.

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.


Mortal Hunter powers:
Spoiler: ShowHide


Commander Spark Hunters cast as 17th level mortal hunters. The save DCs are 16 + spell level (18 + spell level vs mortals).

[4/day]1: Charm Person, Detect Good, Protection from Good, Unnerving GazeBoVD
[4/day]2: Detect Thoughts, Evil EyeBoVD, Magic Circle Against Good, See Invisibility
[4/day]3: Nondetection, Scrying, Vile Lancex2BoVD
[3/day]4: Call NightmareBoVD, Locate Creature
[3/day]5: Dominate Person, Fiendish QuickeningBoVD, Sending
[2/day]6: Wave of Painx2BoVD

BoVD - Book of Vile Darkness

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, emit 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: ShowHide


Commanding Spark Hunters are given special equipment to own rather than variable equipment like their lesser kin. They each have a longbow+6, unholy and axiomatic. It may use its smite mortals ability with ranged attacks from this bow. They wear bracers of armor+9 that can be invoked as a swift action to cast mislead three times per day. Finally, each wears a pendant that grants a +5 enhancement bonus to its natural attacks and a +2 bonus to the save DC of its mortal hunter abilities.

In addition, a commander may have up to 150,000 gold in additional equipment should it be needed. Should it not be needed, it is likely to have such as consumable items in case of emergency.
Title: Re: Characters and monsters
Post by: Anastasia on June 25, 2014, 12:36:49 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. He's not overwhelmingly different otherwise. For Raziel, a crusade doesn't end until all the warriors are healed. He isn't just about smiting evil, but seeing to the recovery of those who follow that path.

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

Changelog: Cleaned up some wording issues with axiomatic smite and enhance mount. Replaced planar turning with heavenly turning. Same idea, just adapted to the various turn undead changes and made an exalted feat. Swapped imbued healing for explosive spell. Added fire subtype, which was a small oversight. Added cleric and paladin spells.

Size/Type: Large Outsider (Archon, Fire, 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/+94/140
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 vs evil(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 vs evil(DC 60 Fort) 17-20 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, smite evil/chaos 18/day, channel energy 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), Explosive Spell(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), Heavenly 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, Divine Shield,  Elemental Might(Fire), 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 (caster level 59th for spells with the good or lawful descriptor or spells of the healing subschool). The save DCs are 29 + spell level. All of Raziel's spells are automatically purified. Raziel's metamagic options are Consecrate Spell (+1) and Explosive Spell (+2).

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[10+1/day]1: (Burning Hands), Blessx2, Cure Light Woundsx2, Divine Inspirationx2BoED, Remove Fearx2, Sanctuaryx2
[10+1/day]2: (Cure Moderate Wounds), Aidx2, Consecratex2, Cure Moderate Woundsx2, Ease Painx2BoED, Spiritual Weaponx2
[10+1/day]3: (Cloak of Bravery), Cure Serious Woundsx2, Hammer of Righteousnessx4BoED, Inspired Aimx2BoED, Invisibility Purgex2
[9+1/day]4: (Spell Immunity), Death Wardx2, Divine Powerx2, Freedom of Movementx2, Remove Fatiguex2BoED, Sunmantlex2BoED
[9+1/day]5: (Valiant Fury), Crown of Flamex3BoED, Flame Strikex6
[8+1/day]6: (Fire Seeds), Healx3, Touch of Adamantinex3BoED, Vengence Halox2BoED
[8+1/day]7: (Greater Heroism), Greater Restorationx3, Rain of Embersx3BoED, Righteous Smitex2BoED
[7+1/day]8: (Lion's Roar), Antimagic Fieldx2, Dimensional Lockx2, Fire Stormx3
[7+1/day]9: (Mass Cloak of Bravery), Gatex3, Miracle, Storm of Vengeancex3
[7+1/day]10: (Mass Valiant FuryHome), Celestial ValorHome, Energy ImmunityHome, Explosive Fire Stormx3, Miracle of HealthHome, Miracle of UncursingHome
[7+1/day]11: (True Meteor SwarmHome), Consecrated Explosive Fire Stormx4, Martyr's KissHome, Mass RegenerateHome, Tyr's SensesHome
[6+1/day]12: (Greater Fire StormHome), Legion's Gatesx3Home, Wrath of the Heavensx3Home
[6+1/day]13: (Consecrated Greater Fire Storm), Greater Fire Stormx2, Mass Energy Immunityx3Home, Web of GenerosityHome
[6+1/day]14: (Explosive Greater Fire Storm), Raziel's Zealx4Home, Thunderous Voicex2Home
[6+1/day]15: (FirescapeHome), Feed the Infernox3Home, Final Penancex3Home
[5+1/day]16: (Perfect Energy ImmunityHome), Perfect Energy Immunityx5
[5+1/day]17: (Perfect Energy Immunity), Domiel's Spread of Lifex2Home, Rain of Purificationx3Home
[5+1/day]18: (Firescape), Consecrated Rain of Purificationx2, Mass Raziel's Zealx3Home
[5+1/day]19: (Explosive Greater Fire Storm), Explosive Rain of Purificationx5
[4+1/day]20: (Firescape), Field of Rejuvenationx4Home
[4+1/day]21: (Explosive Greater Fire Storm), Field of Restorationx4Home
[2+1/day]22: (Warrior's Boon), Warrior's Boonx2Home

BoED - Book of Exalted Deeds
Home - Homebrew

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 (caster level 59th for spells with the good or lawful descriptor or spells of the healing subschool). The save DCs are 31 + spell level. All of Raziel's paladin spells are automatically purified and quickened. Raziel's metamagic options are Consecrate Spell (+1) and Explosive Spell (+2).

[9/day]1: Blaze of LightHoB, Lesser Restoration, LionheartSC, Rhino's Rushx3SC, Silvered Weaponx2SC, Warning ShoutSC
[8/day]2: Delay Poison, Divine Insightx2SC, Divine Presencex2CC, Fell the Greatest FoeSC, Knight's MoveSC, ZealSC
[8/day]3: Righteous Furyx3SC, Smite Hereticx3BoED, Undead Bane Weaponx2SC
[8/day]4: Break Enchantment, CastigateSC, Divine Retaliationx2PHB2, Favor of the Martyrx2SC, Meteoric StrikePHB2, Neutralize Poison
[8/day]5: Dancing Bladex2PHB2, Divine Retributionx2CC, 1, Life's Gracex2SC, Renewed Vigorx2PHB2
[7/day]6: Healx7
[7/day]7: Holy Starx3SC, Lion's Roarx2SC, Rejuvenating Lightx2CC
[7/day]8: Antimagic Fieldx3, Celestial Valorx2Home, Mass Death Wardx2SC
[7/day]9: Blinding GloryBoED, Mass Healx6
[6/day]10: Mass Valiant Furyx6Home
[6/day]11: True Meteor Swarmx6Home
[6/day]12: Greater Fire Stormx6Home
[6/day]13: Consecrated Greater Fire Stormx6
[3/day]14: Explosive Greater Fire Stormx3

1 - Raziel's divine retribution deals fire damage and Strength damage.
BoED - Book of Exalted Deeds
CC - Complete Champion
HoB - Heroes of Battle
Home - Homebrew
PHB2 - Player's Handbook 2
SC - Spell Compendium

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]

Field of Rejuvenation
Conjuration (Healing)
Level: Clr 20, Drd 20
Components: V, S, DF
Casting Time: 1 round
Range: 1 mile/level radius centered on the caster
Targets: All allied creatures within the radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

All creatures affected by this spell gain fast healing 10 for the duration of this spell.

Field of Restoration
Conjuration (Healing)
Level: Clr 21, Drd 22
Components: V, S, DF
Casting Time: 1 round
Range: 1 mile/level radius centered on the caster
Targets: All allied creatures within the radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All creatures affected by the spell are greatly restored. They gain the benefits of a greater restoration spell. They instantly recover lost extremities as by a regenerate spell and recover from any other negative condition as if targeted by a heal spell (except for recovering hit points).

Feed the Inferno
Abjuration/Transmutation [Fire]
Level: Clr 15, Drd 15
Components: V, S
Range: Medium (100ft + 10ft/level)
Target: 150ft radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting feed the inferno, the caster transforms dispelled magic into the essence of fire. This spell is identical to the area dispel of greater dispel magic with a maximum dispel check of +50. For each spell dispelled by feed the inferno, the caster's melee attacks deal an extra 1d6 points of fire damage for the next 2 rounds (maximum 15d6). A caster with the fire subtype may instead choose to feed on this energy and heal 10 hp per spell dispelled; doing so negates the bonus fire damage from this spell.

Greater Fire Storm
Evocation [Fire]
Level: Clr 13, Drd 12, Fire 12
Casting Time: 1 standard action

This spell functions as fire storm, except as noted here. This spell deals 1d6 points of fire damage per caster level, to a maximum of 35d6.

Rain of Purification
Evocation [Fire, Good]
Level: Sanctified 17
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (250ft radius, 500ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell results in a deluge of burning white-blue fireballs to saturate the area of effect. Each round, this deals 40d8 points of damage to evil creatures within the area of the spell. Half of this damage is fire damage, while the other half is caused by divine power and thus not subject to fire resistance or immunity. Creatures that are in the area of this spell for more than one round are subject to damage each round. Such creatures must make a separate Reflex save each round.

Creatures that take damage from this spell suffer a -7 penalty to attack rolls, saving throws and the caster level of any spells or spell-like abilities with the evil descriptor for 7 days. This penalty can be ended early with a wish or a miracle spell that succeeds on an opposed caster level check against the caster of this spell.

Sacrifice

1d4 points of Strength drain.

Mass Raziel's Zeal
Transmutation [Good]
Level: Clr 18
Targets: One or more living creatures, no two of which can be more than 30ft apart

Thsi spell functions as Raziel's zeal, except as noted here.

Mass Valiant Fury
Transmutation
Level: Courage 10
Targets: One or more living creatures, no two of which can be more than 30ft apart

This spell functions as valiant fury, except as noted here. The morale bonus to Strength and Constitution increases to +6.

Perfect Energy Immunity
Abjuration
Level: Clr 16, Drd 16, Protection 16, Sor/Wiz 16

This spell works as energy immunity, except that it provides immunity to all five types of energy damage (acid, cold, electricity, fire and sonic).

Raziel's Zeal
Transmutation [Good]
Level: Clr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

By casting Raziel's Zeal, you fill the target with a tireless desire to crusade against evil. The target's body burns with zealotry, so much so that they are surrounded by a halo of flames. This flame does not burn anything and sheds light equivalent to the noon sun in a 500ft radius. The zealous flames within the target grant a great deal of power as well. The target is immune to cold, fear, fire and mind-affecting abilities. They also gain a +7 morale bonus to all ability scores.

Warrior's Boon
Transmutation
Level: Clr 22, War 22
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

Warrior's boon empowers a warrior to wage devastating war and gives several benefits. Any equipment the target carries or touches is affected as if by a greater magic weapon or magic vestment spell with a maximum enhancement bonus of +14. The target's critical threat range increases by 1 (for example, a 18-20 threat weapon becomes 17-20), this stacks with improved critical or keenness and applies after they increase the weapon's threat range. Any critical threats the target makes are automatically confirmed. The target's weapon attacks ignore concealment and cover, including total. Once per round as a free action, the target can gain a +20 insight bonus to any one attack roll.  The target gains a +7 bonus to attack rolls and weapon damage rolls.

Finally, the target gains the following feats for the duration of the spell: combat expertise, combat reflexes, improved combat expertise, improved combat reflexes, power attack.

Axiomatic Strike [Axiomatic, Epic]
Prerequisite: Ability to smite chaos, 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.

Heavenly Turning [Epic, Exalted]
Prerequisite: Exalted Turning, cha 25
Benefit: When you channel positive energy, you treat evil outsiders as undead. They take damage from your turning, even if they would normally heal from positive energy.

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: Characters and monsters
Post by: Anastasia on June 25, 2014, 05:23:20 PM
The Red Knight

Fluff:
Spoiler: ShowHide


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.


Notes:
Spoiler: ShowHide


- The Red Knight is fairly straightforward. She's a masterful strategist who wins battles through maneuvers, flanking and other such things. There's not a lot to say about her.

- Queen's Move is something that could become far more powerful in time. At the least, should she ever become a lesser deity or higher, it'll stop her from provoking AoOs altogether. Her weapon is a gift from Tempus and her armor is the symbol of a great victory, but the Queen's Move hasn't had that chance to grow in yet.

- I'm fond of the Red Knight. She's fun to write for, a real go-getter that isn't afraid to start something if it's in her best interests. She's more than capable of taking care of herself, and if something somehow manages to catch her in a bad pinch, Tempus sees her as a daughter. That unspoken threat mitigates a lot of serious efforts, since attacking a greater deity's family is incredibly suicidal. Divine alliances in general discourage going after deities lightly, this one just happens to be a little more fervent than usual.


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

Changelog: Fixed a typo that had her at 35 HD instead of 37 HD, only the HD listing was wrong. Fixed attack rolls, which were off by one. Ditto with damage rolls. Fixed fort saves, which were one too high. Traded out cavalry charger for trample due to prereq issues. Reformatted how her auras are organized her marshal tab. Slightly revised the wording of checkmate's CMB/CMD bonus for clarity.

Size/Type: Medium Outsider (Lawful)
Divine Rank: 4
Hit Dice: 37d10+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/+76/116
Attack: Checkmate+75 (1d8+35 plus 4d6 on crit 17-20 x3)
Full Attack: Checkmate+75/+70/+65/+60 (1d8+35 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 +49, 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), Trample(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 teleport, 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


The Red Knight manifests auras as a 37th level marshal. She knows all major and minor auras.

Minor Auras(+11): All.
Major Auras(+7): All.

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 checks (and thus CMD as well).

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 became 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: Characters and monsters
Post by: Anastasia on June 28, 2014, 11:15:05 PM
Tor Salinus, the Brine Dragon

Fluff:
Spoiler: ShowHide


Ah, Tor Salinus. At this time, he makes sustained mining operations in Salt more expensive than they're worth. But I assure you that I have committees looking into the situation; in the meanwhile, let's discuss your proposed branch office in Dis. I would suggest the services of several erinyes, who can be rented at a reasonable price, of course.

- Dispater, Lord of the Second to Amsel of the Gray Sol mercane trading house.

Now that one, that one is mine. Hah, it's lead me on some wonderful hunts in Salt. It's like hunting an overgrown fish, only this one fights back. He fights rather like a devil with the sheer hate of a demon propelling his actions. One day I'll get him, unless you think you can? I'll be impressed if you come back with his head.

- The Red Knight, discussing her favorite hunts with a newly risen favored servant. The servant was soon after slain on Salt and banished from that plane for 100 years.

Yeah, I know Salt. Did one tour there, lasted two days before that damned dragon found us. Came out of the fucking ceiling like it wasn't there, and before we even can raise a sword, he'd torn half of our forces apart and turned most of the rest into dried up corpses. Only one that made it out. If you're thinking about going, no amount of gold's worth trying to get to those crystal veins. But you're probably some damn fool who thinks he can manage it, eh?

- Mason Borman, retired dwarf bodyguard.

Peace, my faithful servant. Do not be afraid. I know what you want to ask, that you wish to know why I reject your mission to Salt. Tor Salinus stays within his kingdom of salt and dust, while there are so many other threats that reach out to menace the righteous. For now, allow Tor Salinus his empty realm. Everything in its right time and its right place. Now is the time to oppose the actively wicked.

- Erathaol the Seer, to the Authority of the Armies.

The beast is said to be hundred of feet long and wide. Reports of coloration vary and are difficult to ascertain, for Tor Salinus is surrounded by a lattice-work of sharp crystal veins. He wears them like an outer layer of armor, with an inner layer of hardened salt joined by his own scales.

- A quote from the Dragon Codex, a study of famous dragons.

Notes:
Spoiler: ShowHide


- Tor Salinus is a great wyrm sand dragon with various enhancements. He's deadly in part of that and in part because Salt gives him a massive homefield advantage. He uses hit and run tactics and never sticks around to be attacked - come out of the salt, attack, and glide back in before anyone can react to him. Alternately, the various claustrophobic passages and tunnels within Salt are simple for him to collapse. Foes that are too dangerous or trifling don't even see him as he causes them to be buried under tons of salt.

- It's worth noting that Tor Salinus hates any form of life or unlife. He slaughters the undead as much as the living. Simply put, Tor Salinus cannot stand other creatures. He's spent countless lifetimes slaughtering everything in Salt, from the last archomental on down. He's closer to being a force of nature than anything else. In spite of this, he is still a hyper intelligent alpha predator. He's a monster but he's still a dragon.


Sand Dragon 40//Fighter 40

Changelog: Lots of tweaks, as the previous version was something of a beta on top of being old.

Size/Type: Colossal Dragon
Hit Dice: 40d12+520+40+400 (1440 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/+72/89
Attack: Bite+56 (4d8+36 plus 3d6 dessication)
Full Attack: Bite+56/+51/+46/+41 (4d8+36 plus 3d6 dessication) and 2 claws+56 (4d6+24 plus 3d6 dessication) and 2 wings+56 (2d8+24 plus 3d6 dessication) and tail slap+56 (4d6+48 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 ability damage, ability drain, cold, energy drain, fire and force, 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: Appraise+49, Balance+45, Concentration+56, Hide+45, Intimidate+53, Knowledge(Arcana)+49, Knowledge(Local:Salt)+49, Knowledge(Nature)+49, Knowledge(Planes)+49, Knowledge(Religion)+49, Listen+49, Move Silently+45, Spellcraft+49, Spot+49, Survival+49, Use Magic Device+53
Feats: Blind-Fight(B), Eschew Materials(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), Toughness(F10), Rapidstrike(Bite)(12), Dodge(F12), Mobility(F14), Arcane Strike(15), Spring Attack(F16), Improved Rapidstrike(Bite)(18), Bounding Assault(F18), Rapid Blitz(F20), Quicken Spell(24)
Epic Feats: Great Strength(21), 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), Pulverise(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 20 + spell level.

Spells

Tor Salinus casts as a 20th level sorcerer with access to the Thirst Domain. The save DCs are 20 + spell level. All of Tor Salinus' spells are automatically quickened.

In addition, Tor Salinus has the following spells active all day and should be assumed to be pre-cast: Mind Blank, Salt Armor and Superior Resistance. The following spells are cast before any battle Tor Salinus engages in, if possible: Shield, Bite of the Werebear. The stat block above includes the bonuses for these spells.

Spells known:

[6/day]0: Acid Splash, Arcane Mark, Detect Magic, Mage Hand, Mending, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue.
[9/day]1: Parching TouchSand, NerveskitterSC, Obscuring Mist, Shield, SunstrokeSand, True Strike.
[9/day]2: DesiccateSand, Eagle's Splendor, False Life, Ghoul Touch, Mirror Image, Web.
[8/day]3: Tormenting ThirstSand, Displacement, Haste, Protection From Energy, Vampiric Touch.
[8/day]4: Dispel WaterSand, Dimensional Anchor, Enervation, Fire Shield, Greater Invisibility.
[8/day]5: Blight, Cone of Cold, Feeblemind, Flesh to SaltSand, Mass DesiccateSand.
[8/day]6: Symbol of ThirstSand, Chain Lightning, Superior Resistance, True Seeing.
[7/day]7: VitrifySand, Bite of the Werebear, Greater Scrying, Greater Teleport
[7/day]8: Horrid Wilting, Breath Weapon AdmixtureSC, Mind Blank, Salt ArmorHome.
[7/day]9: Energy Drain, Mage's Disjunction, Time Stop, Wish.

Home - Homebrew
Sand - Sandstorm
SC - Spell Compendium

Breath Weapon (Su)

Once every 1d4 rounds, Tor Salinus can breath a 60ft cone of salt and negative energy. This 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. His burrowing leaves behind no tunnel or hole, nor does it create ripples or other signs of his presence. A move earth spell cast on an area containing Tor Salinus flings him back 30ft, 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. Natural terrain in Salt does not block his line of sight or line of effect for his abilities and spells.

Crystal Veins (Ex)

A lattice of Salt's crystal veins cover Tor Salinus' body, presenting a formidable defense. The crystals shred apart any force spell or effect directed at Tor Salinus, rendering him immune to force damage. He destroys effects with the force descriptor by touching or passing through them. Should he pass through one, he is not impeded by it nor is he damaged by it as it is destroyed.

Any creature that strikes Tor Salinus with a melee or natural weapon (but not reach weapons) suffers 5d10 points of slashing damage from the sharp crystals. Creatures that take damage in this way must make a DC 43 Reflex save. Failure results in an additional effect from the table below. Roll 1d10 to determine the effect. The damage on the table below is addition to the base 5d10 points of slashing damage. If the creature does not have the anatomy listed, they take an extra 5d10 points of slashing damage instead.

1-2: 10d10 points of slashing damage and the creature's right leg is severed.
2-4: 10d10 points of slashing damage and the creature's left leg is severed.
5-6: 10d10 points of slashing damage and the creature's right arm is severed.
7-8: 10d10 points of slashing damage and the creature's left arm is severed.
9: 20d10 points of slashing damage, creature's body is bisected at the hips and both legs are lost.
10: 40d10 points of slashing damage, creature's body is messily shredded. All limbs are lost.

Weapons that strike Tor Salinus take the same 5d10 points of slashing damage, though they are not subject to any further effects. Epic magic weapons and artifacts are immune to this damage. The damage bypasses a weapon's hardness and is dealt each time the weapon strikes Tor Salinus.

Finally, the crystal veins around Tor Salinus are enchanted to absorb energy damage. Any non-sonic source of energy damage (acid, cold, electricity, fire) that that deals a base of 30 or more damage causes remnants of that energy to gather in the crystal veins. The energy swirls around Tor Salinus for 10 rounds and grants him a potent defense. He gains resistance 30 to that energy during this time. If exposed to a different qualifying type of energy damage during this time, the previous element discharges in a burst of power, dealing 10d6 points of damage in a 100ft radius around Tor Salinus. The damage type matches the energy type discharged. A DC 43 Reflex save halves this damage. Tor Salinus is not affected by this damage.

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 points of slashing damage to Tor Salinus and any creature within 100ft. A DC 43 Reflex save halves this damage. The shrapnel destroys any force based effects or spells within the radius.  Once broken, the crystal veins slowly heal over 10 minutes. During this time, all benefits from 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 he 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 near rulership of Salt.

- Maximum hit points per hit die.
- He is treated as divine rank 0 for the sake of effects, though he has no actual divine rank.
- Tor Salinus does not need to eat, sleep or breathe.
- He gains access to the thirst domain. He gains the spells from that domain as bonus spells to his sorcerer spells known.
- Tor Salinus can shape the salt around him freely, as if using alter reality. The maximum range of this is 1000ft.

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: [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
Title: Re: Characters and monsters
Post by: Anastasia on June 29, 2014, 07:58:29 PM
Ty-h'kadi

Fluff:
Spoiler: ShowHide


- 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. He is allied with Chan. In most situations, a creature such as he would fall towards evil. At the least, he would fit better with Yan-C-Bin than Lady Chan. However, Air's tilt towards Good is as every bit strong as Fire's tilt towards Evil.

- Archomentals that aren't an elemental prince of Good or Evil tend to be obscure at best. The elemental planes have many things that are simply alien to those not native to them. Few mortals would be aware of him and fewer yet worship him.

- Long ago, Ty-h'kadi was a powerful storm elemental in the service of Talos. He rose to the rank of proxy and ultimately chose to forge his own path. The details of this are unknown, but storm elementals are closer aligned to Air than Talos as a result of it. Ty-h'kadi rules them as a king and god, as much as any of them care about such a thing. As a result, he is often conflated or mistaken for Talos. The fact that he once served Talos is largely unknown and forgotten. He's close to being a mere aspect or proxy of Talos in spite of his desire to stand alone. Only the intervention of Akadi has stopped Talos from reclaiming his wayward servant. Talos has enough on his plate to let it lie for a few eons.


Notes:
Spoiler: ShowHide


- On one side, Ty-h'kadi is an overgrown storm elemental. That's to be expected. His other side is pure barbarian/frenzied berserker SMASH. He goes up and wails on his enemies until they die. He's straight-forward there. If he has prep time, he has a few buff spells-likes, summons and can get a big pile of temporary hit points. He's not dumb, and while he prefers to rage, is capable of fighting tactically should the situation require it. He's also perfectly willing to retreat and fight another day. Both of those go out the window if he's in a rage or frenzy.

- Ty-h'kadi goes light on gear. He just doesn't care about it as an elemental and as a deity. He does use artifacts Chan gives him on occasion and the bracers of armor were a gift from Akadi. He's willingly let countless millions of gold in treasure plummet away into Air, simply because he doesn't care about it.

- Beyond Chan, Talos and Akadi, Ty-h'kadi is obscure. Lady Gwynharwyf of the Court of Stars is familiar with him, as they share interests. He doesn't care for Renbuu, as he finds his art boring and Renbuu finds his storms offensive. Tyr and Bahamut both personally know him and dislike him, though not enough to open hostilities. To them, picking a fight with a neutral archomental over mere personal dislike isn't worth it.


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)

Storm Elemental 37//Barbarian 10/Frenzied Berserker 27

Size/Type: Gargantuan Elemental (Air, Chaotic)
Divine Rank: 2
Hit Dice: 37d12+444+37+148 (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: +37/+63/87
Attack: Stormwrath+61 (4d6+46 plus 3d6 electricity (6d6 on crit) 15-20 x2)
Full Attack: Stormwrath+61/+56/+51/+46 (4d6+46 plus 3d6 electricity (6d6 on crit) 15-20 x2) or rage and frenzy Stormwrath+71/+71/+66/+61/+56 (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, turn earth 10/day, smite 2/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 +40, Ref +27, Will +26
Abilities: Str 50, Dex 25, Con 34, Int 22, Wis 23, Cha 24
Skills: Balance+49, Craft(Storms)+48, Hide+49, Intimidate+73, Knowledge(Arcana)+48, Knowledge(Local: Air)+48, Knowledge(Nature)+48, Knowledge(Planes)+48, Listen+48, Move Silently+49, Spot+48, Survival+48
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.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-arc of lightning, air walk, animate objects, binding winds, bull's strength, call lightning, chain lightning, chaos hammer, cloak of chaos, cloudwalkers, contagion, control weather, control winds, disintegrate, dispel law, earthquake, elemental swarm(air only), entropic shield, gaseous form, greater shout, greater teleport, greater whirlwind, gust of wind, harm, ice storm, inflict critical wounds, inflict light wounds, mage's transformation, magic circle against law, mass inflict light wounds, obscuring mist, protection from law, rage, rhino's rush, righteous might, shatter, shout, sleet storm, song of discord, storm of vengeance, summon monster 6(air creatures only), summon monster 9(chaotic only), whirlwind, wind wall, word of chaos. Caster level 37th. The save DCs are 29 + spell level.

Alter Reality (Su)

Ty-h'kadi 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. Ty-h'kadi can use limited wish when doing so could help him promote storms, rage and lightning. Note that in the situation where Ty-h'kadi 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:

Air: Turn earth creatures 10/day.
Chaos: +1 caster level to chaotic spells.
Destruction: 2/day smite for +4 hit and +18 damage.
Storm: Resistance to electricity 5. Irrelevant.
Windstorm: Rain/snow don't inhibit your sight or movement, treated as one size category larger against winds.
Wrath: 2/day -13 Wisdom for +6 Strength. Lasts 13 rounds.

Divine Aura (Ex)

The save DC against Ty-h'kadi's divine aura is 20 and the radius is 30ft.

Immunities: Ty-h'kadi 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.

Checks: Ty-h'kadi gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Ty-h'kadi does not automatically fail on a natural attack roll or saving throw roll of 1.

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

Remote Communication: As a standard action, Ty-h'kadi can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard on any magical or non-magical wind. In this case, anyone within earshot of the sound can hear it.

Create Items: Ty-h'kadi can create any wondrous item with power related to storms or wrath; the maximum is 4,500 gold.

Portfolio Sense: Ty-h'kadi is aware of any act of storms or fury that involves 1,000 or more people.


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.

Fearsome Gaze (Ex)

You gain a +4 bonus on Intimidate checks and can use Strength instead of Charisma as your key ability for Intimidate. You and your target must be within 60 feet and must be able to see one another.

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 powers:
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: Characters and monsters
Post by: Anastasia on June 30, 2014, 03:22:07 PM
Proxies. If you're not familiar with 3rd edition's take on them, information can be found here. (http://www.d20srd.org/srd/divine/divineMinions.htm) If you're not familiar with them at all, they came from 2nd edition Planescape. Proxies are divinely empowered servants able to speak with the deity's authority and go places the deity cannot. Sigil's the big one, though I imagine they're used all over.

Since Sigil doesn't exist in Balmuria, I chose to keep 3rd edition's interpretation of proxies being divinely empowered servants. I went with DvR0 instead of allowing deities to shuffle around divine ranks, which is not something I cared for. Anyway, this template allows a deity to boost favored servants, but at some risk. Aspects of this template have been seen in other stat blocks.


Proxy

Proxies are the most favored servants of a deity, ones who can speak with the deity's authority. They act on behalf of their patron when the deity is too busy or for matters that do not deserve the deity's personal attention. A deity may have as many proxies as divine ranks, though they may have less or none at all. Proxies are generally powerful outsiders or epic mortals, though any creature with 21 or more hit dice can be a proxy.

This template must be bestowed or taken away in person or at a holy site of the deity. Doing so takes a full-round action on the deity's part.

Creating a Proxy

"Proxy" is an acquired template that can be added to any creature (referred to hereafter as the base creature) who has at least 21 hit dice. The base creature must serve the deity who wishes to bestow proxy status on them. Creatures with pre-existing divine rank are not eligible for this template.

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

- Outsider type with any appropriate alignment subtypes. Undead do not change type.
- Maximum hit points per hit die.
- Boosted speed as according to a table based on size, see the divine rules for this table.
- 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 its 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 + hit dice.
- Charisma modifier as a resistance bonus to saving throws.
- +10 enhancement bonus to all ability scores.

Voice of the Deity (Su)

The proxy speaks with the authority of the deity. They gain a +20 circumstance bonus to any Charisma based checks against followers of that deity. In addition, the proxy's word has the weight of the deity's own. The proxy may pass judgment on the faithful, grant atonement, excommunicate the wayward and even take and process the souls of the deity's followers. For the sake of what this may accomplish, consider it the equivalent of a miracle spell (caster level equals the base creature's hit dice).

Salient Divine Ability (Su)

The base creature's patron may choose to give them access to any one salient divine ability they have. The base 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.

Deity's Watch (Su)

A deity is always aware of a proxy's status. The deity is immediately aware of any harm that comes to the proxy, including negative conditions and status. This ability functions anywhere except divine realms (except the deity's own, of course). A deity who detects a proxy in great danger may act as they see fit, including up to sending an avatar to aid them.

Supplementary Material

Ex-Proxies

It is possible for a proxy to fall out of favor, be replaced or merely be given the position temporarily. A proxy that loses this template remains an outsider with the appropriate alignment subtypes, but loses all other powers of this template. If the proxy's alignment has changed, its alignment subtypes change to match.

If the base creature is still in good standing with its deity, then it suffers no penalties. It may even retain a few abilities from the divine rank 0 template if the deity is pleased with them, though this is solely at the deity's discretion. This is most common when the base creature is meant to be a temporary proxy, as some deities use this as a way to reward powerful mortals and then ease them into the afterlife afterwards.

If the base creature is not in good standing with its deity, it may be subject to various penalties. These vary from deity to deity, but the fall of a servant worthy of proxy status is a steep one. The betrayal of a such a servant is rare and usually provokes divine wrath to fall on them. Being smote and slain out of hand is distinctly possible, and even those that are not killed may suffer under heavy curses.

Non-Epic Proxies

It is possible for a deity to bestow this template on a creature of less than 21 hit dice. However, doing so burns away their soul, as they are unable to withstand unison with the immense power the deity represents. For each day that such a creature has this template, they take 2d12 points of damage. This damage cannot be prevented or healed in any way, the hit point loss is permanent. A creature reduced to zero hit points by this is consumed, soul used up to the last. The creature is beyond even a deity's recall and is forever lost to oblivion.

A non-epic proxy who reaches 21 hit dice while a proxy suffers no further damages and the hit point loss may be healed normally. Likewise, an ex-proxy who reaches 21 hit dice may heal the lost hit points normally. A non-epic proxy who ceases to be a proxy still retains outsider status and any appropriate alignment subtypes. It is not, however, able to retain any other benefits, even if in good standing with its deity.

Familiars, Animal Companions and Special Mounts

A deity may bestow proxy status to the deity's familiar, animal companion, special mount or similar class feature. They need not meet the hit dice prerequisite, as they are already connected to and supported by the deity. Likewise, they are not subject to the rules in non-epic proxies, above, even if they have less than 21 hit dice. The familiars, animal companions, special mounts or similar creatures of creatures without divine rank are never eligible for this template, even if they would qualify (such as being the familiar of a spellcaster with 21 or more hit dice).

Becoming an outsider does not affect the creature's bond with the deity nor does it disrupt it, even if proxy status is revoked. This overrides any text in the class feature's description that would say otherwise.

Dangers of Proxies

While proxies are powerful servants, there are risks that make them best used wisely. The proxy carries a small spark of the deity's own power within them. It is possible for this spark to be stolen by the acts of another deity if they slay the proxy, this requires a successful opposed divine rank check against the deity. Alternately, a rogue proxy that manages to learn the right secrets may be able to prevent its former patron from reclaiming the spark from them.

In either case, a deity that loses the power given to a proxy suffers a -1 penalty to all rolls. The loss of multiple proxy's powers stacks. Stolen sparks may be used in several ways. It may be perverted over time into one compatible with the deity that stole it. This grants the deity a  +1 bonus to all rolls. Multiple converted sparks stack to a maximum of the deity's divine rank. Alternately, the deity may use it to power an extra proxy above and beyond their normal maximum. Finally, the deity may consume the spark to permanently negate a -1 penalty from a lost spark.  A consumed spark is forevermore part of the deity and cannot be recovered.

It is also said that a stolen spark may be used in rituals against the deity and his followers. The exact details are unknown, but at the least, using a stolen spark as a focus for a ritual would inflict a -10 penalty to the saving throws of the deity or any of the deity's followers.

Customized Proxies

Deities are capable of customizing this template to make proxies that better fit them. The deity may replace voice of the deity, salient divine ability and deity's watch with abilities roughly equivalent to them. A deity may add additional powers as well, doing so requires the proxy to count as two proxies and grants an additional three abilities. These abilities may be whatever the deity sees fit and should be in line with the other powers of this template.

Proxies and Spiritual Wounds

Proxies are treated as avatars for the sake of spiritual wounds. Namely, they do not create them. They are able to deal with the Prime Material without consequence unless they choose otherwise.
Title: Re: Characters and monsters
Post by: Anastasia on July 01, 2014, 12:46:26 PM
Primal Air Elemental

Fluff:
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 archomentals, the elemental gods or powerful entities that can contact or contract them. While primal elementals possess 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 lesser 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 lesser 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 who will 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 fact that primal elementals can stand up to even archomentals makes these conflicts rare.

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 oversight over 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 excel at being a foe as tough as the mountains.


Notes:
Spoiler: ShowHide


- Primal elementals are from the ELH. As written in there, they have the problem of being intensely boring opponents. They're like the other elementals, no new tricks save spell resistance and gigantic numbers. These statblocks are meant to add a few more wrinkles while toning down the absurd hit dice bloat they operate under. They get improved evasion/mettle to make their good save even better, improved racial abilities and primal magic.

- Primal magic offers amazing versatility. Fighting a primal elemental isn't just a slugfest, you'll be facing a potent elemental spell each round. How powerful this is depends on the elemental in question. Canny primal elementals will learn or develop buff spells as well as potent means of directly attacking opponents. A properly prepared primal elemental doesn't need gear, because the versatility of primal magic is meant fill that need. Relatedly, primal elementals are good sources of non-standard or customized spells of the elemental's element.

- Note that gestalt means most primal elementals will have +40 BAB instead of +30. Their to hit numbers are low for the hit dice otherwise.


Primal Air Elemental

Changelog: Added a token gear section and slightly reworded a bit of the fluff.

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

Racial powers:
Spoiler: ShowHide


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, air 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.


Gear:
Spoiler: ShowHide


Primal air elements do not care about equipment. They may hold a trinket or two with powers related to the winds, should one catch their attention.
Title: Re: Characters and monsters
Post by: Anastasia on July 01, 2014, 01:14:48 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

Racial powers:
Spoiler: ShowHide


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, air 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.


Gear:
Spoiler: ShowHide


Primal earth elementals care nothing for equipment or gear. Sometimes they may have enchanted gemstones or metal equipment, but this is uncommon.
Title: Re: Characters and monsters
Post by: Anastasia on July 01, 2014, 01:52:09 PM
Primal Fire Elemental

Size/Type: Colossal Elemental (Fire)
Hit Dice: 40d8+320 (640 hp)
Initiative: +25
Speed: 120ft
Armor Class: 45 (-8 size, +17 dex, +25 natural, +1 dodge)
Base Attack/CMB/CMD: +30/+49/77
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+90, 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: Neutral

Racial powers:
Spoiler: ShowHide


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, air 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.


Gear:
Spoiler: ShowHide


Fire elementals do not use gear, as most of it burns up on them. One might use fire-immune equipment if they come on it, but this is not common.
Title: Re: Characters and monsters
Post by: Anastasia on July 02, 2014, 01:09:45 PM
Primal Water Elemental

Changelog: Fixed CMD, which was one too high.

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/+53/69
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

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.


Gear:
Spoiler: ShowHide


Primal water elementals have no need to treasure. A few do keep things that feel good on their watery bodies, but this is rare.
Title: Re: Characters and monsters
Post by: Anastasia on July 07, 2014, 03:29:22 PM
Sealtiel

Fluff:
Spoiler: ShowHide


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 Chronias have exceeded himself.

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 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.


Notes:
Spoiler: ShowHide


- Sealtiel is the penultimate guardian of Chronias. In truth, this is ultimately his least important duty. Chronias has no true need of a guardian, and anything that could threaten the mysteries within would likely overmatch Sealtiel. He is a humble guardian who protects because it is the right thing to do, one who embraces his duty to guide others. Remember, the point of Chronias is to reach it, not to be barred from entry. In any event, should a threat reach that far and be beyond Sealtiel's capacity, it is likely that Zaphkiel will intervene, either directly or through Xerona, the guardian of the Bridge of Al-Sihal.

- One can say that the greatest thing Sealtiel has done is to stay in Jovar instead of looking into Chronias. He does not turn away or reject Chronias, rather that he understands that others must be guided to it and holiness needs to be protected. Sealtiel's best defensive work happens well away from Jovar, through his many defenders of Sealtiel and allied warriors. Compare this to Latha stepping away from Chronias in Balmuria 1.

- Sealtiel is a warrior-type that thrives on defense, long reach, attacks of opportunity and quickened spells. He is capable of wading into armies and destroying them to the last with only AoOs. Stand still and improved trip let him stop opponents cold, so that they can at best approach him at crawl. He may not win battles the fastest - compare him to a whirlwind of offense like Lady Gwynharwyf or Raziel - but he contains, stops and endures his opponents. He generally employs solars that excel at archery or ranged magic to finish off stand stilled or tripped opponents.

- I'm assuming a houserule that Heighten Spell can work past 9th level. I'll add it to houserules once I get that in order.

- Sealtiel's spells may be altered later, as I'm planning a few supplementary posts with more epic sanctified and goodly magic.


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/+98/182
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 48/-, 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+96, Climb+100, Concentration+100, Craft(Armorsmithing)+96, Craft(Bowmaking)+96, Craft(Weaponsmithing)+96, Diplomacy+95, Gather Information+95, Handle Animal+95, Heal+97, Hide+92, Intimidate+95, Knowledge(All)+96, 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), Heighten Spell(51), 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), 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 (caster level 61st for spells with the good or lawful descriptor, caster level 61st for divinations and abjurations). The save DCs are 30 + spell level. All of Sealtiel's spells are automatically quickened. Sealtiel's metamagic options are Purify Spell (+1) and Heighten Spell (Varies).

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[10+1/day]1: (Nimbus of LightSC), Endure Elements, Entropic Shield, Foundation of StoneSCx2, IrongutsSCx2, Sanctuaryx2, Shield of Faithx2.
[10+1/day]2: (Shield Other), Close WoundsSC, Divine ProtectionSC, Hand of Divinityx2SC, Luminous Armorx2BoED, Resist Energy, Silencex2, Undetectable Alignment
[10+1/day]3: (Fly), Antidragon AuraSC, Attune FormSC, Ilmater's ResolveSC, 1, Mass Convictionx3SC, Mantle of Goodx2SC, Protection from Energy, Wall of LightSC
[10+1/day]4: (Spell Immunity), Death Ward, Freedom of Movement, Greater Luminous ArmorBoED, Hand of the FaithfulSC, 2, Mass Shield of FaithSC, Neutralize Poison, RecitationSC, 3, Sheltered VitalitySC, SunmantleBoED
[9+1/day]5: (Commune), Life's GraceSC, Mass Sanctuaryx2SC, Sacred GuardianBoED, Spell Resistance, Wall of Dispel MagicSC, Wall of Stone, Zone of RespiteSC, Zone of RevelationSC
[8+1/day]6: (Waves of Fatigue), Antilife Shellx2, Exalted RaimentBoED, Healx2, Stone BodySC, Superior ResistanceSCVengeance HaloBoED
[8+1/day]7: (Repulsion), Constricting Chainsx2BoED, Holy Starx2[sup[SC[/sup], Fortunate Fatex2SC, Shield of the Archonsx2BoED
[8+1/day]8: (Mind Blank), Antimagic Fieldx2, Greater Spell Immunityx2, Mass Death Wardx2SC, Wall of Greater Dispel Magicx2SC
[7+1/day]9: (Prismatic Sphere), Gate, Mass Healx2, Sublime Revelryx2BoED, Undeath's Eternal Foex2SC
[7+1/day]10: (Celestial Valor), Energy ImmunityHome, Mass Freedom of Movementx2Home, Miracle of Healthx2Home, Miracle of Uncursingx2Home
[7+1/day]11: (Heightened Prismatic Sphere), Heresy's RewardHome, Latha's SunmantleHome, Mass RegenerateHome, Superior Dispellingx4Home
[7+1/day]12: (Heightened Repulsion), Heightened Mass Sanctuaryx3, Legion's Gatesx2Home, Wrath of the Heavensx2Home
[6+1/day]13: (Heightened Blade Barrier), Mass Energy Immunityx3Home, Wall of Superior Dispellingx3Home,
[6+1/day]14: (Heightened Holy Word), Antimagic Zonex4Home, Raziel's Zealx2Home
[6+1/day]15: (Heightened Dictum), Automatic Summoningx2Home, Feed the InfernoHome, Final Penancex2Home, Heightened Heresy's Reward
[6+1/day]16: (Heightened Prismatic Sphere), Heightened Final Penancex2, Heightened Heresy's Rewardx2, Heightened Wrath of the Heavensx2
[5+1/day]17: (Heightened Holy Aura), Domiel's Spread of LifeHomex2, Rain of PurificationHomex3
[5+1/day]18: (Heightened Holy Word), Greater Web of Generosityx2Home, Mass Raziel's Zealx3Home
[5+1/day]19: (Heightened Prismatic Sphere), Heightened Final Penancex5
[5+1/day]20: (Heightened Blade Barrier), Field of Rejuvenationx5Home
[4+1/day]21: (Heightened Dictum), Field of Restorationx4Home
[4+1/day]22: (Heightened Repulsion), Heightened Heresy's Rewardx2, Heightened Wrath of the Heavens2
[1+1/day]23: (Heightened Holy Word), Heightened Final Penance

1 - As Phieran's Resolve from the Book of Exalted Deeds
2 - Due to the nature of Mount Celestia, anyone who worships any member of the Hebdomad, the Triad or Bahamut may pass through the warded area without risk of being stunned.
3 - Due to the nature of Mount Celestia, anyone who worships any member of the Hebdomad, the Triad or Bahamut gains the +3 luck bonus from this spell, rather than +2.
BoED - Book of Exalted Deeds
Home - Homebrew
SC - Spell Compendium

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 plane shift, 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


Antimagic Zone
Abjuration
Level: Clr 14, Magic 13, Protection 13, Sor/Wiz 13
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 10ft/level radius sphere
Duration: 10 min/level
Saving Throw: Will negates; see text
Spell Resistance: See text

This spell functions as antimagic field, except as noted here. This spell may be centered on any place within the range, including a creature or attended object. Creatures or attended objects are allowed a Will save. If they succeed, the antimagic zone is instead centered on the square they occupy instead of themselves. If the creature or attended object fails the save, the zone moves with them.

Jovar's Embrace
Conjuration (Creation) [Good, Lawful]
Level: Clr 15
Components: V, S, F, Archon
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

This spell summons the glittering gems and lustrous metals that decorate Jovar, the Glittering Heaven, and wraps them around the caster in the form of armor. This armor grants you a +21 armor bonus to armor class. The armor blocks incoming spells, spell-like abilities and supernatural abilities as shield of the archons, except it may block up to 3 such attacks per round and it is not subject to being shattered.

This spell was developed by Sealtiel, but he prefers not to attach his name to his creations. This spell is not widely known outside of Jovar.

Focus

A white diamond from Jovar, worth no less than 50,000 gold.

Wall of Superior Dispelling
Abjuration
Level: Clr 13, Sor/Wiz 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: A straight wall whose area is up to one 10ft square/level
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell is identical to wall of dispel magic, except that the dispel effect that of superior dispelling.

Supernatural Disruption [Epic]
Prerequisite: Supernatural Instincts, dex 23
Benefit: When you successfully deal damage on an attack of opportunity 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 attack of opportunity. 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 Expertise, 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: Characters and monsters
Post by: Anastasia on July 08, 2014, 03:51:09 PM
Ilmater

Notes:
Spoiler: ShowHide


Ilmater. 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, as he's fundamentally unchanged in this setting.

Anyway, notes 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

Changelog: Adjusted stunning fist DC for revised mastery of the stunning fist. Added greater plane shift and greater teleport to SLAs. Added paladin spells.

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/+95/163
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, channel energy 23/day (28d6; DC 57), spells, stunning fist 30/day (DC 60), 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 Blast, Divine Blessing(Constitution), Divine Fast Healingx4, Divine Monk, 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, greater plane shift, greater teleport, 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 (caster level 59th for good or lawful spells, as well as for spells of the healing subschool). The save DCs are 30 + spell level. All of Ilmater's paladin spells are automatically quickened. His metamagic option is Extend Spell (+1).

[8/day]1: Cure Light Woundsx2, Divine Favorx3, Lesser Restorationx3
[8/day]2: Cure Moderate Woundsx4, Remove Paralysisx2, Shield Otherx2
[8/day]3: Refreshmentx2BoED, Remove Blindness/Deafnessx2, Remove Cursex2, Righteous Furyx2SC
[8/day]4: Cure Critical Woundsx2, Glory of the Martyrx2BoED, Neutralize Poisonx2, Restorationx2
[7/day]5: Inner Beautyx2FC1, Mass Cure Light Woundsx2, Renewed Vigorx3PHB2
[7/day]6: Greater Restorationx2, Healx2, Mass Cure Moderate Woundsx3
[7/day]7: Mass Cure Serious Woundsx2, Mass Restorationx2SC, Regeneratex3
[7/day]8: Mass Cure Critical Woundsx4, Mass Death Wardx3SC
[6/day]9: Energy Immunityx2Home, Mass Healx2, Miracle of Healthx2Home
[6/day]10: Extended Energy Immunityx2, Extended Undeath's Eternal Foex4SC
[6/day]11: Mass Regeneratex6Home
[6/day]12: Burst of Gloryx2Home, Legion's Gatesx4Home
[5/day]13: Mass Energy Immunityx5Home
[3/day]14: Extended Mass Energy Immunityx3

BoED - Book of Exalted Deeds
FC1 - Fiendish Codex 1
Home - Homebrew
PHB2 - Player's Handbook 2
SC - Spell Compendium

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


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: Characters and monsters
Post by: Anastasia on July 10, 2014, 11:45:13 AM
Bel

Notes:
Spoiler: ShowHide


- 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.

- 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. In contrast, the Lords of the Nine would be far less charitable. The would send what they're required to and use the situation to their advantage. Bel needs more power simply because the nature of evil, even lawful evil, ultimately weakens unity in the face of evil's self interest and self absorption.

- 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's had a really rough time since Balmuria 1. First the B1 PCs released Zquujaj, who promptly went on to become Bel's worst nightmare. Then Alicia and Seira humiliated Abigor and claimed the glory for slaying the Shar-tainted Agares, and escaped Avernus cleanly thanks to Beezlebub playing politics. Then B3 comes and the entire Lifasa fiasco hits. Bel's really hoping for a few quiet millennia of military excellence once Lifasa's wrapped up.


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

Changelog: Changed Bel's poison and disease ability drain to vile ability damage. Revised how Bel's marshal auras are expressed.

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/+80/122
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 damage. The save DC is Constitution based.

Poison (Su)

DC 55; 2d6/4d6 vile Constitution damage. 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 Bel is so vile that it causes lesser beings to cower or pay homage to the might of his evil. All within 900 feet of Bel 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 Bel represents suffer one of the two following effects as determined by the him (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of Bel. 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 Bel makes them frightened, and they flee from him as quickly as they can.

Bel 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 Bel dismisses it. Other Lords of the Nine, and beings possessing divine rank equal to or greater than that of Bel, 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 manifests auras as a 25th level marshal. He knows all major and minor auras.

Minor Auras(+16): All.
Major Auras(+5): All.

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: Characters and monsters
Post by: Anastasia on July 10, 2014, 12:29:54 PM
Notes:
Spoiler: ShowHide


First of all, I recommend reading the notes section at the top of this post (http://www.soulriders.net/forum/index.php/topic,103072.msg1051049.html#msg1051049), as a lot of the insight there applies here as well. The nature of law results in the two realms having a rank that's fairly equivalent to one another, down to the numerological aspects and other such things. That's fine, law is naturally uniform.

There's more turn over in the ranks of Authorities than the Dukes of Hell. Many Authorities reach a state where the call of Chronias beckons them home; this is the normal way of things in Celestia and it is expected that Authorities will leave in that manner. Unlike Hell, Mount Celestia has a true endgame and way to obtain completion available to its servants. Hell only offers empty power and personal desolation disguised as yet more power.

The Authorities of Celestia do not scheme to overthrow the Hebdomad, for they have glimpsed a greater truth that leads to final fulfillment. Instead of the endless politics that consume Baator, the highest ranks of Celestia are completely serene. Even the ones that seek greater power do so on their own terms, to advance the cause of righteousness in their own way. The stark reality of what good and evil offer in Creation is laid bare here: Evil ultimately offers self delusion, hate and self absorption, while good offers fulfillment, love and understanding.


Authority of Celestia

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.

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. 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 (including proxy status), but the Authority cannot also be one of Elysium's Archangels.

Creating an Authority of Celestia

"Authority of Celestia" is an acquired template that can be added to any living creature with at least 21 hit dice.

Size and Type

The base creature's size and type are unchanged. The base creature gains the good and lawful subtypes if it does not already have them.

Hit Points

The base creature gains maximum hit points per hit die.

Special Attacks

An Authority of Celestia retains all the special attacks of the base creature and also gains the following special attacks.

Spell-Like Abilities

1/day-miracle. Caster level equals the base creature's hit dice.

Summon Celestials (Sp)

The Authority may summon archons or lawful good angels three times per day, and call the same another three times per day. The Authority may call or summon a number of creatures with total hit dice equal to his own hit dice. They may attempt to summon a fellow Authority once per day, though the Authority is not obligated to answer the call and is aware of the circumstances surrounding their fellow Authority. If the base creature could previously summon archons, this ability replaces it.

Heavenly Might (Su)

Each Authority has a unique ability that allows it to further advance his aims. This ability is approximately equivalent to a salient divine ability (and may even be one if desired). This ability may convert and improve a previously existing ability or be created out of whole cloth.

Special Qualities

An Authority of Celestia retains all the special qualities of the base creature and also gains the following special qualities.

Teleport (Su)

An Authority of Celestia may use greater teleport at will. The caster level equals the Authority's hit dice.

True Seeing (Su)

An Authority of Celestia benefits from a constant true seeing spell. The caster level equals the Authority's hit dice.

Blessings (Ex)

An Authority of Celestia has been touched by the blinding truth of Chronias. He is treated as having divine rank zero for the sake of effects, though he no actual divine rank.

Alignment

Always lawful good.
Title: Re: Characters and monsters
Post by: Anastasia on July 13, 2014, 02:59:30 PM
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 have 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 prisons 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 superb dispelling 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 200 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

Changelog: Upgraded greater dispel magic SLA to superb dispelling. Added spell list.

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, channel energy 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, blessings, 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, hallow, mark of justice, neutralize poison, restoration, sending, superb dispelling, 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 35th. The save DCs are 23 + spell level.

Aura of Menace (Su)

A righteous aura surrounds Vel Custos when he fights or gets angry. Any hostile creature within a 20ft radius of Vel Custos must succeed on a Will save (DC 42) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Vel Custos. A creature that has resisted or broken the effect cannot be affected again by Vel Custos's aura for 24 hours. The save DC is Charisma based and includes a +2 racial bonus.

Penitentiary Gaze (Su)

Any nonlawful good creature within 30ft of Vel Custos that meets his glowing blue eyes must succeed on a Will saving throw (DC 46) 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 Vel Custos) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Vel Custos 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.

Blessings (Ex)

Vel Custos has been touched by the blinding truth of Chronias. He is treated as having divine rank zero for the sake of effects, though he no actual divine rank.


Cleric powers:
Spoiler: ShowHide


Vel Custos casts as a 34th level cleric with access to the Inquisition, Law, Retribution and War domains (caster level 35th for spells with the lawful descriptor). The save DCs are 22 + spell level. Vel Custos's metamagic options are Extend Spell (+1) and Quicken Spell (+4).

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue.
[8+1/day]1: (Shield of Faith), Bless Water, Command, Cure Light Wounds, Detect Undead, Sanctuaryx2, Shield of Faithx2
[8+1/day]2: (Spiritual Weapon), Augury, Hold Person, Resist Energyx4, Shield Other, Spiritual Weapon
[8+1/day]3: (Speak with Dead), Continual Flame, Cure Serious Wounds, Invisibility Purgex2, Prayer, Remove Disease, Speak with Dead, Wind Wall
[8+1/day]4: (Divine Power), Control Water, Death Wardx2, Dimensional Anchor, Divination, Freedom of Movementx2, Tongues
[7+1/day]5: (Flame Strike), Commune, Extended Freedom of Movement, Righteous Mightx5
[6+1/day]6: (Hold Monster), Banishment, Extended Righteous Might, Healx4
[6+1/day]7: (Dictum), Control Weather, Greater Restoration, Greater Scrying, Quickened Wind Wall, Regenerate, Repulsion
[6+1/day]8: (Shield of Law), Extended Repulsion, Quickened Cure Critical Woundsx2, Superior Vigorx3Home
[5+1/day]9: (Storm of Vengeance), Mass Healx4, Miracle
[5+1/day]10: (Quickened Hold Monster), Quickened Heal, Energy Immunityx4Home
[5+1/day]11: (Quickened Spell Turning), Extended Celestial ValorHome, Heresy's Rewardx2Home, Quickened Holy Word, Tyr's SensesHome
[5+1/day]12: (Quickened Power Word Stun), Burst of Gloryx3Home, Extended Tyr's Sensesx2,
[4+1/day]13: (Quickened Storm of Vengeance), Quickened Mass Healx4
[2+1/day]14: (Quickened Extended Summon Monster 9), Thunderous Voicex2Home

Home - Homebrew



Church Inquisitor powers:
Spoiler: ShowHide


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: Characters and monsters
Post by: Anastasia on July 13, 2014, 09:30:15 PM
Dispater

Notes:
Spoiler: ShowHide


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/+93/134
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 the Lord, 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. The save DCs are 33 + spell level. All of Dispater's spells are automatically extended, silenced, stilled and violated. Dispater's metamagic options are  Retributive Spell (+1), Quicken Spell (+3) and Intensify Spell (+6). Dispater is able to cast spells spontaneously thanks to his Spontaneous Arcane spells salient divine ability.

[4/day]0:
[4+1/day]1:
[4+1/day]2:
[4+1/day]3:
[4+1/day]4:
[4+1/day]5:
[4+1/day]6:
[4+1/day]7:
[4+1/day]8:
[4+1/day]9:
[4+1/day]10:
[4+1/day]11:
[4+1/day]12:
[4+1/day]13:
[4+1/day]14:
[4+1/day]15:
[4+1/day]16:
[4+1/day]17:
[4+1/day]18:
[4+1/day]19:
[4+1/day]20:
[4+1/day]21:
[3+1/day]22:

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 with an unlimited amount of time it can command the fealty of creatures. 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: Characters and monsters
Post by: Anastasia on July 16, 2014, 12:04:11 AM
Arinnaphim, Wandering Protectors of the Sword

Fluff:
Spoiler: ShowHide


Arinnaphim are advanced sword archons trained as consecrated harriers. They serve under the Authority of Wardens and more directly Starala, a throne archon who reports to the Authority of Wardens. They are tasked with going to the mortal world and ensuring that mortals are properly trained to hunt down evil, heretics and enemies of all that is in opposition to Celestia. When mortals fail or there are enemies that mortals cannot oppose, they take up arms and stalk them down themselves. They are teachers and builders as much as hunters, as successful arinnaphim ensure that mortals are well trained and established rather than hunting down every threat themselves.

An arinnaphim is a lone agent expected to guide mortals on their own. They are given a great deal of operational freedom by Starala, who expects them to use it wisely. Oftentimes, an arinnaphim is assigned to a world and expected to establish orders of mortal consecrated harriers attached to various lawful good churches (such as the Hebdomad, the Triad and other allies) while ensuring that the forces of evil do not run amok. On other occasions, arinnaphim are commanded to join groups of mighty mortal heroes in the pursuit of greater fiends, undead and other servants of evil. Rarely, great evils result in a squad of 7 arinnaphim being dispatched. They are bolstered by 7 squads of 7 hound archons, several advanced hound archon paladins and several movanic devas.

Arinnaphim serves as both a name for these sword archons as well as the name of the greater group. It's used interchangeably for them.


Notes:
Spoiler: ShowHide


- Arinnaphim are meant to be specialized minions for Vel Custos. While his primary focus is dealing with imprisoning the wicked, there is still a need to capture the wicked in the first place. The arinnaphim are hardly the only celestials that do so, these are merely another take on a familiar concept. More than that, however, they are also law-givers and teachers. They aid and instruct mortals to do what must be done, so that they may grow and approach closer to the holy mountain.

- It's worth briefly discussing how Celestia organizes itself. Generally speaking, each layer is ruled by a member of the Hebdomad. They in turn are served by seven Authorities, who oversee important concepts to the layer. The Authorities in turn direct Celestia's bureaucracy and mission through various interconnected agencies. Unlike mortal bureaucracies, Celestia's works and works efficiently. Tangles are resolved by the Authorities, the Hebdomad or various lawful good deities. Speaking of, the works of the lawful good deities and the works of the Hebdomad naturally cross over. This happens without difficulty and with easy cooperation, as the nature of lawful good and Celestia enables different parts to work together towards one glorious whole.

In this case, the arinnaphim are but one organization in Celestia. There is plenty of overlap with other groups. It works out anyway, and often the arinnaphim may cooperate with other parts of Celestia. For example, they often work with Slayers of Domiel to help track down threats that must be slain instead of captured.

- Arinnaphim are relentless trackers. Teleport + track + astral tracking means they can chase quarries even after using magic to escape. Beyond that, they're set up to have good offense with divine might, favored enemy, power attack and discorporating dive. They're light on hit points and I imagine more experienced members track down con boosters as soon as possible. This is a quirk of sword archons in general.

- Discorporating dive now allows them to use dive with armblades and is at will, rather than 3/day ID. The DC is upgraded a bit to compensate as well. Armblades are also upgraded to +4 weapons but are otherwise unchanged.

- There's some similarities between arinnaphim and the spark hunters. It's mostly coincidental. The spark hunters are closer to hit men, while the arinnaphim are trackers, teachers and builders. The spark hunters are built to kill mortals and do that alone, while the arinnaphim have more expansive responsibilities.



Sword Archon 15//Paladin 5/Consecrated Harrier 10

Size/Type: Large Outsider (Archon, Good, Lawful)
Hit Dice: 15d10+30+15 (130 hp)
Initiative: +3
Speed: 40ft, fly 90ft (good)
Armor Class: 35 (-1 size, +3 dex, +14 natural, +9 armor)
Base Attack/CMB/CMD: +15/+24/37
Attack: Armblade+26 (2d6+12 plus 1d6 fire plus 2d6 holy 19-20 x2)
Full Attack: 2 armblades+26/+21 (2d6+12 plus 1d6 fire plus 2d6 holy 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Armblades, discorporating dive, spell-like abilities, favored enemy(evil outsiders)+2, channel energy 7/day(1d6; DC 15), spells, blessing of scripture+6.
Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60ft, immunity to electricity and petrification, low-light vision, magic circle against evil, spell resistance 30, teleport, tongues, aura of good, detect evil, hunter of fiends, divine grace, lay on hands(20 hp), aura of courage, divine health, special mount, detect chaos, dispel magic, crushing despair, false vision, implacable hunt, faultless hunt.
Saves: Fort +15, Ref +16, Will +15 (+4 vs poison, +4 vs illusions)
Abilities: Str 26, Dex 17, Con 14, Int 12, Wis 14, Cha 18
Skills: Concentration+20, Diplomacy+22, Disguise+22, Gather Information+30, Intimidate+22, Knowledge(Nature)+19, Knowledge(Planes)+19, Knowledge(Religion)+19, Listen+20, Profession(Teacher)+20, Sense Motive+28, Spot+20, Survival+23
Feats: Toughness(1), Track(P1), Power Attack(3), Divine Might(P4), Rapidstrike(Armblades)(6), Skill Focus(Survival)(9), Law Devotion(12), Astral Tracking(15)
Epic Feats: -
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Armblades (Ex)

As a free action, a sword archon can mold the flesh of its forearms, hardening and sharpening organic matter into the form of powerful magic blades. The archon wields the blades like longswords, and they gain the properties of +4 holy flaming longswords.

Sword archons can shift back to their "normal" hands as a free action. The armblades cannot be disarmed or sundered, and they automatically assume limb form upon the archon's death.

Discorporating Dive (Su)

When a sword archon makes a dive, it may make a armblade attack in place of a claw or talon attack. In addition, if the target is reduced to zero hit points or less, it must make a DC 23 Fortitude save. Failure results in the target's body being destroyed and its soul being send to one of the great prisons within Mount Celestia.

The target's soul is trapped within the prison and remains there until it is freed, usually by bargaining with Barachiel, Vel Custos or one of their aides. The exact price for freeing the creature varies, but is usually a quest to advance the cause of both good and law. An unredeemed evil creature is never released.

The save DC is Charisma based and includes a +2 racial bonus.

Spell-Like Abilities

At will-aid, continual flame, divination, locate creature, locate object, message. 3/day-commune, dispel chaos, heavenly lightning storm, mark of justice, wages of sin. 1/day-touch of adamantine. Caster level 15th. The save DCs 14 + spell level.

Aura of Menace (Su)

Will save DC 23 negates.

Skills

A sword archon's innate understanding of law, detection, and the taint of sin grants it a +8 racial bonus on Gather Information and Sense Motive checks.


Paladin powers:
Spoiler: ShowHide


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.

Hunter of Fiends (Ex)

You gain outsider (evil) as a favored enemy, as the ranger ability, except the bonus you gain equals half your paladin level (minimum +1). You gain no additional favored enemies at later levels. In addition, you gain Track as a bonus feat and Survival and Knowledge (the planes) as class skills.

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.


Consecrated Harrier:
Spoiler: ShowHide


Arinnaphim cast as 10th level consecrated harriers. The save DCs are 12 + spell level.

[3/day]1: Calm Emotions, Command, Resist Energy
[3/day]2: Bear's Endurance, Detect Thoughts, Hold Person
[2/day]3: Death Ward, See Invisibility
[1/day]4: Legend Lore

Blessing of Scripture (Su)

All consecrated harriers receive a +2 sacred bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when in pursuit of their church-assigned target. If the assigned target is a group, this bonus applies to the group's leader. They receive the same bonus on weapon (or unarmed) damage rolls against their targets. This bonus increases to +4 at 5th level, and to +6 at 10th level.

Detect Chaos (Sp)

A consecrated harrier can use detect chaos at will as a cleric of equal level.

Sanctified Sight (Su)

Beginning at 2nd level, a consecrated harrier receives a +4 bonus on all saves against illusions.

Dispel Magic (Sp)

A 3rd-level consecrated harrier can use dispel magic as a spell-like ability. She may add her blessing of scripture bonus on dispel checks when using this spell-like ability. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1).

Crushing Despair (Sp)

Starting at 4th level, a consecrated harrier can use crushing despair as a spell-like ability. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1).

False Vision (Sp)

A 6th-level consecrated harrier can use false vision as a spell-like ability. The effect must be centered on the consecrated harrier. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1).

Implacable Hunt (Su)

Beginning at 8th level, if the consecrated harrier wounds a target and the target escapes, the consecrated harrier always knows the direction in which her target lies and the approximate distance (within 10% of the total distance) between her and her target. If the target is within 50 feet, the consecrated harrier can pinpoint the target's precise location. This ability only works if the consecrated harrier and her target are on the same plane of existence. Implacable hunt can be used simultaneously against different targets, as long as each of those individual targets is part of a group that is, in total, the harrier's target for her current mission.

Faultless Hunt (Su)

At 10th level, a consecrated harrier who establishes an implacable hunt can intensify this to a_faultless hunt_, enabling her to locate her quarry even across planar boundaries. Unlike an implacable hunt, which can affect several individuals at the same time, only one faultless hunt against a single individual can be pursued at one time. For the consecrated harrier to begin a faultless hunt, she must abandon any faultless hunt that she is already conducting.

Code of Conduct

A consecrated harrier must make it known to her target who she is and why she is there at the time of the confrontation. She cannot sneak attack her target. She cannot slay her target on a battlefield without the target knowing who she is and why she is there. Consecrated harriers purposely word the requirements for conducting themselves vaguely, so that an individual consecrated harrier in the field has some flexibility. Harriers who fail to act according to their code of conduct must undertake an act of atonement before they can add any further levels of this class (see the atonement spell description, page 201 of the Player's Handbook).


Gear:
Spoiler: ShowHide


Arinnaphim use their armblades as weapons. In addition, they are given a large breastplate+4, 3 potions of cure serious wounds, a potion of haste and a potion of heroism. Past that, arinnaphim are free to capture reasonable amounts of treasure from defeated minions of their prey.
Title: Re: Characters and monsters
Post by: Anastasia on August 14, 2014, 03:34:31 PM
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 Celestia progressed and she had reached the caste of throne archon by the time she arrived at 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 Celestia 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. 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 without 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 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

Changelog: Fixed a small mistake in Hope's damage block. Swapped purify spell for toughness. Added spells. Added aid and holy word as at will SLAs. Fixed wording issues with her regeneration. Added a note in purify souls about variant evil outsider subtypes, such as obyrith. Increased the save DC of Hope's vision of heaven effect by 7. Added a second power to hope.

Size/Type: Large Outsider (Angel, Good, Lawful)
Hit Dice: 33d8+264+33 (561 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 and one negative level (6d6 and two negative levels on crit) plus vision of heaven (DC 49) 19-20 x2)
Full Attack: Hope+49/+44/+39/+34 (2d8+22 plus 3d6 holy and one negative level (6d6 and two negative levels on crit) plus vision of heaven (DC 49) 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, spontaneous casting 9/day, purify souls, smite evil 1/day.
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, blessings, 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), Toughness(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.

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue
[8/day]1: Bless, Cure Light Wounds, Detect Undead, Protection from Evil, Sanctuary, Shield of Faithx2, Vision of HeavenBoED
[8/day]2: Augury, Consecrate, Hold Person, Resist Energyx2, Shield Otherx2, Yoke of MercyBoED
[8/day]3: Continual Flame, Cure Serious Wounds, Distilled JoyBoED, Heart's EaseBoED, Heroism, Invisibility Purge, Prayer, Wind Wall
[7/day]4: Control Water, Death Ward, Dimensional Anchor, Divination, Freedom of Movement, Good Hope, Sword of ConscienceBoED
[7/day]5: Communex2, Heavenly Lightningx2BoED, Righteous Mightx3
[6/day]6: Banishment, Greater Heroism, Healx2, Wages of Sinx2BoED
[6/day]7: Control Weather, Greater Restoration, Greater Scrying, Heavenly Lightning StormBoED, Regenerate, Repulsion
[5/day]8: Crown of GloryBoED, Fire Stormx2, Holy Aura, Sympathy
[5/day]9: Irresistible Dance, Mass Healx2, Miracle, Sublime RevelryBoED
[5/day]10: Celestial Valorx2Home, Energy Immunityx2Home, Mass Freedom of MovementHome
[5/day]11: Heresy's Rewardx3Home, Mass Regeneratex2Home
[5/day]12: Burst of Gloryx5Home
[4/day]13: Mass Energy ImmunityHomex4
[1/day]14: Radiant StormHome

BoED - Book of Exalted Deeds
Home - Homebrew

Spell-Like Abilities

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid, atonement, continual flame, dispel magic, holy smite, holy word, 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. Caster level 33rd. The save DCs are 19 + spell level.

Regeneration

Cerulean Joy takes damage from adamantine, epic and evil weapons, or 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 her innate planetar spellcasting. She gains the granted ability of her domains and adds those spells to her aspirant spell list. When a domain ability calls on her cleric level, she uses her aspirant level instead.

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. 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. Similar subtypes, such as the obyrith subtype, may also be affected at the DM's discretion.

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.

Blessings (Ex)

Cerulean Joy has been touched by the blinding truth of Chronias. She is treated as having divine rank zero for the sake of effects, though she no actual divine rank.



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 49 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.

In addition, Hope prevents Cerulean Joy from falling in battle unless the battle is truly hopeless. So long as she has at least one allied, living creature within 210ft, Cerulean Joy cannot be reduced below 1 hit point. A creature that is dazed from vision of heaven counts as an ally for the sake of this effect.

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: Characters and monsters
Post by: Anastasia on August 14, 2014, 04:14:07 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.

---

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

Racial powers:
Spoiler: ShowHide


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.


Gear: [spoiler]

Ice para-elementals do not carry equipment. A few keep metallic items, which freeze over easily and in a pleasing way to them. The most common item found on one are coins.
Title: Re: Characters and monsters
Post by: Anastasia on August 14, 2014, 04:30:03 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

Racial powers:
Spoiler: ShowHide


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.


Gear: [spoiler]

Ice para-elementals do not carry equipment. A few keep metallic items, which freeze over easily and in a pleasing way to them. The most common item found on one are coins.
Title: Re: Characters and monsters
Post by: Anastasia on August 14, 2014, 11:45:34 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

Racial powers:
Spoiler: ShowHide


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.


Gear: [spoiler]

Like lesser ice para-elementals, large para-elementals sometimes gather metallic items. Most have at least a few coins or a larger object made of metal. Some are smart enough to keep and use metal magical items, but this is uncommon.
Title: Re: Characters and monsters
Post by: Anastasia on August 15, 2014, 12:11:09 AM
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

Racial powers:
Spoiler: ShowHide


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.


Gear: [spoiler]

Like lesser ice para-elementals, huge para-elementals sometimes gather metallic items. Most have at least a few coins or a larger object made of metal. Some are smart enough to keep and use metal magical items, but this is uncommon.
Title: Re: Characters and monsters
Post by: Anastasia on August 15, 2014, 12:53:47 AM
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

Racial powers:
Spoiler: ShowHide


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.


Gear: [spoiler]

Greater ice para-elementals routinely have metal and other objects that freeze easily within them. Some magical items even work within an ice para-elemental's body. In particular, wands and staves with cold descriptor spells may be able to be used automatically by the ice para-elemental so long as its within its body. Should a caster level matter, such as with a staff, the greater ice para-elemental has a caster level equal to its hit dice.
Title: Re: Characters and monsters
Post by: Anastasia on August 15, 2014, 01:33:30 AM
Elder Ice Para-Elemental

Changelog: Fixed a minor error in it knowledge skills, which were one lower than they should be.

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)+27, Knowledge(Nature)+27, 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

Racial powers:
Spoiler: ShowHide


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.


Gear: [spoiler]

Elder ice para-elementals are capable of using equipment and magical items, but rarely do so. They tend to believe Cold gives them sufficient power. Those that choose to use items anyway only use items tied to cold, such as a frost weapon.
Title: Re: Characters and monsters
Post by: Anastasia on August 15, 2014, 11:42:27 AM
Ice Para-Elemental Monolith

Changelog: Swapped the monolith's str and dex scores to bring it in line with other ice para-elementals. Various str and dex related abilities adjusted to the previous change.

Size/Type: Gargantuan Elemental (Air, Cold)
Hit Dice: 36d8+252+36+72 (526 hp)
Initiative: +11
Speed: 30ft
Armor Class: 33 (-4 size, +11 dex, +15 natural, +1 dodge)
Base Attack/CMB/CMD: +27/+40/62
Attack: Icicle+32 (6d6+9 plus 4d8 cold)
Full Attack: 2 icicles+32 (6d6+9 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 +22, Will +15
Abilities: Str 29, Dex 32, Con 24, Int 12, Wis 15, Cha 17
Skills: Balance+50, Hide+50, Knowledge(Local: Ice)+40, Knowledge(Nature)+40, Listen+41, Move Silently+50, 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

Racial powers:
Spoiler: ShowHide


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.


Gear:
Spoiler: ShowHide


Ice para-elemental monoliths rarely carry treasure on or within them. However, many will horde frozen things that please them.
Title: Re: Characters and monsters
Post by: Anastasia on August 15, 2014, 12:29:01 PM
Primal Ice Para-Elemental

Changelog: Adjusted the elemental's fort save, which was one too high.

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 +27, 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

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: ShowHide


Primal ice para-elementals do not bother with equipment or treasure. If one has anything at all, it is for a specific purpose.
Title: Re: Characters and monsters
Post by: Anastasia on August 15, 2014, 03:07:39 PM
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 +27, 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: Characters and monsters
Post by: Anastasia on August 15, 2014, 05:07:24 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/+74/123
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, 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 negate the attempt.

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 froom good, anarchic, epic and silvered weapons, and from spells or effects with the good descriptor.

Aura of Hell (Ex)

The presence of Mammon is so vile that it causes lesser beings to cower or pay homage to the might of his evil. All within 900 feet of Mammon must succeed in a Will save equal to 10 + 1/2 hit dice + Charisma modifier + divine rank (DC 58). Those who succumb to the evil Mammon 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 Mammon. 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 Mammon makes them frightened, and they flee from him as quickly as they can.

Mammon 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 Mammon 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 five 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 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 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 amplified the endless cascade of agony he 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
10001-100000+2
100001-200000+4
200001-400000+6
400001++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: Characters and monsters
Post by: Anastasia on August 17, 2014, 11:59:18 AM
Kaessa, Mistress of the Brachina and Glasya's Lady-In-Waiting

Fluff:
Spoiler: ShowHide


Background

Kaessa is an ancient devil that rose to prominence in Sammael's court. It is said she was a mortal who made a pact with Baator, who succeeded many times and ultimately caught Sammael's eye. What she did to earn his approval is lost to history, but she was ultimately rewarded by being transmigrated to a brachina. From there she served with distinction in Sammael's court and rose to the rank of baroness. As time passed, it looked likely that she would be promoted to countess. However, disaster loomed over Sammael's court.

The Great Fall had sent fallen angels all over Hell. Beezlebub came to Maladomini and with him came disaster, for Sammael greatly underestimated the fallen's ability. As Sammael's allies fell and Beezlebub began to set up his coup, Kaessa saw the folly of her master. She knew well that her odds of survival were not good if Beezlebub took over, so she called on favors to secure an emergency transfer to Phlegethos. In reality, this transfer was brief, for she appeared in the Fourth Hell only to vanish from the political stage of Hell altogether. To all of Hell's nobility, it was as if Kaessa fled just as Sammael fled.

Countess eons passed. What Kaessa did during this time is unknown. All the resources of magic and gossip have yielded nothing conclusive about this period of her life, a fact that frustrates those who track the politics of Baator. Eventually she resurfaced as a maquis with the title of the Mistress of the Brachina. This title gives her dominion over all the brachina, a powerful role that pales next to her true responsibilities. She emerged as Princess Glasya's lady-in-waiting. She is constantly at Glasya's side and attends to her every need. As she has the ear of the Princess of Hell, it can safely be said that Kaessa has influence equal to that of a Duke of Hell.

Kaessa's power has only risen with Glasya's ascent to Lord of the Sixth. She wields immense power within Malbolge, and while she has no rank to make it official, it is known she is Glasya's chamberlain and chancellor in all but name. Further, she has come back far mightier than she was before. The power she has displayed would not be amiss on a powerful Duke of Hell or even an Archduke. Diabolical gossip asserts that her elevation to Hell's peerage is only a matter of time.

Yet there are quiet whispers in the darkest corners of Hell. It is said that Kaessa may yet have loyalties with the exiled Sammael. These stories claim that Kaessa is empowered by Sammael, an agent who will facilitate a great coup. She a poison pill that will slay Glasya, claim Malbolge for Sammael or otherwise enable Sammael's revenge on Hell. Other whispers claim that a terrible, majestic outcast devil trained her for eons, so that his unspeakable plans of revenge against Asmodeus could be realized. One who must not and cannot be named, a horror who claims to be the true king of Hell.

The truth, like so many things in Hell, eludes those who seek it. It is unknown if Glasya is aware of these rumors or even if Kaessa is, for none are so foolish as to broach the subject with them.

Kaessa's name is used in spells relating to poison by lawful evil spellcasters. This is a recent development and coincides with Glasya's rise as Lord of the Sixth. It's generally accepted that Glasya's servants are responsible.

Appearance

Kaessa is the image of a decadently beautiful brachina. She has lavender skin, an impossibly beautiful figure, long brown hair and regal features. Shadows cling to her face, giving her a darkly seductive look. She moves with a grace that draws attention to her purple eyes, which males and females alike find bewitching to stare into. Those that meet Kaessa's gaze often fall hopelessly in love with her, even if they know better. There is no sorcery to this, but instead it is the result of her superhuman charisma.

Beyond this, Kaessa prefers black dresses that cling to her figure. While she rarely exposes more than some cleavage, she knows how to use tight clothing to allure more than bare flesh. Rich jewelry and dark bracers accessorize her outfits.

Mortals and immortals find Kaessa temptingly beautiful. Those who use poisons (except those who only use ravages) find her spellbinding. Those who know her nature or who manage to look past her appealing facade feel nauseated within her presence, as if they just ate bad food. This does nothing to lessen her beauty. Many mortals have identified Kaessa for what she was, only to find themselves unable to resist her charms.

Personality

On the surface, Kaessa is polite, cultured and engaging. She laughs often and appears raptly interested in the conversation. So long as she deigns to talk to someone, she does nothing more than act as if they have her full and undivided interest. She fans this interest into romance, leading to seduction. This is merely a facade to lure the unwary in. Beneath this pleasant veneer lies a devil that views all other creatures as worthless trash. Once seduced and brought to lawful evil, Kaessa murders her lovers.

To Kaessa, there is nothing more beautiful than a soul casting away everything it held dear to fall under her sway. This surrender tremendously pleases her, as it shows that the creature is ready to become another mindless lemure fit only to sing her praises - the only role suitable for others. Only then does she flood the victim with her poisons, sending them to death and eternal torment thereafter.

Kaessa hates every other being with an all-consuming contempt. No other creature is worthy of her or anything but a pale shadow of her own magnificence. The mere thought of a creature that does anything but worship her is an unimaginable slight. The sheer gall infuriates Kaessa and ensures her mind is filled with a miasma of hatred. All she has for other creatures is a venomous bile, her contempt shown by her poisonous touch. Her charm is only to draw them in close, so that she may corrupt them and then drown them in her poisons. Mortals are only fit to die to her touch, dragged down to Hell and forged into lemures that can do nothing but sing mindless praises. Immortals are unworthy competition that deserves nothing more than death.

Servants and creatures beneath her are telepathically commanded. Kaessa does not waste words on them.

Relations

The vast majority of creatures elicit nothing more than contempt from Kaessa. This includes other devils, even her superiors, except as noted below.

Kaessa has deep respect for Sammael. The former Poison of Perdition's hatred matches her own, as does personal affinity for toxic substances. The two are natural friends, as much as two devils can form bonds. The fact that Sammael recognized her talent plays a role in this as well. Kaessa would not dare call it something as weak as gratitude, but she acknowledges that Sammael has excellent taste.

Glasya and Kaessa's relationship an unusual one. Both devils have much the same method of operations, assuming other creatures will quickly fall in love with them. To their shared consternation, their talents essentially counter one another. At first the two were the bitterest of rivals, but in due time circumstances conspired to have them work together. The two found their combined talents were unstoppable. Through shared success, rivalry softened and eventually became a working companionship.

In time, Glasya and Kaessa came to agree that they could at least rely on the other to be competent. This ultimately lead to Kaessa taking the role of Glasya's lady-in-waiting. They understand one another well and share begrudging respect. Not that other creatures would ever suspect this, as they act as the best of friends in all but the most private situations.

Beyond that, Kaessa knows most of the Dukes of Hell from her role at Glasya's side. She finds most worthy of nothing but contempt, though servants of Beezlebub merit a special disdain. Of the Archdukes of Hell, she is terrified of Eblis. She met him once in passing during a trip to the City of Brass, little more than a few moments gaze. This gaze was enough to chill Kaessa's blood. Every single sense she has screamed that he is dangerous. The mere mention of his name provokes a mix of hate and fear in Kaessa, enough to entirely ruin her mood.

Kaessa's contempt even extends to the Lords of the Nine. She spares a special loathing for Beezlebub due to his coup against Sammael. Not even Asmodeus stirs anything but contempt in her beyond that, though she is wise enough to never let the slightest hint of that out.

Outside of Hell, Kaessa has no allies. She has a professional loathing of succubi, who she views as competition. She has organized beheading parties - where groups of erinyes are dispatched to decapitate succubi. The group of erinyes that slays the most succubi wins Kaessa's favor. Erinyes that do repeatedly well are fast-tracked to promote, with the caste depending on the methods used to defeat the succubi. This past-time of Kaessa's has earned her the attention of Malcanthet, who has begun to organize a response.

Like most successful devils, the Heavens are all Kaessa's enemy. The throne archon Sayuel, who oversees monogamy and its benefits for mortals, has clashed with Kaessa several times. Kaessa's seductions care nothing for monogamy, bringing the two into conflict. Chance encounters have only stirred this hatred further, as they have battled several times without a victor. While Kaessa is considerably stronger than Sayuel, the throne archon is a wily opponent who has outmaneuvered her on more than one occasion. Kaessa would like nothing more to settle this grudge by defeating Sayuel, dragging her to Malbolge and making the archon turn against everything she embodies. Only once Sayuel has fallen will Kaessa kill her.

Finally, there appears to be some sort of relationship between Talona and Kaessa. The details are unclear, but it is known that Kaessa once obtained a drop of the deity's blood. How she got this is unknown, as it is normally only given for the greatest services imaginable. A devil fulfilling such a service to a chaotic goddess is unthinkable. It is possible Kaessa somehow stole it, but such a deed would be incredibly difficult.

Combat

Kaessa relies on her poisons and the ability to bypass poison resistance. She uses 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.


Notes:
Spoiler: ShowHide


- Kaessa's a fighter who specializes in indirect damage. Her blows don't cause obvious injury, but instead sneak attack and poison decimate her foes. Imagine an old master striking an opponent, seemingly doing no damage before the foe falls over dead.

- Brachina can make iterative attacks with their poison touch in the FC2. I assume it's a racial ability. Kaessa retains this ability.

- Poisoner is from Dragon 313. There's houserules in play as well as an epic progression, so you may wish to read up on those. In general, Kaessa uses a lot of custom epic material for her poisons. In particular, she now references the epic poison rules over in homebrew.

- In spite of being the leader of the brachina, a caste that embodies the traditional role of sexual temptresses, Kaessa gets relatively little from seduction. It's only a means to an end to her. Kaessa represents the true facet of brachina beauty - as a thin veneer for a terrifically poisonous corruption. There's many brachina in the Fourth Hell that would sharply disagree with Kaessa on this point. Kaessa ensures that these brachina have no support from her. This doesn't matter much, as they rely on Belial and the fallen angels they serve for political clout.


Brachina 40//Paladin of Tyranny 5/Monk 5/Poisoner 30

Changelog: Added and expanded the fluff and notes greatly. Changed one of her improved sneak attack feats to epic skill focus(craft:poison). Rewrote and clarified all the various boosts to her racial poison. Reduced the saving throw bonus of Glasya's favor by 2. Added a note in her gear about epic poisons.

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 15d6 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 15d6 sneak attack plus poison(DC 59)) or touch+51/+46/+41/+36 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), channel energy 21/day(1d6; DC 29), charging smite, ki strike(magic), poison touch, sneak attack+15d6, 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 +52, Ref +53, Will +52 (+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)+63, 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), Epic Skill Focus(Craft:Poison)(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. The 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, ability damage from any of her poison abilities may be vile ability damage at her discretion. Whenever Kaessa deals ability damage by poison, she may choose if it is regular ability damage or vile ability damage.

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 occurs after one round instead of one minute. If the secondary save is failed, the victim must save again each round until a save is passed or they are 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+6. 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

This golden necklace sparkles with alluring power. It bolsters Kaessa's health, granting her a +6 enhancement bonus to Constitution. The alluring appearance is meant to suggest it may be the source of her powers, but in truth the design is merely one Princess Glasya likes.

In addition to the above, Kaessa has a supply of various epic poisons. These are augmented for a higher save DC whenever possible.

Title: Re: Characters and monsters
Post by: Anastasia on August 19, 2014, 12:04:02 PM
Nemiel, Herald of Beezlebub

Fluff and notes:
Spoiler: ShowHide


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. I'm not a great fan of reversing holy/unholy classes in these instances, but it works here.


Fallen Solar 29//Marshal 19/Herald of Beezlebub 10

Changelog: Added spells. Fallen was minorly rewritten.

Size/Type: Large Outsider (Evil, Fallen, Lawful)
Hit Dice: 29d8+377+29 (638 hp)
Initiative: +17
Speed: 50ft, fly 150ft (good)
Armor Class: 50 (-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 devils, dark calling, dark conversion.
Special Qualities: Damage reduction 20/epic, good and silver, immunity to fire and poison, spell resistance 42, regeneration 19, 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


Nemiel casts as a 22nd level cleric (caster level 29th) with access to the Evil and Herald domains. The save DCs are 21 + spell level. All of Nemiel's 0-3rd level spells are automatically quickened and twinned.

[6/day]0: Detect Magicx3, Resistance, Guidance, Cure Minor Wounds
[8+1/day]1: (Protection from Good), Divine Favorx2, Entropic Shield, Shield of Faith, Sanctuaryx2, Deathwatch, Command
[8+1/day]2: (Enthrall), Lesser Restorationx3, Spiritual Weaponx5
[8+1/day]3: (Magic Circle Against Good), Blindness/Deafnessx2, Prayerx2, Wind Wall, Invisibility Purge, Cure Serious Woundsx2
[7+1/day]4: (Sending), Death Wardx2, Divine Power, Freedom of Movement, Restorationx3
[7+1/day]5: (Greater Command), Plane Shiftx2, Righteous Mightx4, Unhallow
[6+1/day]6: (Dream), Antilife Shell, Healx5
[6+1/day]7: (Blasphemy), Ethereal Jaunt, Repulsion, Wretched Blightx4BoVD
[5+1/day]8: (Unholy Aura), Create Greater Undeadx2, Dimensional Lock, Quickened Death Ward, Quickened Freedom of Movement
[5+1/day]9: (Summon Monster 9), Energy Drain, Mass Healx2, Miracle, Soul Bind
[3+1/day]10: (Summon Monster 9), Curse of InadequacyHomex3

BoVD - Book of Vile Darkness
Home - Homebrew

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.

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 and cast down into Maladomini. This fall ruined Nemiel's angelic beauty, leaving him a ruined mess. Nemiel is now an angel with broken skin, wings of weeping sores and fire, broken bones that jut out 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(+13): Art of War, Demand Fortitude, Determined Caster, Force of Will, Motivate Charisma, Motivate Dexterity, Motivate Wisdom, Watchful Eye
Major auras(+3): 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 Beezlebub. The save DCs are 23 + spell level. All of Nemiel's 0-3rd level spells are automatically quickened and twinned.

[7/day]1: Charm Person, Message, Sleep, Ventriloquism
[6/day]2: Blindness/Deafness, Blur, Enthrall, Suggestion
[6/day]3: Charm Monster, Devil's EgoFC2, Haste, Scrying
[6/day]4: Break Enchantment, Hold Monster, Sending, WrackFC2

FC2 - Fiendish Codex 2

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 held 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 hear the trumpet and 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 athlete 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: Characters and monsters
Post by: Anastasia on August 22, 2014, 01:02:43 AM
Changelog: Added a hit dice requirement, as this is meant to be an epic template.

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 with 21 or more hit dice (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.

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: Characters and monsters
Post by: Anastasia on August 25, 2014, 01:54:59 PM
Abdul Nasr al-Hariq, Emir of the Burning Nightmares and Knight Commander of the Order of the Burning Heart

Spoiler: ShowHide
Abdul Nasr is one of many bastard children sired by the Sultan of the Efreet. Unlike most, he survived past his early years through a natural flair for intimidation, a skill at violence and being a towering specimen. 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)

Changelog: Made him compliant with the efreeti emir template, as he predated it. Swapped out animal companion for solitary hunting. Added spells.

Size/Type: Huge Outsider (Fire)
Hit Dice: 34d8+374 (641 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: +34/+51/79
Attack: Brand of the Blazing Fist+53 (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+53/+48/+43/+38 (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/cold 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, solitary hunting, 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, though he has no actual divine rank.


Ranger powers:
Spoiler: ShowHide


Abdul Nasr casts as a 34th level ranger. The save DCs are 21 + spell level.

[6/day]1: Blades of FireSC, Delay Poison, Detect Favored EnemySC, Detect Poison, Pass Without Trace, Resist Energy
[6/day]2: Barkskin, Listening LorecallSC, Speak with Plants, Swift Hastex2SC, TremorsenseSC
[6/day]3: Command Plantsx2, Cure Moderate Wounds, Neutralize Poisonx2, Remove Disease
[5/day]4: Commune with Nature, Freedom of Movement, Nondetection, Planar Tolerancex2SC
[5/day]5: Death Ward, Essence of the RaptorSC, Owl's InsightSC, Wall of Thorns, Xorn MovementSC
[5/day]6: Find the Path, Mass Bull's Strength, Mass Cure Light Wounds, StoneholdSC, Summon Nature's Ally 6
[5/day]7: Aura of Vitalityx2SC, Control Weather, Heal, True Seeing
[2/day]8: Control Plants, Unyielding RootsSC

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: Characters and monsters
Post by: Anastasia on August 25, 2014, 09:31:30 PM
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 changed 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.


Notes:
Spoiler: ShowHide
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. It helps that he's a tremendous dick.


Changelog: Fixed dex based skills, which were one too low. Adjusted jump way up, as it didn't properly add the bonus for its high movement speed.

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+58, Concentration+43, Climb+63, Escape Artist+58, Hide+58, Jump+131, Listen+59, Move Silently+58, Sense Motive+59, Spot+59, Survival+59, Swim+63, Tumble+58, Use Rope+58
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 28 + spell level.

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 are made by a deity or whose creation used parts of a deity. Fire damage also deals lethal damage to a hunefer.

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 harmed by positive energy and effects that target the undead. Despite having no Constitution score, it does not die or suffer any other negative problems from it.

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: Characters and monsters
Post by: Anastasia on September 03, 2014, 02:19:37 AM
Eblis

Notes and fluff:
Spoiler: ShowHide


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)

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. Can someone who has seen that deeply into the heart of Good truly fall all the way? Can such a being be beyond redemption? What meaning does Eblis hold and how does that make sense with what he's done and what he's seen? Is the ultimate answer for Eblis's actions a question of Good and Evil, or a question of Law? I feel that the questions that Eblis poses are fascinating ones.  If nothing else, what has he seen to marshal the power to make reality itself bow to him, to treat him as a deity?

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 is something of a bonus boss. He has relatively little direct impact on Creation. While he hates mortals, celestials and deities, he spends most of his time brooding in his tower. A more vigorous Eblis would be a deep blight on Creation, but he rarely breaks his pattern. In some respects he can be seen as a different take on Beezlebub's concepts, except that Eblis has reached a point he is satisfied with. Considering the effects of his Pride special ability, he may be right.

As a final note, the Sundered Suns are all fallen solars that are the children of Eblis. The play on words with sun and sons is deliberate. Eblis may be a horror and a nightmare, but he's not above a bit of wordplay.

Speaking of, Eblis does make new Sundered Suns when an immortal catches his eye. Only immortals, as mortals are only fit for extermination. No matter the mother's race, the child is born as a fallen solar with no other templates or influence. He treats those immortals that catch his eye well, for someone worthy of his attentions must have value. Those he grows truly fond of become part of his personal retinue or household. They serve in support of the Sundered Suns and Eblis himself. It isn't quite the harem that the Grand Sultan of the Efreet maintains, but the roots of the idea come from there.


Fallen Solar 69//Fighter 69

Changelog: Fixed AC, which was 10 too low. Adjusted CMB by +7. Raised Heaven's Sorrow damage by 2, as it was off. Added mastery of faith special ability. Increased the damage from banishments in pride's downfall. Also slightly clarified how it works. Added several custom spells.

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: 99 (-2 size, +19 dex, +24 natural, +18 deflection, +7 divine, +1 ws, +22 armor)
Base Attack/CMB/CMD: +69/+103/151
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+76 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+76 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+76 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+76 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. His metamagic options are Empower Spell (+2) and Maximize Spell (+3). All of Eblis's spells are automatically corrupted. The save DCs are 29 + spell level. Eblis casts spontaneously thanks to his mastery of faith special ability. If he applies metamagic to a spell, the casting time is not increased.

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.

Mastery of Faith (Ex)

During his time as the brightest light of the Heavens, Eblis learned the secrets of spontaneous spellcasting. He casts his cleric spells spontaneously. He may apply metamagic to any spells he casts without increasing the casting time of them. Despite his fall, Eblis has retained this ability.

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 1d12 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 20d12 damage.

Damage taken in this manner is lethal damage. If Eblis is reduced to zero hit points or less 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 uncorruptable core of righteousness within the bow. When a mortal is slain by this bow's arrows, their soul is freed. 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]

Mass Smite Soul
Evocation
Level: Clr 9
Targets: One or more creatures, none of which can be more than 30ft apart

This spell functions as smite soul, except as noted above. The maximum damage from this spell is 20d8 and the targets that fail the Will save are unable to cast divine spells for 1d6+3 rounds.

Mortal Bonfire
Evocation [Evil, Fire]
Level: Clr 14, Sor/Wiz 13
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Effect: 1 10ft square/level field of flames
Duration: 1 round/level
Saving Throw: Ref partial
Spell Resistance: No

This spell creates a field of flames that torments mortals while leaving other creatures unharmed. For the sake of this spell, mortals are any creature not an outsider, construct, elemental, undead or fey.

Mortals within the field or who come in contact with it take 1d10 points of fire damage (max 35d10 damage). This damage is taken each round there is contact or the creature is within the field. A Reflex save halves the damage taken, and if the creature is within 5ft of the edge of the field, the creature is able to escape the field altogether.

The field is considered difficult terrain for mortals, except that it takes four squares of movement to move one square. Likewise, the flames are opaque to mortals, blocking line of sight and line of effect. Non-mortals are not affected by this spell in any way. They are not damaged by the flames, can move through the field without penalty and find the flames to be transparent.

A mortal slain by this spell is reduced to burnt clay, as are any possessions on it (bar artifacts). Any attempt to resurrect the mortal is difficult, resulting in a -70% penalty to the resurrection chance roll.

The shape of this spell may be any the caster wishes, so long as it is contiguous. All squares must be based on solid ground or atop another square.

This spell was developed by Eblis and is used exclusively by him and his most favored Sundered Suns. However, a cabal of Abyssal mages have successfully stolen the spell and converted it to an arcane spell. This version of the spell has been spread about, ironically to mortal wizards suited to using it.

Restore Divine Connection
Necromancy
Level: Clr 15
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell counters and removes sever divine connection. A caster can only use this to remove sever divine connection if the victim of it follows the same faith.

Sever Divine Connection
Necromancy
Level: Clr 15
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You call on your hatred of the divine, using it to sever another's faith like a sharp sword. A creature affected by this spell cannot cast divine spells, such spells automatically fail. The following abilities are likewise unable to be used: Smite, channel energy, shapeshift, divine grace and lay on hands.

The main danger of this spell is that it is almost impossible to remove. It can only be removed by a cleric of the target's faith casting restore divine connection. Alternately, the direct intervention of a deity may free the target from this spell, though the deity must do so in person.

This pair of spells was developed by Eblis after his fall. They are not known beyond Eblis, the Sundered Suns, the Sultan of the Efreet and Asmodeus.

Smite Soul
Evocation
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Will partial
Spell Resistance: Yes

This spell targets divine spellcasters by sending a bolt of hostile magic through their divine connection. Only creatures that can cast divine spells are subject to this spell, a creature that cannot cast divine spells is immune to this spell.

Smite soul deals 1d8 points of damage per caster level (max 15d8) and the target is unable to cast divine spells for 1d4 rounds. A successful Will save halves the damage and negates temporarily losing the ability to cast divine spells.

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: Characters and monsters
Post by: Anastasia on September 03, 2014, 01:58:59 PM
The Wandering Giver

Fluff:
Spoiler: ShowHide


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 spread 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.

What little mortals know The Wandering Giver is conflicted. Reports sometimes mistake it as a slaad, eladrin, devil or even an angel of divine salvation. Many fall into the trap of assuming that something that slays demons must be foreign to the Abyss. Wiser mortals as well as immortals generally do not make this mistake and recognize The Wandering Giver as a demon.

There is no grand reason for The Wandering Giver nor any great puzzle. It hates as the Abyss hates and kills to satisfy the urges of the Abyss. 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.


Notes:
Spoiler: ShowHide


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 its point. Even the demons of the Abyss are victims of everything the Abyss spreads. It also allows for it 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

Changelog: Reduced bite's to hit modifier by 5, as the secondary natural weapon penalty wasn't applied. Raised all saves by 1, as they were off. Heal and Bluff's modifier increased by 2. Clarified part of abyssal champion.

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+42 (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 +39, Ref +32, Will +33
Abilities: Str 30, Dex 19, Con 33, Int 16, Wis 20, Cha 34
Skills: Bluff+53, Climb+44, Concentration+45, Escape Artist+38, Heal+39, Hide+38, Intimidate+125, 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. 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, though it has no actual divine rank. It may make opposed rank checks against demonic sources and it automatically wins the check. 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: Characters and monsters
Post by: Anastasia on September 04, 2014, 02:51:35 PM
Lilitus for Balmuria. The changes are mostly in a tweaked feat selection and special abilities. There's a few nerfs, so I tossed in a boost to their DR and SR to compensate. Also, item use was nerfed since I tend to use epic items with epic DCs. Something that bypasses that entirely doesn't fit so well, so I toned it down to 'only' being able to instantly take 20 on UMD checks.

Lilitu

Size/Type: Medium Outsider (Chaotic, Demon, Evil)
Hit Dice: 14d8+56 (123 hp)
Initiative: +8
Speed: 40ft
Armor Class: 26 (+8 dex, +8 natural)
Base Attack/CMB/CMD: +14/+17/35
Attack: Stinger+22 (1d4+3 plus blasphemous sting)
Full Attack: 4 stingers+22 (1d4+3 plus blasphemous sting) and 2 claws+17 (1d6+1)
Space/Reach: 5ft/5ft (10ft with stingers)
Special Attacks: Blasphemous sting, spells, spell-like abilities.
Special Qualities: Immunity to electricity and poison, resistance to acid, cold and fire 10, damage reduction 10/cold iron and good, spell resistance 24, darkvision 60ft, telepathy 100ft, summon demons, item use, lilitu's gift, vulnerability to divine magic.
Saves: Fort +13, Ref +17, Will +14 (-4 vs divine magic)
Abilities: Str 17, Dex 26, Con 18, Int 19, Wis 20, Cha 30 
Skills: Bluff+27, Concentration+21, Craft(any one)+21, Decipher Script+21, Diplomacy+27, Disguise+27, Forgery+21, Gather Information+27, Heal+21, Intimidate+27, Knowledge(Religion)+21, Listen+22, Perform(any one)+27, Sense Motive+22, Spot+22, Use Magic Device+27
Feats: Dark Speech(B), Weapon Finesse(1), Combat Reflexes(3), Spell Penetration(6), Extend Spell(9), Quicken Spell-Like Ability(Suggestion)(12)
Epic Feats: -
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spells

A lilitu casts as a 9th level cleric. She may choose two domains from the following: Chaos, Demonic, Evil and Trickery. A lilitu that serves a particular deity or demon lord may have additional choices based on their patron. Lilitu gain the granted power of their domains and use Charisma instead of Wisdom to determine spells per day, DCs and any other variables.

In addition, lilitu dedicated to certain patrons may replace this with other divine spellcasting, such as paladin of slaughter, favored soul or druid.

Spell-Like Abilities

At will-charm monster, detect good, detect thoughts, disguise self, fly, suggestion, greater teleport, sending, tongues. 1/day-dominate person, symbol of persuasion. Caster level 14th. The save DCs are 20 + spell level.

Blasphemous Sting (Su)

The stingers of a lilitu corrode the abilities of divine spellcasters. Each time a lilitu strikes a divine spellcaster with a stinger, they suffer 1 point of ability damage to the ability score that is tied to their spellcasting. This is Wisdom for clerics and rangers, while it is Charisma for paladins and favored souls. If the divine spellcaster has more than one set of divine spells that rely on different ability scores or otherwise uses more than one ability score for their divine spellcasting, all relevant ability scores take a point of ability damage. .

Item Use (Ex)

A lilitu is treated as rolling a 20 on all Use Magic Device checks. This does not allow for automatic success in situations where a natural 20 would do so. The lilitu may roll to see if she gets a natural 20 in those cases, should she wish to.

Lilitu's Gift (Su)

Once per day as a standard action, a lilitu may embrace a willing or helpless creature. This provides several benefits outlined below, which last for 24 hours or until dispelled with dispel chaos, dispel evil, limited wish, wish or miracle.

- A +2 profane bonus to Charisma
- A +2 profane bonus to saving throws
- The creature's natural attacks and weapon attacks count as chaotic and evil to overcome damage reduction.
- The creature radiates overwhelming chaos and evil. The creature counts as a demon for the sake of effects.

An affected creature has the lilitu's name (written in Abyssal) appear somewhere on its body, usually in a place easily hidden. This lasts until the gift is lost and the affected creature cannot see the name. The lilitu is aware of the creature's condition (as if by a status spell) and can communicate with the creature telepathically, no matter the distance involved and even across planes.

Willingly accepting a lilitu's gift is a chaotic and evil act. Creatures that accept a lilitu's gift willingly 3 or more times automatically become chaotic evil. 

A DC 27 Will save negates a lilitu's gift if a creature does not willingly take it (such as being helpless). The save DC is Charisma based.

Shroud Alignment (Ex)

Spells and spell-like abilities with the good descriptor treat lilitu as if they were good. Other abilities, such as smite evil, are not affected.

Vulnerable to Divine Magic (Ex)

For all of her divine mockery and power, a lilitu fears the divine. This renders them particularly vulnerable to divine magic. She suffers a -4 penalty to saving throws against divine magic. Likewise, divine spells gain a +4 bonus to caster level checks to overcome her spell resistance.


Gear: [spoiler]

Lilitu tend to gather religious items and trinkets to better help their deceptions. Other items, such as rings of mind shielding, are highly prized as well. Most carry a good supply of gold and treasure as well, useful to bail themselves out of difficult situations.
Title: Re: Characters and monsters
Post by: Anastasia on September 11, 2014, 01:06:37 PM
Cherry, Radiant Sister of Malcanthet

Fluff:
Spoiler: ShowHide


Cherry is one of the Radiant Sisters, a group of 13 lilitu bards who serve Malcanthet. She specializes in mortal domination and control, to deal with threats that are best subverted via magical force. She is a bright, cheerful woman who draws people in with natural vibrancy, only to ensnare them with magic.

More on this another time, as at some point I'll write out the full Radiant Sisters. This is mostly a placeholder until then, as well as an example since Cor was interested in lilitu.


Notes:
Spoiler: ShowHide


- Mindbender isn't that good due to being 5/10 spell progression. It works out okay here since it does something she needs, plus she already has some bardic music, clerical casting, poison and other tricks. She ends up as a well rounded jack of all trades rather than a sub-par bard.

- Speaking of poison, take a glance at the poison section in gear. The new poison rules lets her use old poisons effectively and turns the investment of skill points + 3 feats into a solid return. She still hits a wall when something nulls poison, but that's okay. Her targets are usually mortals who seldom immune poison.

- The Radiant Sisters are a little weak on the whole. This is due to Malcanthet being a (relatively) new demon lord. They'll get stronger in due time. Tangentially, each of them do a different take on bard by choosing a different prestige or multiclass option. Likewise, they aren't all 24 hit dice, with a range from 22 to 26 hit dice. The strongest one is an exception and clocks in at 30 hit dice. For reference, Malcanthet is 44 hit dice.

- Cherry's lilitu powers are all scaled up to match her raised hit dice and special rank. This is standard for the Radiant Sisters.

- Cherry's gear is scaled up/expanded versions of what the Radiant Sisters have in their Dragon article.

- Finally, Cherry's never fought alone if she can help it. She's surrounded by minions and charmed aides, ones who will fight with her. How devastating a fight she is depends wholly on that. If she is caught alone, she'll likely use her Flamejax statue for emergency support. After that, dropping a few summon monster spells for disposable minions is the norm, or charming/dominating an enemy into being an ally.



Lilitu 24//Bard 14/Mindbender 10

Size/Type: Medium Outsider (Chaotic, Demon, Evil)
Hit Dice: 24d8+120 (312 hp)
Initiative: +9
Speed: 40ft
Armor Class: 43 (+9 dex, +18 natural, +6 armor)
Base Attack/CMB/CMD: +24/+28/47
Attack: Stinger+39 (1d4+10 plus blasphemous sting)
Full Attack: 4 stingers+39 (1d4+10 plus blasphemous sting) and 2 claws+34 (1d6+6)
Space/Reach: 5ft/5ft (10ft with stingers)
Special Attacks: Blasphemous sting, spells, spell-like abilities, push the weak mind 3/day, dominate.
Special Qualities: Immunity to electricity and poison, resistance to acid, cold and fire 20, damage reduction 15/cold iron, epic and good, spell resistance 34, darkvision 120ft, telepathy 300ft, item use, cherry's gift, vulnerability to divine magic, bardic music 14/day (inspire courage+4, countersong, fascinate, inspire competence, suggestion, inspire greatness), bardic knowledge, skill boost, mind read 4/day, eternal charm(4), enchantment spell power+4, thrall.
Saves: Fort +24, Ref +28, Will +25 (-4 vs divine magic)
Abilities: Str 19, Dex 28, Con 20, Int 21, Wis 22, Cha 35
Skills: Bluff+44, Concentration+32, Craft(Poisonmaking)+52, Decipher Script+32, Diplomacy+44, Disguise+39, Forgery+32, Gather Information+39, Heal+32, Intimidate+44, Knowledge(Religion)+32, Listen+33, Perform(Song)+39, Sense Motive+38, Spot+33, Use Magic Device+39
Feats: Dark Speech(B), Weapon Finesse(1), Master of Poisons(3), Skill Focus(Craft(Poisonmaking))(6), Sweet Poisons(9), Quicken Spell-Like Ability(Suggestion)(12), Song of the Heart(B12), Mindsight(15), Practiced Spellcaster(Cleric)(18)
Epic Feats: Epic Skill Focus(Craft:Poisonmaking)(21), Inspire Excellence(24)
Alignment: Anarchic Vile

Racial powers:
Spoiler: ShowHide


Spells

Cherry casts as a 19th level cleric with access to the Evil and Temptation domains (caster level 23rd, caster level 24th for spells with the evil descriptor, caster level 27th for enchantments). The save DCs are 22 + spell level. Cherry uses her Charisma modifier in place of Wisdom for all aspects of clerical spellcasting.

[6/day]0: Create Water, Guidance, Mending, Read Magic, Resistance, Virtue
[8+1/day]1: (Protection from Good), Cure Light Wounds, Endure Elements, Entropic Shield, Obscuring Mist, Sanctuary, Shield of Faithx3
[8+1/day]2: (Desecrate), Aid, Delay Poisonx3, Lesser Restoration, Resist Energy, Undetectable Alignmentx2
[8+1/day]3: (Magic Circle Against Good), Bestow Cursex2, Cure Serious Wounds, Deeper Darkness, Invisibility Purge, Protection from Energyx2, Remove Disease
[8+1/day]4: (Unholy Blight), Dimensional Anchor, Dismissal, Giant Vermin, Imbue with Spell Ability, Lesser Planar Ally, Neutralize Poisonx3
[7+1/day]5: (Dispel Good), Morality Undonex3FC1, Plane Shiftx2, Righteous Might, Scrying
[6+1/day]6: (Mass Suggestion), Antilife Shellx2, Harmx2, Healx2
[6+1/day]7: (Blasphemy), Ethereal Jaunt, Greater Scrying, Summon Monster 7x2, Repulsion, Word of Chaos
[5+1/day]8: (Unholy Aura), Antimagic Field, Dimensional Lock, Greater Planar Allyx3
[4+1/day]9: (Dominate Monster), Energy Drainx2, Miracle

FC1 - Fiendish Codex 1

Spell-Like Abilities

At will-charm monster, detect good, detect thoughts, disguise self, dominate person, fly, greater teleport, sending, suggestion, tongues. 1/day-dominate monster, mass charm monster, symbol of persuasion. Caster level 24th. The save DCs are 22 + spell level.

Blasphemous Sting (Su)

The stingers of Cherry corrode the abilities of divine spellcasters. Each time Cherry strikes a divine spellcaster with a stinger, they suffer 2 points of ability damage to the ability score that is tied to their spellcasting. This is Wisdom for clerics and rangers, while it is Charisma for paladins and favored souls. If the divine spellcaster has more than one set of divine spells that rely on different ability scores or otherwise uses more than one ability score for their divine spellcasting, all relevant ability scores take a point of ability damage. .

Item Use (Ex)

Cherry is treated as rolling a 20 on all Use Magic Device checks. This does not allow for automatic success in situations where a natural 20 would do so. Cherry may roll to see if she gets a natural 20 in those cases, should she wish to.

Cherry's Gift (Su)

Once per day as a standard action, Cherry may embrace a willing or helpless creature. This provides several benefits outlined below, which last for 24 hours or until dispelled with wish or miracle spell that succeeds on a DC 24 caster level check.

- A +4 profane bonus to Charisma
- A +4 profane bonus to saving throws
- The creature's natural attacks and weapon attacks count as chaotic and evil to overcome damage reduction.
- The creature radiates overwhelming chaos and evil. The creature counts as a demon for the sake of effects.

An affected creature has Cherry's name (written in Abyssal) appear somewhere on its body, usually in a place easily hidden. This lasts until the gift is lost and the affected creature cannot see the name. Cherry is aware of the creature's condition (as if by a status spell) and can communicate with the creature telepathically, no matter the distance involved and even across planes.

Willingly accepting a Cherry's gift is a chaotic and evil act. Creatures that accept a Cherry's gift willingly 3 or more times automatically become chaotic evil. 

A DC 27 Will save negates a Cherry's gift if a creature does not willingly take it (such as being helpless). The save DC is Charisma based.

Shroud Alignment (Ex)

Spells and spell-like abilities with the good descriptor treat Cherry as if she was good. Other abilities, such as smite evil, are not affected.

Vulnerable to Divine Magic (Ex)

For all of her divine mockery and power, Cherry fears the divine. This renders her particularly vulnerable to divine magic. She suffers a -4 penalty to saving throws against divine magic. Likewise, divine spells gain a +4 bonus to caster level checks to overcome her spell resistance.


Bard powers:
Spoiler: ShowHide


Cherry casts as a 19th level bard (caster level 20th for spells with the evil descriptor, caster level 23rd for enchantments). The save DCs are 22 + spell level.

[4/day]0: Dancing Lights, Daze, Detect Magic, Message, Prestidigitation, Resistance
[7/day]1: Hypnotism, Feather Fall, Grease, Remove Fear, Unseen Servant
[7/day]2: Blur, Eagle's Splendor, Glitterdust, Heroism, Hypnotic Pattern
[7/day]3: Confusion, Displacement, Fear, Haste, See Invisibility
[7/day]4: Detect Scrying, Modify Memory, Rainbow Pattern, Summon Monster 4, Zone of Silence
[6/day]5: Greater Dispel Magic, Mind Fog, Seeming, Song of Discord
[5/day]6: Eyebite, Mass Eagle's Splendor, Permanent Image, Veil

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.


Mindbender powers:
Spoiler: ShowHide


Telepathy (Su)

A mindbender unlocks one of the most basic elements of his mental craft at 1st level, gaining the ability to communicate telepathically with any creature within 100 feet that has a language.

Skill Boost (Ex)

A mindbender is a consummate student of manipulation, be it magical or mundane. Beginning at 2nd level, he can add 1/2 his class level as a competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks.

Push the Weak Mind (Sp)

At 2nd level and higher, a mindbender can influence the actions of a living creature of Large or smaller size once per day. This ability functions like a suggestion spell, except that the range is 100 feet and the duration is 5 hours plus 1 hour per class level. The mindbender can communicate the suggested course of action telepathically if he chooses, which allows him to use the effect regardless of the target's language. A successful Will save (DC 13 + primary spellcasting ability modifier) negates the effect. (Primary spellcasting ability is Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth.) A mindbender can use this ability one additional time per day per three class levels gained (two times per day at 5th and three times per day at 8th).

Mindread (Sp)

At 3rd level and higher, a mindbender can read the surface thoughts of a living creature within 100 feet. This is a mind-affecting ability that requires a standard action to use. The mindbender must be able to see the target; a successful Will save (DC 12 + primary spellcasting ability modifier) negates the effect. Creatures of animal intelligence (Int 1 or 2) have only simple, instinctual thoughts. Maintaining the effect requires concentration; the maximum duration is 10 minutes. The ability can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. This effect is the equivalent of a 2nd-level spell. A mindbender can use this ability two times per day at 3rd level and four times per day at 7th level.

Eternal Charm (Sp)

At 4th level and higher, a mindbender can charm any single Large or smaller living creature within 100 feet (as charm monster) once per day. A successful Will save (DC 14 + primary spellcasting ability modifier) negates the effect. The duration is permanent; however, a mindbender can have only one creature so charmed at any given time. If he attempts to use this power on a creature while he has another so charmed, the first charm is automatically broken (regardless of the success of the second attempt). The effect is also broken if a mindbender or one of his allies injures the target. Dispel magic has no effect on an eternal charm, though break enchantment frees the victim (treat the mindbender's caster level as 5 + his class level for this purpose). At 6th level and higher, a mindbender can have up to two creatures affected by this power at any given time; if he attempts to charm a third, the previous victim under his influence the longest is freed. At 8th level, he can control up to three creatures with this ability, and at 10th level up to four creatures.

Enchantment Spell Power (Ex)

At 6th level and higher, a mindbender casts more powerful enchantment spells: He adds 2 to his caster level when casting any enchantment spell. This increase improves to 4 at 10th level.

Dominate (Sp)

At 7th level, a mindbender becomes able to dominate any single living Large or smaller creature within 100 feet (as dominate monster) once per day. A successful Will save (DC 19 + primary spellcasting ability modifier) negates the effect. The duration is 24 hours.

Thrall (Su)

At 10th level, a mindbender's mental mastery reaches its pinnacle. He can choose to make the duration of his dominate ability (see above) permanent, but only on one target at a time. If a mindbender chooses to dominate another creature and make that effect permanent, the previous thrall is freed from the effect.


Gear:
Spoiler: ShowHide


Radiant Halo

This halo is a sign of Malcanthet's favor for the Radiant Sisters. It can shed bright light in any range from 5ft to 120ft and the color of it matches the hair of the Radiant Sister that wears it. The wearer of this halo gains a +6 resistance bonus to saving throws, a +6 armor bonus to armor class and +6 enhancement bonus to natural attacks. In addition, the wearer is immune to Charisma damage and drain of all kinds. A radiant halo takes up space on the body equal to a hat or helmet.

If a creature besides a Radiant Sister or Malcanthet attempts to wear the halo, they suffer 2d6 points of vile Charisma damage (this damage is not stopped by the halo's protections). A creature reduced to zero Charisma by this is slain and its soul is dragged down to the Razor Throne. Otherwise, the halo merely falls to the ground. A successful DC 48 Use Magic Device check allows a wearer to fool the halo for 24 hours.

Malcanthet is aware of the status (as if by a status spell), the exact location and surface thoughts (as if by detect thoughts) of any creature that wears the halo. There is no saving throw against this. Most of the Radiant Sisters are not aware of this. Identification magic does not reveal this, though a properly worded wish or miracle spell can. Likewise, a DC 60 Spellcraft check can reveal this aspect of the halo.

Heart Locket

This oversized locket appears to be a heart made of gold. Closer examination reveals it as a puzzle-box. Within each locket is a shrunken and imprisoned foe of Malcanthet, sealed away deep within. Closer examination shows that the puzzle itself changes over time, ensuring that it cannot easily be solved. Further, the powers of the locket allow the Radiant Sisters to draw might from the creature within.

As a full-round action, the holder of the locket can invoke it to channel the power of the imprisoned creature within into itself. This grants the benefits of a heal spell, one that heals 10 hit points per hit die of the imprisoned creature. This ability may be used once per day per 10 hit dice of the imprisoned creature. The use of this power is agonizing for the imprisoned creature, so much so that sound escapes the prison. A successful DC 48 Listen check by a creature within 20ft of the locket when this power is used can hear the screams of the bound creature.

There are only two ways to free a creature within. Malcanthet can do so as a full-round action, though she must be in contact with the locket. Otherwise, a creature must spend 6 hours attempting to solve the puzzle-box. Each hour of effort requires a successful DC 24 Intelligence check. A check's failure results in the failure of the effort, though a creature may choose to start over and try again as many times as they wish. If all six checks in a row are passed, the end of the sixth hour results in the puzzle being solved and the creature within being freed.

An imprisoned creature does not age or require food, drink, sleep or to able to breathe.

Cherry's locket holds Trajae Moore, a 25 HD cleric of Mielikki who was defeated by Malcanthet. She has been imprisoned for over a thousand years and has long since gone mad.

Poisons

Cherry is a mistress of poisons and uses them to further her aims. She keeps the following poisons available at all times.

Enchanter's Slave; injury/ingested DC 37; special/special. The save DC has been augmented 18 steps from 19 to 37. As the poison tastes like herbs, she uses it to season meals served to the unwary.
Wizardbane; injury DC 41; 1d4 spells/1d6 spells. The save DC has been augmented 14 steps from 27 to 41. This poison is given to non-spellcasting minions, who use it when assaulting spellcasters.
Dragon Bile; contact DC 42; 3d6 Strength/0. The save DC has been augmented 16 steps from 26 to 42. This poison is used to immediately weaken brutes who threaten Cherry or her minions.
Oil of Taggit; ingested DC 35; 0/Unconsciousness. The save DC has been augmented 20 steps from 15 to 35. The poison's taste has been changed to that of sweet cherry syrup. This poison is fed to foes foolish enough to parley with Cherry.
Voidchild Essence; injury DC 52; 2d4 all/2d6 all + special. Cherry only has one dose of this poison and saves it for emergencies, as obtaining a sample and refining it was at the raw edge of her ability. This is an epic poison.

Cherry also wears a ring of mind shielding and carries a statuette that can summon Flamejax, a half red dragon balor. As Flamejax demands favors for daring to summon him, Cherry only uses this statuette for serious battles.


Custom Material: [spoiler]

Sweet Poisons [General]
Prerequisite: Must serve Malcanthet, Craft(Poisonmaking) 10 ranks, cha 17
Benefit: You may use your Charisma modifier in place of your Intelligence modifier with Craft(Poisonmaking) checks. In addition, you may choose to change the taste of any ingested poison you create to anything you wish. Doing so increases the Craft DC of the poison by 3.
Special: Several enterprising succubi have sold the knowledge of this feat to the highest bidder. As such, the requirement of serving Malcanthet can be ignored if a teacher is found.
Title: Re: Characters and monsters
Post by: Anastasia on September 13, 2014, 12:58:11 PM
Flamejax, Dragon-Balor of Fury

Fluff:
Spoiler: ShowHide


Flamejax is a mistake. A little over a millennium ago, a great wyrm red dragon did battle over the Simmering Biles of the Abyss. Balexajax fought back hundreds of demons, but was ultimately overwhelmed and torn apart. The torn flesh and heart scales of the wyrm plunged into one of the pools below, where it mixed with thousands of liquified souls in torment. This unholy combination congealed into one form - Flamejax, a newborn balor with the blood of a dragon.

Since that time, Flamejax has carved a bloody path throughout the Abyss. It only cares to kill and gather treasures. While Flamejax is intelligent and charismatic, he rarely displays these properties. He is possessed of the rage that Balexajax felt as he was torn apart over the Simmering Biles, amplified by the hatred of all the souls that went into Flamejax's birth. This results in a dearth of allies and friendly relations. There are only a few exceptions to the above.

The first are the babau created by his dragon's blood ability. They serve Flamejax without question. The second are several yugoloth soul merchants. Flamejax's draconic cravings for treasure demand gold and jewels, not the souls that often serve as treasure in the Abyss. He relies on these merchants to exchange the souls for more palatable lucre. Finally, Flamejax has formed a pact with Cherry, one of Malcanthet's Radiant Sisters. Cherry managed to overwhelm Flamejax's furious mind and forced him to parley. This pact resulted in a statuette Cherry can use to summon Flamejax.

Beyond that, Flamejax is relatively unknown in the Abyss. He is a new player and has not done enough to stand out. His investment in the Blood War is minimal and he lacks much of the normal hatred demons have for devils. He does have a secluded lair on the 511th layer of the Abyss, which largely serves as a repository for his treasures.


Balor 21//Half Dragon 3/Barbarian 18

Size/Type: Large Outsider (Chaotic, Demon, Evil)
Hit Dice: 3d10+18d12+315 (463 hp)
Initiative: +7
Speed: 50ft, fly 90ft (good)
Armor Class: 39 (-1 size, +7 dex, +23 natural)
Base Attack/CMB/CMD: +21/+42/59
Attack: Claw+44 (1d8+24 plus 1d6 fire 19-20 x2)
Full Attack: 2 claws+44/+39/+34/+29 (1d8+24 plus 1d6 fire 19-20 x2) and bite+39 (2d6+14 plus 1d6 fire 19-20 x2) and 2 wings+39 (1d6+14 plus 1d6 fire 19-20 x2) and tail slap+39 (1d8+34 plus 1d6 fire 19-20 x2)
Space/Reach: 10ft/10ft (20ft with claws)
Special Attacks: Death throes, rend, spell-like abilities, summon demon, breath weapon, greater rage 5/day.
Special Qualities: Damage reduction 15/cold iron, epic and good, darkvision 120ft, low-light vision, flaming body, immunity to electricity, fire, paralysis, poison and sleep, resistance to acid and cold 20, spell resistance 29, telepathy 200ft, true seeing, dragon's blood, furious mind, improved uncanny dodge, trap sense+6, demon's luck, tireless rage.
Saves: Fort +31, Ref +23, Will +23 (+4 vs enchantments)
Abilities: Str 51, Dex 25, Con 41, Int 26, Wis 24, Cha 28
Skills: Appraise+32, Balance+31, Bluff+33, Climb+44, Concentration+39, Craft(Gemcutting)+32, Intimidate+33, Knowledge(Arcana)+32, Jump+52, Knowledge(Nature)+32, Knowledge(Planes)+32, Listen+39, Profession(Merchant)+31, Ride+31, Search+32, Sense Motive+31, Spellcraft+32, Spot+39, Survival+31, Use Magic Device+33
Feats: Power Attack(1), Reckless Rage(3), Whirlwind Attack(6), Instantaneous Rage(9), Mad Foam Rager(12), Rapidstrike(Claws)(15), Improved Rapidstrike(Claws)(18), Quicken Breath(21)
Epic Feats: -
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-blasphemy, dominate monster, greater dispel magic, greater teleport, insanity, power word stun, telekinesis, unholy aura. 1/day-fire storm. Caster level 21st. The save DCs are 19 + spell level.

Breath Weapon (Su)

60ft cone of fire; 1d4 rounds recharge; 24d10 fire damage; DC 35 Reflex halves. The save DC is Constitution based.

Death Throes (Ex)

When killed, Flamejax explodes in a burst of profane power. This explosion creates 4d10 half-dragon babau, 2d10 10 hit dice half-dragon babau and 2d6 13 hit dice half-dragon babau. The babau created by this ability are identical to the ones in Flamejax's dragon's blood ability.

Rend (Ex)

If Flamejax hits with two claw attacks, he latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+30 points of damage.

This replaces the entangle ability of a standard balor.

Summon Demon (Sp)

Once per day Flamejax can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su)

Flamejax's body is wreathed in flame.

Anyone grappling within 10ft of Flamejax takes 10d6 points of fire damage each round.

True Seeing (Su)

Flamejax has a continuous true seeing ability, as the spell (caster level 21st).

Dragon's Blood (Su)

Flamejax's blood is full of the same energies that created him. This creation can repeat when his blood is spilled, spawning new dragon-tainted demons.

Whenever Flamejax takes 20 or more points of slashing or piercing damage (or a similar effect that draws blood), the spilled blood bursts aflame and creates a half-dragon babau. The babau appears in adjacent to Flamejax (or in the nearest unoccupied square) and immediately attacks his enemies. It is loyal to Flamejax and will follow his orders, even suicidal ones.

If Flamejax instead takes 50 or more points of damage, a 10 hit dice half-dragon babau is created instead.

If Flamejax takes 100 points of damage, a 13 hit dice half-dragon babau is created instead.

The newborn babau acts immediately and joins initiative right after whatever creature or effect caused it to be born.

Furious Mind (Su)

Flamejax's mind is constantly consumed by fury. It rejects any attempts to be controlled or calmed. Whenever Flamejax is subjected to a mind-affecting ability, he falls into a rage one round later. This rage nullifies the mind-affecting ability that triggered this and does not count against his normal daily limit of barbarian rages. If Flamejax is already raging, the duration of his rage is extended 6 rounds instead and the effect is still nullified.

This ability can be used an unlimited number of times per day, but only two times per encounter. Should Flamejax be subjected to a third mind-affecting ability in an encounter, this ability does not function. Further, should the effect last beyond that encounter, it does not trigger this ability in later encounters.


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.

Demon's Luck (Ex)

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

Greater Rage (Ex)

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

Indomitable Will (Ex)

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

Tireless Rage (Ex)

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


Gear:
Spoiler: ShowHide


Ternock

Ternock is a heart scale from Balexajax, the red dragon that fell into the Simmering Biles. It is lodged deep in Flamejax's body and greatly augments his special abilities.

As long as Ternock stays within Flamejax, he enjoys a +8 enhancement bonus to Strength and Constitution. He gains the breath weapon of an great wyrm red dragon instead of the racial breath weapon of a half-dragon. His claws extend out with burning flames, granting him a +10ft bonus to reach with his claw attacks. He may make 2 wing attacks and a tail slap when making a full attack, just like a true dragon. Finally, the damage of Flamejax's burning body increases to 10d6 points of damage and deals damage to anyone within 10ft of him, rather than only creatures that grapple him.

Ternock counts as a minor artifact. It cannot be destroyed, dispelled or suppressed unless it is removed from Flamejax's body. If removed, Ternock could be forged into a bulwark of the great dragon (red), though it would require a DC 55 Craft (Armorsmithing) check.

Beyond that, Flamejax wears a necklace made of dragon fangs that grants his natural attacks a +4 enhancement bonus, as well as the flaming and keen special properties.

Flamejax has an extensive horde hidden away. He has gathered hundreds of thousands of gold worth of treasures there, but he does not use anything from it.
Title: Re: Characters and monsters
Post by: Anastasia on September 15, 2014, 01:48:09 AM
Flamejax's Half-Dragon Babau

Fluff:
Spoiler: ShowHide


These are the babau mentioned in Flamejax's stat block. There's not a lot to say here, so I'll get right to it.

- Unlike most creatures, they're created with gestalt levels rather than something they learn over time. This is due to the rage that composes Flamejax, as it ignites an eternal fury in each of them. A barbarian's skills are as natural to them as breathing. They're best seen as a mix of babau and a berserker. It isn't the most optimal setup but it works for them.

- These creatures serve Flamejax out of fear and duty. They're inexorably bonded to him and dare not disobey. They aren't loyal in the strictest sense - no demon is - but they know well what will happen if they disobey Flamejax.

- They eschew most of the sneakiness or normal babau in favor of sheer brutality. They maul things rather than ambush and crave little more than violence. This isn't unusual for demons, but it is odd for babau. This is just a quirk of Flamejax and Ternock.

- Protective jelly deals fire damage for these babau. Not a huge deal but it is weaker than acid damage. As a nod to that, the die size was increased to a d10.


Babau 7//Half-Dragon 3/Barbarian 4

Size/Type: Medium Outsider (Chaotic, Demon, Evil)
Hit Dice: 4d10+3d12+42 (91 hp)
Initiative: +1
Speed: 40ft
Armor Class: 23 (+1 dex, +12 natural)
Base Attack/CMB/CMD: +7/+16/27
Attack: Claw+16 (1d6+9 plus 2d6 sneak attack)
Full Attack: 2 claws+16/+11 (1d6+9 plus 2d6 sneak attack) and bite+11 (1d6+4 plus 2d6 sneak attack)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+2d6, spell-like abilities, summon demon, breath weapon, rage 2/day.
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60ft, low-light vision, immunity to electricity, fire, paralysis, poison and sleep, resistance to acid, cold and fire 10, spell resistance 14, telepathy 100ft, protective jelly, uncanny dodge, trap sense+1.
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 29, Dex 12, Con 22, Int 16, Wis 13, Cha 18
Skills: Appraise+14, Balance+12, Climb+20, Concentration+17, Disguise+15, Escape Artist+12, Hide+20, Jump+24, Knowledge(Arcana)+14, Listen+20, Move Silently+20, Sense Motive+12, Spot+20, Survival+12, Tumble+12
Feats: Power Attack(1), Cleave(3), Rapidstrike(Claws)(6)
Epic Feats: -
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-darkness, dispel magic, greater teleport, see invisibility. Caster level 7th. The save DCs are 14 + spell level.

Breath Weapon (Su)

30ft cone of fire; once per day; 6d8 fire damage; DC 19 Reflex halves. The save DC is Constitution based.

Protective Slime (Su)

A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d10 points of fire damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 19 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 19 Reflex save. The save DCs are Constitution based.

Summon Demon (Sp)

Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.


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).

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 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.


Gear:
Spoiler: ShowHide


Flamejax's babau carry no treasure or items on them, as Flamejax demands them all for his own hoard. If they have anything at all, it's treasure they've recently scavenged.
Title: Re: Characters and monsters
Post by: Anastasia on September 19, 2014, 01:00:58 PM
Antenora Reynes, Opal Angel of Redemption

Fluff:
Spoiler: ShowHide


Background

Antenora was born as an erinyes in Cania, Della the Bloodflier. Her life was unremarkable by Hell's standards until Zquujaj's invasion of Avernus. The pressure this put on Hell caused a great deal of upheaval. In Della's case, the thought of Hell's perfect order being disrupted was unacceptable. She called on favors and escaped Hell for one of the many worlds of the Prime Material Plane, intent on forging her own kingdom of iron law there.

It is there she met Alicia Reynes and the Crimson Guard. Her schemes were defeated and Antenora was brought low in battle. She plead for her life and promised to reform herself, desperate to avoid a return to Hell. To the surprise of all, Alicia stepped forward and accepted her offer. She took Della into her own house, where she took the name Antenora. Make no mistake, for she had no intentions of reforming. It would be a simple matter to corrupt Alicia and her household and start anew.

That did not happen. Antenora found a match in Alicia, who routinely engaged Antenora in debate. Here she agreed with Antenora's devotion to law and used it as common ground to attack evil. Remarkably, Antenora found her arguments matched and often defeated. This was joined by a regime of seeing the acts of good firsthand, as well as growing fond of Alicia and her allies. Alicia's sheer charisma joined by cold logic and personal entreaties began to melt Antenora's will. Without the support of Hell and subjected to Alicia's own will, Antenora's resolve began to crack.

This crack allowed sorrow to follow. Soon, Alicia's sister, who had fallen under the thrall of Hell, sought to escape Hell's grasp on her. This required the aid of an extraplanar entity, who tasked Alicia and her sister Beth to travel to Stygia and free souls held in the Halls of the Vanquished. While they did succeed, the quest came to a tragic end. The disturbance in the Halls of the Vanquished caught the attention of Duke Agares, who barred the exit and confronted the intruders. In a short battle Alicia was brought to the brink of death, as she was no match for Agares.

The frozen floor of the Halls began to crack and black Styx-water began to flow in. Beth saw her chance, willingly exposing herself to the Styx to save Alicia and slip by Agares. The two escaped thanks to the sacrifice of Beth, who lost all her memories to the hungers of the Styx. Antenora saw the aftermath and Alicia's heartbroken tears, yet she did not triumph in them. She only felt miserable at Alicia's sadness, and at that moment began to truly understand her own misery in evil.

This sacrifice and miracle began the process of Antenora rising from Hell's grasp. In time she survived the painful loss of evil itself, and then a transformation into a mortal form to atone. She was forever at Alicia's side as a warrior-in-arms, taking on the vows of a paladin and the unbridled wrath of a hellreaver. She was with Alicia and the Crimson Guard for all the great battles and the exploration of the gnomish ruins. She stood with Alicia against countless assassination attempts by Baator, as even the mighty Spark Hunters were vanquished.

When Alicia became a quasi-deity after defeating Triel's Furnace, Antenora rose with her. She became a full angel and oversees mortal souls that pass into Sylica, Alicia and Syala's divine realm. She also oversees redemption for Sylica and promotes it to any and all. Antenora knows she is a rarity, but it does not stop her. She sincerely believes that evil can be defeated and that even fiends can be saved. No matter if only one in a million efforts will bear fruit, she relentlessly applies herself to her newfound duties.

Antenora's name is used in various rituals by the faithful of Alicia and Syala, especially spells relating to bravery, redemption and hope. As both faiths are still small and newborn, this practice has not spread far yet.

Appearance

Antenora appears as a tall angel with black hair. Her body is flawlessly formed and symmetrical. Her wings are tingled opal blue, which match eyes solidly colored the same. Oftentimes a glow of the same color surrounds her in a gentle halo of light. This beauty is matched with the steely spirit of a crusader, as she has firm posture and an unrelenting gaze. While beautiful, most see her as inspiring more than alluring.

Antenora wears her armor and white dress in most instances. Otherwise she prefers dresses in white and a few bits of gold jewelry. She dresses simply, favoring function over form. When she's not involved in her duties, she cares little for what she wears and sticks to white out of personal preference.

Mortals who see Antenora find her easy to understand. Something about her speaks to them, be it hope for those free of evil to fear and hate to those lost in evil's misery. Immortals share this, with good immortals finding her reassuring. She is the pinnacle of Good's ability to redeem and defeat evil itself. Those of evil conversely see her with nothing but hatred. Devils deserve special mention, as they all wish to defeat and capture her. Traitors are not suffered by Baator, and should she be captured and brought to Hell, the captor would be richly rewarded.

Personality

The Opal Angel of Redemption can be best described as a crusader. She is forthright, firm and filled with conviction for her cause. She is not a soft nor a weak woman, but instead projects confident power. She strives to set an example and inspire others, to show that even the darkest soul has hope of a better life.

Servants and minions are treated well. Antenora believes that a leader should teach by example, much as Alicia taught her. She does not forget the virtue of kindness and believes it is well applied to those that follow you. To equals, friends and family, Antenora softens. In these times Antenora allows herself to relax. Antenora prefers to be a follower in these situations rather than a leader. She spend centuries struggling for meaningless authority in Baator, she has no desire to repeat that mistake with those dear to her.

Enemies are met by an offer of reformation, especially fiends. Should one accept, Antenora will go to any length to see that they have a fair chance to atone. Those that reject this offer find that Antenora will rarely ask twice. While she values redemption of all types, she has great insight to the folly of evil. Those steeped in it are often beyond reasoning and must be defeated instead.

In truth, all of these interactions greatly bolster Antenora. She finds all aspects of her new life satisfying. Her rise showed her the flaws of evil and how empty her own life in Baator was. The merest authentic interaction in the Heavens is worth more to her than her centuries of life in Hell. She refuses to allow herself to forget this. She holds onto what she learned, for this knowledge allows her to confront evil on a level few celestials can.

Relations

Antenora's family in Cania is a long forgotten memory to her and she has no further contact with them. However, Antenora's natural charisma and her circle of friends has allowed her to fill this gap. She is on good terms with those that serve her, often blurring the lines from superior to friend. She keeps some reservation from them as is only proper for her station, but this provides her a large pool of friends to draw on.

Meanwhile, Antenora relation with Alicia is that of a savior, a sister, a mother, a friend, her deity and many more feelings. Her thoughts about her are tremendously complex, but she is loyal to Alicia beyond all other things. She serves her loyally and without any reservations at all. She took Alicia's last name as a sign of respect, love and loyalty.

Antenora's relationship with Alicia is only exceeded by one - her wife, Marie. She has fallen madly in love with the eladrin shapeshifter and the two are happily together. The relationship was born over long arguments over law and chaos that morphed into deeper feelings. While the two still routinely argue, it is mostly a pretext for their affections than any real fire now.

Her relations with the rest of Sylica are all warm. She is friends with Jessica Reynes, Latha, Ebony and other figures there. As one of the highest ranking celestials in Sylica, she knows many people there and has a great deal of authority.

Beyond Sylica, Antenora maintains a string of friendships across the planes. She keeps in contact with risen fiends when she finds them. One example is Mial, a succubus purified by Empress Sulia. These friends understand each other in ways no other can. Otherwise, Antenora is known in most courts and planes as a servant of the newly risen deity Alicia. Antenora's past is no secret, and thus most are aware of it.

As for enemies, all of Hell considers Antenora a traitor to be exterminated. To turn away from Hell is the greatest insult to its order and an example must be made of her. Antenora's current position keeps her safe from most reprisals, but several more powerful entities have tried. The Spark Hunters attempted to capture her and Alicia but ultimately failed, while the efforts of the now deceased Duke Agares were fended off repeatedly. Infiltration attempts by the Order of the Lie have likewise been foiled, including the redemption of a corrupted pixie asset sent to spy in Sylica.

The sole exception to Hell's wrath is Beezlebub. As Alicia was the one to finally defeat Triel's Furnace, he has taken a personal interest in Alicia and by extension Antenora. His interest is more on the effect Alicia has had on Antenora rather than Antenora herself, but nonetheless results in him withholding his agents from working against her.

Combat

Antenora is never afraid to enter combat. While she attempts to defuse battles by turning her foes towards redemption, she knows that oftentimes that combat is inevitable. Against opponents that are no great threat, she relies on her spell-like abilities. Righteous smite, flame strike, superb dispelling and holy word are her favorite choices. She relies on divine succor in case an opponent gets in a lucky blow, chaining together two in a single round should it be needed.

More worthy opponents are faced by direct charges. Antenora charges in, using her smite, furious strike and power attack abilities to eliminate an opponent in a single blow. If Antenora has swift actions left after this, she invokes a paladin spell relevant to the battle. The next round focuses on repositioning, healing and preparing for another charge. If needed, Antenora will use the boots of the battle charger's ability or a greater teleport. Opponents that can press her cause her to fight on the defensive, using her various healing abilities as she whittles down her foes. Her goal is to weaken them enough that a charge can break them completely.

Generally, Antenora will not retreat unless commanded by Alicia or if she is engaged in a meaningless battle. The latter mostly occurs against dedicated diabolical attacks against her, as Antenora knows enough of Hell's methodology to greatly fear unfolding ambushes. As a side effect of this, Antenora rarely battles alone. This is not out of cowardice, but out of the simple fact that if Hell catches her with sufficient forces off guard, such as Nessian Pit Fiends or powerful unique devils, that she may be overwhelmed and dragged back to Hell. She has no illusions on what will happen to her should this occur, and fears that she will be taken to Asmodeus himself to account for her diabolical heresy. If nothing else, the insult of sullying the reputation of the Spark Hunters demands the King of Hell's attention.



Notes:
Spoiler: ShowHide


- This sheet comes from the prep of Balmuria 1's restart, which didn't happen at that time. As a result, some parts of this are more developed than normal for a character block. This is most obvious in gear. For most stat blocks, I prefer to leave some things open so that there is room to change things around, customize and so forth. In this case, that space has largely been filled in. So you can chalk up any differences to that. Compared to most NPCs I post, Antenora is overgeared. That's why.

- Antenora's a charging smite machine. Hellreaver only makes this more explosive, as well as providing Antenora a great deal of added endurance through divine succor. It's a shame Hellreaver came so late in 3.5's life, as it's an extremely solid prestige class.

- Antenora would love some more feats, especially a divine feat or two. Unfortunately, her build just doesn't have any space for them. She could sub out toughness, but I feel that+epic toughness is more worthwhile than a divine feat and a free bonus epic feat from paladin. She might retrain armor skin at 24 one day, so that could become one.

- Initiate of Alicia is a bonus feat for obvious reasons. Namely, she's grown with Alicia and been privy to her greatest secrets. It's hard not to pick up some things from a rising demigoddess.


Erinyes 9/Ranger 1/Hellreaver 19//Paladin 29

Changelog: Formatted in the standard style and removed some B1R stuff from it.

Size/Type: Medium Outsider (Angel, Good, Lawful)
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, channel energy 16/day (13d6; DC 36), spells.
Special Qualities: Damage reduction 20/epic, evil and silver, spell resistance 42, immunity to cold, disease, fear, fire and petrification, 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 Flight(3), Flyby Attack(6), Power Attack(9), Track(R1), Favored Power Attack(Outsider(Evil))(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). Antenora can hurl her rope 140ft 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 Hell, 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 monster 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 hit dice + 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:
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.

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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


Antenora casts as a 29th level paladin. The save DCs are 23 + spell level. All of her paladin spells are automatically quickened.

[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:
Spoiler: ShowHide


Black Horn Spear

This spear was given to Antenora by Alicia as she began her rise from Hell. 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.

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.

Golden Armor

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.

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.

White Dress

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.

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.

Ghost Rope

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.

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.

Ring of Beauty

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.

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.

In addition, Antenora wears a ring of protection+5, boots of the battle charger and a ribbon that allows her to use alter self at will. She also carries a silver dagger+5, holy and axiomatic.
Title: Re: Characters and monsters
Post by: Anastasia on October 05, 2014, 01:46:34 AM
Starala

Fluff:
Spoiler: ShowHide


Sir, my opinion is that Starala is an excellent choice to head the Arinnaphim. Not for now, but in what he will become in time. He has proven himself as an inquisitor and I know he will prove himself as a leader.

- Vel Custos to Barachiel, when asked about his choice to fulfill the vacant position of Lord of the Arinnaphim.

A wretched little worm that doesn't know when to stop asking questions. Then he starts swinging that damned sword of his and it all goes to shit. It's like an annoying spinagon that won't leave you alone, then throws spines right in your damned eyes. He has Mammon's own luck, too. But it'll run out, and then-

- Mekkul the Blind, cornugon and former pit fiend. This statement was taken moments before a demonic horde assaulted his unit in the Blood War.

Starala? He's a grizzled old sargent. If he has another side, I've never seen it. It's like cooperating with an earth elemental with wings and more gruffness than usual. He's capable of handling people, he is still one of the throne. But it's not his nature. It's not what the holy mountain has called him to.

- Sayuel, throne archon.

If you ask me, dear Sayu, this is why Celestia should stop fast-tracking mortals who preform well. Don't you agree? After all, a smooth and loving approach would serve this situation so much better. Save his kind to summoned elementals or all those dwarves Moradin has in your mountain's caves. You'd do so much better if you'd take that position with your superiors.

- Sapha, Guardian of Love.

It's not because he's an inquisitor nor because he is an ascended mortal. It's because within him is the potential I've spoken of. It's time for him to grow further. Growth is sometimes painful, but it has to happen.

- Vel Custos to Barachiel, when asked about his choice to fulfill the vacant position of Lord of the Arinnaphim.



Notes:
Spoiler: ShowHide


- Starala was mentioned in the Arinnaphim's fluff block. He has lead the organization in the past 1400 years. He has spent eons as an inquisitor for Celestia, cleaning up messes and ferreting out heresies in various churches. His promotion is the work of Vel Custos, who believes that he will grow more as a leader. He's gruff, mildly ill tempered and relentless in finding out the truth. It's a great skill set for a rough and tumble inquisitor, yet not so much for a leader of archons. How he'll grow into the role is an open question, but Vel Custos seems confident in it.

- At heart, Starala is middle management. He's powerful and has learned many lessons from Celestia, but his journey up the holy mountain is far from over. While he has risen to the rank of throne archon, it is safe to say that he is still a work in progress. To be fair, this illustrates that everyone in Celestia is a work in progress until they reach Chronias.

- Mechanically, Starala is a paladin with a splash of inquisitor powers. It works well enough for him, especially since he's backed up with one hell of a sword. What exactly Lumonosia is and what Cantasa Alexandria is and has to do with him is anyone's guess. With how intertwined the angels are with the houses of law and chaos within good, there's no real way to narrow things down. Incidentally, this isn't the first time Cantasa Alexandria and a gifted thing has come up. Back in Balmuria 3, Hanna's speak with the dead interrogation of a metallic dragon mentioned the gifted heart of Cantasa Alexandria.

- On a related note, Lumonosia is a bit overpowered relative to Starala's power level on purpose. It's mostly the save DC on the blindness effect, but it's a powerful sword all in all.



Throne Archon 24//Paladin 10/Church Inquisitor 14

Size/Type: Large Outsider (Archon, Good, Lawful)
Hit Dice: 10d10+14d8+216 (339 hp)
Initiative: +14
Speed: 40ft, fly 80ft (good)
Armor Class: 40 (-1 size, +15 natural, +3 dex, +13 armor)
Base Attack/CMB/CMD: +24/+36/58
Attack: Greatsword+38 (3d6+20 plus 2d6 holy plus 2d6 axiomatic 17-20 x2)
Full Attack: Greatsword+38/+33/+28/+23 (3d6+20 plus 2d6 holy plus 2d6 axiomatic 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Penitentiary gaze, spell-like abilities, smite evil 5/day, channel energy 13/day(4d6; DC 23), spells.
Special Qualities: Aura of menace, damage reduction 15/epic, evil and silver, darkvision 120ft, immunity to charm, compulsion, electricity, petrification and possession, low-light vision, magic circle against evil, spell resistance 36, teleport, tongues, aura of good, detect evil, divine grace, lay on hands(100 hp), divine courage, divine health, charging smite, remove disease 2/week, pierce illusion, pierce disguise, force shapechange, learn the truth.
Saves: Fort +32, Ref +33, Will +30 (+4 vs poison)
Abilities: Str 32, Dex 30, Con 28, Int 24, Wis 25, Cha 30
Skills: Concentration+36, Diplomacy+37, Gather Information+37, Heal+34, Intimidate+45, Knowledge(Arcana)+34, Knowledge(Geography)+34, Knowledge(History)+34, Knowledge(Local:Mount Celestia)+34, Knowledge(Nature)+34, Knowledge(N&R)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+34, Profession(Judge)+34, Ride+37, Sense Motive+42, Spellcraft+34, Spot+34
Feats: Words of Creation(B), Improved Initiative(1), Power Attack(3), Ability Focus(Penitentiary Gaze)(6), Extra Smiting(9), Law Devotion(12), Battle Blessing(15), Empower Spell-Like Ability(Righteous Smite)(18)
Epic Feats: Spectral Strike(21), Epic Ability Focus(Penitentiary Gaze)(24), Epic Spell Capacity(CI14)
Alignment: Axiomatic Good (Axiomatic Exalted tendencies)

Racial powers:
Spoiler: ShowHide


Spell-like abilities

Always active-discern lies, see invisibility. At will-atonement, break enchantment, bless weapon, blessed sight, cure critical wounds, detect chaos, detect evil, greater dispel magic, hallow, mark of justice, neutralize poison, restoration, sending, vision of heaven. 3/day-banishment, death ward, dictum, divine favor, find the path, greater restoration, heal, heroes feast, holy aura, holy sword, resurrection, righteous smite, shield of the archons, true seeing. 1/day-miracle. Caster level 24th. The save DCs 20 + spell level.

Aura of Menace (Su)

A righteous aura surrounds Starala when he fights or gets angry. Any hostile creature within a 20ft radius of Starala must succeed on a Will save (DC 34) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Starala. A creature that has resisted or broken the effect cannot be affected again by Starala's aura for 24 hours. The save DC is Charisma based and includes a +2 racial bonus.

Penitentiary Gaze (Su)

Any nonlawful good creature within 30ft of Starala that meets his glowing blue eyes must succeed on a Will saving throw (DC 38) 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 Starala) while under the effects of the penitentiary gaze. The effects persist each round until the victim makes a successful Will saving throw. Starala 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.

Skills

Throne archons have a +8 racial bonus to intimidate and sense motive checks.


Paladin powers:
Spoiler: ShowHide


Starala casts as a 24th level paladin with access to the inquisition domain. The save DCs are 20 + spell level. All of Starala's paladin spells are automatically quickened.

[6/day]1: Detect Poison, Detect Undead, Divine Favorx2, Lesser Restorationx2
[6/day]2: Delay Poisonx2, Resist Energyx2, Shield Otherx2
[5/day]3: Cure Moderate Wounds, Prayerx2, Remove Blindness/Deafness, Remove Curse
[5/day]4: Break Enchantment, Cure Serious Wounds, Death Ward, Restorationx2
[5/day]5: Atonement, Cure Critical Wounds, Mass Cure Light Wounds, Plane Shift, True Seeing

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).



Church Inquisitor powers:
Spoiler: ShowHide


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.

Discern Lies (Sp)

A church inquisitor of 9th level or higher can use discern lies as a spelllike ability three times per day.

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.


Gear:
Spoiler: ShowHide


Lumonosia

Starala carries this greatsword with him at all times. It is said to be a fragment of something or someone known as Cantasa Alexandria. What exactly Cantasa Alexandria is and means is unknown and perhaps unknowable, as knowledge of it fades from both minds and tomes. It is said that Starala has spoken of it before, but the knowledge is forever lost save that it was a gift. Lumonosia appears as a greatsword with a blue-gold sheen that never tarnishes. The blade is perfectly forged and appears perfectly symmetrical.

Lumonosia is a large greatsword+5, holy, axiomatic, keen and valorous. When the wielder successfully deals damage with a charging smite (as the paladin ACF), they are surrounded by overwhelming light in a 30ft radius for one round. This light grants Starala and any good aligned allies within 30ft a +7 sacred bonus to armor class. Evil creatures must instead make a DC 49 Fortitude save or be permanently blinded. The light fades at the beginning of Starala's next turn.

Starala also wears mithral full plate armor+5. When going into battle, he has access to items such as rings of protection, scrolls of spells that increase his armor class and saving throws, and finally various ioun stones. These are all mementos of his many adventures guiding mortals on the Prime Material.
Title: Re: Characters and monsters
Post by: Anastasia on October 21, 2014, 02:16:10 AM
Phoebe, Moonkeeper

Fluff:
Spoiler: ShowHide


Phoebe is the child of Selune, conceived when Selune's blood mixed with the moonlit soil of Arvandor. She grew from the ground in one cycle of the moon, from conception at the new moon to adulthood at the next new moon. Born of a battle with Shar, she nonetheless has none of Shar's darkness. She is a true daughter of her mother and the two are said to be close.

While Phoebe is not divine, she was born with extraordinary powers in the service of the moon. Her tasks are two fold - to be the high priestess of Selune's faith in the Gates of the Moon, overseeing the most holy rituals. This includes raising promising spirits and exceptional mortals to the ranks of the Shards of Selune, as well the purification of the Gates of the Moon when the darkness of the new moon falls. Her other task is to protect the moons of the mortal realms from any who would meddle in those holy places.

Phoebe resembles Selune with lustrous white hair and ethereal features. Her very essence is suffused with moonlight, as if fading out of sight only to grow bright and radiant mere moments later. Unlike most of Selune's forms, Phoebe has a slight, fragile build. Nonetheless she reaches eight feet tall. She wears an ethereal shawl of white silk or at times nothing at all. She is indifferent to her own nudity, though is mindful of other creatures around her and makes a point not to embarrass anyone.

While Phoebe is often considered to lead the Shards of Selune, in truth she is not a part of them. Her powers resemble those of the Shards, but she in fact predates them. She is attended to by six identical sextuplet sisters known as the Sisters of the Hexad. Long ago, they became priests of Selune and eventually Shards of Selune after serving Selune long and faithfully. In other relationships, she is on friendly terms with Tymora, who treats her as something of a niece. Phoebe and Pistis Sophia have met before and gotten along well, despite disagreeing over law and chaos. They stay in contact with letters as their respective duties only seldom allow them to meet face to face. The only ones she personally dislikes are the triplet Guardians of Love, whom tend to stir a rare jealousy within her. In turn she acts snippish with them, to which the sisters return in kind.

Phoebe has no romantic entanglements or interests. While she has not taken a vow of chastity, she essentially acts as if she observes one. She is a creature born without sex and feels no connection to it. She is capable of feeling attraction but she swiftly subsumes any attractions she feels.

As for enemies, Phoebe counts all of Selune's enemies as her own enemies. In addition, she has clashed before with Rosier of Hell and the new Oinoloth, the Adversary. Her enmity with Rosier is due to a scheme by Rosier's witches to control the movements of the moon. While the scheme ultimately failed, the two powerful spirits had a short and indecisive battle during the climax. This conflict left who would win in doubt, as well as stirring deep disgust within Phoebe. Rosier's essence and what she represents is at nines with Phoebe, and should the two meet again, Phoebe has every intention of destroying the Duchess of Witchcraft. Phoebe has recently faced servants of the Adversary, finding them to be loathsome. As an immortal spirit that is free from sickness, Phoebe finds the concept of disease extremely offputting, especially the magical diseases the Oinoloth spreads that can sicken even outsiders.


Notes:
Spoiler: ShowHide


- Phoebe's origins are someone similar to Mystryl's from canon FR. This is on purpose and is a nod to it, as Balmuria Mystra's origins (and the origins of most deities and powers) are somewhat less certain. If Balmuria ever had a Mystryl, it's a well kept secret.

- It's worth commenting on Phoebe's relative unease with romance. She's can feel attraction and the like, but her nature is to ignore this part of herself. It's not a problem as much as a thing that rarely pops up. To be honest, it's simply a reaction to Shar's identity as the seductive dark dancer. She got a bit of Selune's disdain for that form and it ended up being that.

- As far as mechanics go, Phoebe is an overgrown silverstar. She has some neat tricks relating to her duty, but otherwise she's a spellcaster and acts as such. Speaking of, the large majority of her spells are done, including a sizable contingent of custom spells. She's not 100% done, but I'll go back and finish her when there's more spell options one day.

- If Ao wasn't a dick about divine rank, she'd be divine rank 0. She's really on the border for it, but the situation as it is holds her back. She'd make a good assistant demigoddess if this ever changed.


Angel 42//Favored Soul 10/Silverstar 32

Changelog: Lots, as the previous was an unpolished beta.

Size/Type: Large Outsider (Angel, Chaotic, Good)
Hit Dice: 42d8+420+42+168 (966 hp)
Initiative: +8
Speed: 60ft, fly 200ft (perfect)
Armor Class: 62 (-1 size, +8 dex, +33 natural, +12 armor)
Base Attack/CMB/CMD: +42/+48/67
Attack: Moonfire+49 ranged touch (20d8)
Full Attack: 2 moonfires+49 ranged touch (20d8)
Space/Reach: 10ft/10ft
Special Attacks: Moonfire, spells, channel energy 16/day (5d6; DC 29), moon's hand (+11, lightning blast), moonfire (silverstar).
Special Qualities: Damage reduction 30/cold iron, epic and evil, spell resistance 56, immunity to acid, cold and petrification, resistance to fire, electricity and sonic 30, protective aura, tongues, darkvision 120ft, low-light vision, regeneration 20, change shape, moon magic, lady of the moon, moon spells, lunar sight, tears of selune, prophet's sight 10/day, Selunite lycanthropy.
Saves: Fort +36, Ref +34, Will +38 (+2 vs enchantment, necromancy and illusion)
Abilities: Str 23, Dex 27, Con 31, Int 34, Wis 35, Cha 39 
Skills: Appraise+57, Bluff+59, Concentration+55, Craft(Alchemy)+57, Diplomacy+59, Escape Artist+53, Gather Information+59, Heal+57, Hide+53, Intimidate+59, Knowledge(Arcana)+57, Knowledge(History)+57, Knowledge(Local: Gates of the Moon)+57, Knowledge(Nature)+57, Knowledge(Planes)+57, Knowledge(Religion)+57, Listen+57, Move Silently+53, Profession(Astrologer)+57, Search+57, Sense Motive+57, Spellacraft+57, Spot+57, Use Magic Device+59
Feats: Words of Creation(B), Blind-Fight(1), Spell Penetration(3), Weapon Focus(Heavy Mace)(FS3), Greater Spell Penetration(6), Initiate of Selune(9), Toughness(12), Spell Focus(Good)(15), Empower Spell(18), Maximize Spell(21), Twin Spell(30), Transdimensional Spell(33)
Epic Feats: Intensify Spell(24), Epic Spell Capacity(SS14), Enhance Spell(27), Epic Spell Penetration(SS18), Improved Metamagic(SS22), Bonus Domain(Dream)(36), Rapture of the Prophet(SS26), Epic Toughness(39), Improved Metamagic(SS30), Epic Toughness(42)
Alignment: Anarchic Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-continual flame, 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, superb dispelling, waves of fatigue. 1/day-greater restoration, mass charm monster, moonfire, resurrection, waves of exhaustion. Caster level 42nd. The save DCs are 28 + spell level.

Moonfire (Su)

When Phoebe attacks, she attacks with jets of gorgeous silver moonlight. She is treated as armed at all times and can make attacks of opportunity with moonfire when creatures come within her reach. When attacking, Moonfire has a range of 100ft and requires a ranged touch attack roll. A successful hit deals 20d8 points of damage.

Guardian of the Moon (Ex)

Phoebe is the direct agent of Selune when the moon is attacked. When Phoebe battles on the moon or within 1000ft of it, she gains several benefits from Selune's empowerment. These are as follows.

- A +20 point bonus to spell resistance.
- A +30 point improvement to her existing damage reduction. In addition, her damage reduction now requires axiomatic, cold iron, epic and evil weapons to defeat it.
- A +80 point bonus to her regeneration.
- A +20 bonus to all saving throws and attack rolls. She gains the benefits of improved evasion and improved mettle.
- Immunity to fire, electricity, sonic, ability damage, ability drain, energy drain, negative levels, sickened, nauseated, fatigue, exhaustion, stunning, dazed, blindness, deafness, mind-affecting, fear, paralysis and staggered.

In addition, she is aware of everything on the moon and everything within 1000ft of the moon. As a full round action, she may attack any and all creatures within that range with her moonfire attack; further, her moonfire penetrates barriers as a divine blast. She may exclude creatures from this attack as she sees fit.

It is believed that Phoebe is capable of being on more than one moon (or perhaps the moon is always the same, it's a point of contention and speculation) in defiance of all logic. Each instance of Phoebe is separate and the defeat or slaying of one instance has no impact on any other instances on other moons. How this functions is not fully clear and the means to fully destroy Phoebe may require destroying the moon or other such things.

Change Shape (Su)

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

Moon Magic (Ex)

Phoebe 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 her class spell list as normal.

Regeneration (Ex)

Phoebe's regeneration can be bypassed by epic, evil and cold iron weapons or by spells with the evil descriptor.

Lady of the Moon (Ex)

Phoebe has a fragment of Selune's pure majesty and blood within her. She is treated as having divine rank zero for the sake of effects, though she no actual divine rank.



Favored Soul powers:
Spoiler: ShowHide


Phoebe casts as a 42nd level favored soul with access to the dream domain and lunar spells (caster level 46th, caster level 47th for good spells, +6 bonus to caster level checks to overcome spell resistance). The save DCs are 28 + spell level (30 + spell level for spells with the good descriptor). Phoebe's metamagic options are Empower Spell (+1), Maximize Spell (+1), Transdimensional Spell (+1), Enhance Spell (+2), Twin Spell (+2) and Intensify Spell (+5).

[6/day]0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Resistance, Virtue
[6/day]1: Bless, Entropic Shield, HandfirePGTF, Moon LustSC, Shield of Faith, SignSC
[6/day]2: Augury, Consecrate, Divine InsightSC, Lesser Restoration, Make Whole, MoonbeamSC
[6/day]3: Create Food and Water, Invisibility Purge, Mass AidSC, Mass Resist EnergySC, Moon BladeSC, Selune's GraceSC(1)
[6/day]4: Assay Spell ResistanceSC, Control Water, Divination, Fear, Moon BoltSC, Wall of MoonlightPGTF
[6/day]5: Atonement, Hallow, Life's GraceSC, Moon PathSC, MoonwebPGTF, Righteous Might
[6/day]6: Animate Objects, Banishment, Heal, Lucent LanceSC, Permanent Image, Wind Walk
[6/day]7: Control Weather, Greater Restoration, Greater Scrying, Holy Word, Insanity, Lunatic's LightHome
[6/day]8: Dimensional Lock, Earthquake, Greater Spell Immunity, Heat DrainSC, Maddening WhispersSC, Mass Death WardSC
[6/day]9: Etherealness, Gate, Mass Heal, Miracle, MoonfireSC, Undeath's Eternal FoeSC
[6/day]10: Celestial ValorHome, Energy ImmunityHome, Miracle of HealthHome, Miracle of UncursingHome, MoonriseHome, Selune's ShieldHome
[6/day]11: Lunar HealingHome, Mass RegenerateHome, Moonlight RevelationHome, Selune's RejectionHome, Selune's SightHome, Shardread WeaponHome
[6/day]12: Burst of GloryHome, Gift of ProphecyHome, Greater Moon LustHome, Legion's GatesHome, Moonfire TearHome, Wrath of the HeavensHome
[6/day]13: Eternal MoonriseHome, Instant RegenerationHome, Mass Energy ImmunityHome, Moon BarrageHome, Morwel's BlessingHome, Summon Shard of SeluneHome
[6/day]14: Antimagic ZoneHome, DreamscapeHome, Lunatic StormHome, Mass Lunar HealingHome, Summon SolarHome 1
[6/day]15: Automatic SummoningHome, Call Primal ElementalHome, Dream TravelHome, Final PenanceHome 2
[5/day]16: Perfect Energy ImmunityHome 5
[3/day]17: 3

1 - As Grace

Home - Homebrew
PGTF - Player's Guide to Faerun
SC - Spell Compendium



Silverstar powers:
Spoiler: ShowHide


Moon Spells

A silverstar can prepare any Moon domain spell as if it were on her divine spell list. The spell uses a spellslot equal to it's level on the Moon domain list.  For instance, a cleric/silverstar could prepare Moonblade as a 3rd level cleric spell, and a ranger/silverstar could prepare Moonbeam as a 2nd level ranger spell.

Lunar Sight (Ex)

At 2nd level a silverstar gains low-light vision.

Moon's Hand (Su)

Any heavy mace wielded by a 3rd level silverstar is treated as if it were a +1 shocking heavy mace. If it leaves the hand of the silverstar it reverts to it's original abilities. If the weapon has additional properties, such as frost or impact, these still apply, and if the weapon has an enhancement bonus higher than +1, the higher of the two bonuses is used. At 6th level this improves to a +2 shocking heavy mace, and to a +2 shocking burst heavy mace at level 9.

Tears of Selune (Sp)

A 4th level silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell(torches or will o' the wisps only) at will.

Prophet's Sight (Sp)

Once per day at 5th level, a Silverstar is able see as if under the effect of true seeing. In essence, she may give herself true seeing once per day. This ability may not be used on other creatures. At 8th level this increases to two times per day.

Selunite Lycanthropy (Ex)

Upon reaching 6th level, silverstars who contract lycanthropy are treated as natural lycanthropes. Silverstars do not change alignment due to contracting lycanthropy and are aware of their actions while in animal or hybrid form.

Moonshield (Su)

At 7th level, a silverstar learns how to better resist the dark magic of Shar. She gains a +2 bonus on saves against enchantment, illusion, and necromancy spells.

Moonfire (Sp)

Upon reaching 10th level, a silverstar can cast moonfire 1/day as a spell like ability. Her caster level equals her hit dice.


Gear:
Spoiler: ShowHide


Phoebe's Shawl

This shawl is heavily enchanted and woven out of the full moon's light. It grants Phoebe a +12 armor bonus to armor class, a +7 resistance bonus to saving throws and a +4 bonus to the caster level and save DCs of her Favored Soul spells and her innate spell-like abilities.

Phoebe has more treasure available to her, but only draws on it in the most dire emergency. The only exception is if she desires a mace to use her Moon's Hand ability. In that case she has a moonlight mithral mace+5, holy and impact kept at the ready.


Custom Material: [spoiler]

Call Primal Elemental
Conjuration (Summoning) [see text]
Level: Clr 15, Drd 15, Sor/Wiz 15
Components: V, S
Casting Time: 10 minutes
Range: Close (25ft + 5ft 2/levels)
Effect: One summoned primal elemental
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell enables you to call a primal elemental to negotiate with for its services. You must know the name of a specific primal elemental to be summoned or otherwise identify it in an unambiguous fashion. Doing so calls the elemental named and allows you to bargain with it for its services.

Bargaining with such a creature is identical to lesser planar ally and related spells, except that primal elementals rarely care for materials or items. Generally, they want services that advance the cause of their element of harm the cause of its opposing element. A primal elemental will never waive payment for its services.

A primal elemental who does not care for the caster's offered services or is attacked by the caster (or allies) will attack.

Due to the size of primal elementals, this spell is usually cast outside or in another wide open space.

The descriptor of the spell matches that of the elemental. For example, summoning a primal fire elemental makes this a spell with the fire descriptor.

Dreamscape
Conjuration (Creation)
Level: Clr 14, Dream 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 minute
Range: 200ft/level; see text
Effect: A dreamscape demiplane; see text
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: No

This spell is somewhat similar to genesis, in that it creates a demiplane. Unlike genesis, it may be cast anywhere. When cast, this spell creates a demiplane in the realm of dreams under the caster's control. A portal to the demiplane appears within 30ft of the caster and lasts for the duration of the spell, any creature can pass through it (even if they would be too large to fit). Effects that stop teleportation or planar travel suppress the portal's functionality, though they do not dispel it.

Within this demiplane, the caster has complete control over the environment and landscape. He may design it as he sees fit when the spell is first cast. With a minute of concentration within the demiplane, the caster can change the features of the demiplane to whatever he wishes. The caster can design terrain hostile to creatures, though the caster has no special immunity to these. Should a situation require a saving throw, the DC is the saving throw for this spell. Unlike genesis, this spell can create life and constructions. Creatures created are loyal to the caster unless he chooses otherwise.

Dreamscape does have certain limitations. First of all, any material in the demplane is merely the stuff of dreams. Material from the dreamscape taken outside of the demiplane immediately vanishes, as do creatures created by the spell. Injuries and effects suffered in the demiplane fade away should a creature leave the demiplane, though creatures slain in the demiplane stay dead. This includes positive effects from materials within the demiplane. For example, a poisoned creature who drinks an antidote made from the material within the demiplane and then leaves is poisoned once more when they leave. For the sake of effects with durations, treat the durations as suspended once countered or negated by something in the demiplane and resumed once the creature leaves the demiplane.

Finally, dreamscape draws on the dreams of the caster. As such, it tends to reflect the caster's true thoughts and feelings. This manifests in various subtle ways and is outside of the caster's control. The exact manifestations vary from casting to casting.

This spell may be dispelled only within the demiplane. Doing so requires superb dispelling or greater magic. Should the dreamscape be dispelled, all real creatures within are shunted to a random plane (50% chance) or their home plane (50% chance). Creatures within the demiplane when the duration expires suffer the same fate.

Dream Travel
Conjuration (Teleportation)
Level: Dream 15
Components: V
Casting Time: 1 standard action
Range: Personal; see text
Target: You; see text

When you finish this spell, you cast yourself into the realm of dreams and instantly connect to the dreams of another creature that is asleep. This instantly teleports you and objects up to your maximum load to them with no chance of a mishap. This teleportation functions across planar boundaries and even into most demiplanes. An unwilling creature is allowed a Will save, success causes the teleport to fail. Should the teleport succeed, the creature is awakened by your teleportation (unless asleep as a result of outside means, such as magic, sedatives or so forth). This prevents any chance of a surprise round.

The main utility of this spell is that is circumvents most attempts to stop teleportation. Dimensional anchor, dimensional lock and even a wish or miracle spell cannot stop it, due to the unusual means of travel via the realm of dreams. The only thing that can stop it a deity or similar entity severing the astral links to a location or the target creature being in an antimagic field or dead magic area.

Eternal Moonrise
Conjuration (Summoning) [Good]
Level: Moon 13
Duration: Permanent

This spell is identical to moonrise, except as noted here. The caster may elect to upgrade the consecrate effect to hallow (as well as fix a spell to it as described in hallow) if they wish. In any case, eternal moonrise can only be dispelled by a wish or miracle spell by a 31st level spellcaster at the same location that eternal moonrise was cast.

This spell is known as holy night to clerics of Sehanine Moonbow, but it is otherwise identical.

Gift of Prophecy
Divination
Level: Clr 12, Drd 12
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: Creature touched; see text
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

By casting gift of prophecy, you connect the target to your deity and make them a vessel of divine insight. This spell can only be cast on a willing target with an Intelligence score of 3 or higher who can speak. Once this spell is cast, the target creature falls into a trance for the spell's duration. The creature is not helpless, but instead distracted by insights to things far beyond mortal ken. These insights sustain them, as the target creature does not need to eat, drink, sleep or breathe for the duration of the spell.

While in this trance, any question asked to the target creature will be answered, as if by a commune spell. Alternately, at any time the target creature can recite longer and more complex prophecies. These occur at the deity's discretion and are structured to the interests of the deity. Questions asked during this time will not be answered, though they may be asked again once the creature ceases to recite prophecy.

This spell is used by extremely powerful clergy and divine servants when a deity's direct commands are desired. The deity may cause this spell to fail, choose to not answer any question or end the spell at any time. Granting this spell is a show of great trust in a servant and is expected to be used wisely.

If the spellcaster does not have a patron deity or power, this spell fails.

Greater Moon Lust
Illusion (Pattern) [Mind-Affecting]
Level: Clr 12
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Targets: 1 living creature/level, no two of which can be more than 60ft apart
Duration: Permanent
Saving Throw: Will partial
Spell Resistance: Yes

This spell works as moon lust, except as described here. If this spell is cast in moonlight or under the moon, the target creatures suffer a -5 sacred penalty to the Will save. Worshipers and servants of Shar suffer a -5 sacred penalty to the Will save from this spell; the penalties stack to -10 if both conditions apply.

Focus

An ingot of moonlight mithral worth no less than 1,000 gold.

Instant Regeneration
Conjuration (Healing)
Level: Clr 13, Drd 15, Pal 13, Rgr 15
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

When cast, this spell creates a powerful ward over the target creature that can fix horrible injuries instantly. When the target creature suffers an injury that could only be fixed by regeneration, such as limb loss, crushed organs or broken bones, this spell causes instant regeneration of the destroyed body parts. This is fast enough to prevent death in the case of decapitation and other injuries that would be immediately fatal. Each regeneration also restores 4d8 hit points, plus 1 hit point per caster level (maximum +50), but cannot restore more hit points than were caused by the injury in the first place.

This spell is ineffective against wounds and injuries that would not apply to regenerate, such as normal hit point damage. It is entirely possible to die from injury while under the effect of this spell, as it only applies to injuries regenerate would fix. Likewise, a wound that causes this spell to cause regeneration but that deals enough damage to slay the target after its healing still kills them.

If the target of this spell has injuries that require regenerate to restore, they immediately heal when this spell is applied.

Lunar Healing
Conjuration (Healing)
Level: Clr 11, Drd 12, Pal 10, Rgr 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes; see text

Lunar healing momentarily conjures a cloud of tiny moonlight motes, said to be miniscule fragments of Selune herself. The energy of these motes rejuvenates the touched creature, granting them the benefits of a heal spell, except that this can recover up to 300 hit points. In addition, all negative levels and ability drain is cured by this spell. Afflicted lycanthropes are automatically cured of lycanthropy by this spell.

If used against an undead creature, evil outsider or evil lycanthrope, this spell functions as harm instead and deals up to 300 points of damage. An evil afflicted lycanthrope is cured of lycanthropy if they survive this damage, this is a side effect of the energies involved.

Lunatic 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; see text
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

Lunatic storm causes multiple lunatic's light to explode within the range of the spell. The caster gets one lunatic's light per three caster levels. Each one appears where the caster desires within the range of the spell. Multiple lunatic's light 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 light deals 1d6 damage per caster level, to a maximum of 40d6. All other effects are as lunatic's light.

Focus

The eye of any outsider with 20 or more Hit Dice.

Mass Lunar Healing
Conjuration (Healing)
Level: Clr 14, Drd 15, Pal 13, Rgr 14
Range: Close (25ft + 5ft 2/levels)
Targets: One or more creatures, no two of which can be more than 60ft apart

This spell is identical to lunar healing, except as noted here. The maximum number of hit points restored to each creature is 450.

Moon Barrage
Evocation
Level: Clr 13, Drd 13
Range: Long (400ft + 40ft/level)
Targets: 1 living or undead creature/level

This spell is identical to moon bolt, except as noted here. The maximum strength damage is 8d4 points and undead creatures are rendered helpless for 2d4 rounds.

Both living and undead creatures can be targeted by the same moon barrage.

Moonfire Tear
Evocation [Light]
Level: Moon 12
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 180ft radius spread

This spell functions as moonfire, except as noted here. This spell evokes a single tear from Selune that explodes in a massive burst of moonfire. The maximum damage this spell can deal is 15d8 damage and 30d8 to shapeshifters and undead. The silver-white glow created by this spell lasts for 1 minute instead of 1 round.

Moonlight Revelation
Divination [Good]
Level: Clr 11, Brd 9
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You are surrounded by a silvery glow that provides light in a 120ft radius around you. This causes you to automatically fail any Hide checks. Any creature within the radius of the light suffers a -40 penalty to Hide checks. Further, illusions are subject to being dispelled each round they are within the light. Treat this as greater dispel magic with a maximum dispel modifier of +30. Evil creatures are outlined by this magic, revealing their weak points for all to strike. They suffer a -5 penalty to armor class while within the radius of the light of this spell.

Selune's Rejection
Necromancy [Good]
Level: Clr 11, Drd 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The victim of this spell is cursed so that Selune's light burns them like sunlight burns a vampire. The target is allowed a Will save when this spell is cast, success negates the curse. If the save is failed, the target suffers 10d6 points of damage per round when exposed to moonlight. Heavy clothing or armor does not prevent this damage, nor do transparent barriers or anything that allows light to pass, such as a wall of force. Solid barriers, such as a wall of stone, are sufficient to protect the target.

This spell can be removed by a wish or miracle spell. This spell must be cast in a temple of Selune that has been desecrated and unhallowed. Alternately, the caster of Selune's rejection can remove it by casting the spell again.

Selune's Sight
Transmutation
Level: Clr 11, Drd 11, Rgr 9
Components: V, S, M, special
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The touched creature's vision improves greatly. They gain low-light vision and darkvision 120ft. Within moonlight, the creature sees as clearly as bright daylight and as if under true seeing.

This spell is a mark of Selune's favor and is not known outside of her faith, in part due to the special requirement to cast it.

Special

This spell can only be cast by those that have the Initiate of Selune feat.

Material Component

Moonstone gems worth at least 10,000 gold.

Shardread Weapon
Evocation [Good]
Level: Sanctified 11
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell allows you to transform a melee weapon that you touch. The weapon gains a +7 enhancement bonus. Against servants of Shar and creatures commonly associated with her (such as shadows or nightwalkers), it functions as a dread weapon.

The bonuses from this spell overwrite a weapon's normal properties, but it cannot affect an artifact.

For the sake of this spell, servants of Shar means creatures that worship Shar, serve her or otherwise work with her forces.

This spell was created by Selune, who has made a point to spread it far and wide.

Focus

The melee weapon to be enhanced.

Summon Shard of Selune
Conjuration (Summoning) [Chaotic, Good]
Level: Clr 13
Components: V, S, DF
Casting Time: 1 round
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned shard of Welune
Duration: Concentration; up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a shard from the Gates of the Moon. 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.
Title: Re: Characters and monsters
Post by: Anastasia on October 23, 2014, 03:08:08 PM
Amaryl Gaial

Fluff:
Spoiler: ShowHide


Background

Amaryl Gaial was born to the Gaial clan, one of the six leading familes of the elven nation Pallanth. Her early life was one of idle nobility in a privileged position. It was a good and comfortable life until the head of the clan, Lavandear Gaial, abruptly died. This caught the entire family off guard and lead to a round of complicated internal politics. As a result of a deadlock, Amaryl was elevated to head of the clan. Her position was to be that of a puppet between interests, a compromise that could be tolerated by the various houses. As Amaryl was a shy and retiring young elf, there was little doubt she would go along with it. Indeed she did, slipping into a withdrawn despair as she lamented her lot in life. The life of a house leader was not to her tastes, nor was the constant pressure and responsibility.

This state of affairs lasted until Seira came to the Citadel of Noon to establish ties between Pallanth and the human nation of the United Baronies. In that visit Amaryl caught Seira's eye. Over that visit and later ones, Seira forged a friendship with Amaryl. In time Seira convinced Amaryl to leave behind her unhappy life and come with her to the United Baronies. Here she reinvented herself as a warrior with Seira's help, gaining confidence and a happier life. She became a famous adventurer tied to both Seira and the Crimson Guard.

In this time she went under many legendary adventurers. She say the fall of the Empire of Malmuth, the defeat of the cabal of liches known as the Dark Six and Seira's rise to full dragon-hood. She became romantically involved with Seira and found further happiness there. When Seira discovered the lost Cauldron and the divine spark, Amaryl came with her as her wife. She has learned many secrets from Seira and has risen to the rank of quasi-power. While she is not a full deity yet, she hopes to join Seira soon.

Amaryl rules the Cauldron at Seira's side. She has taken on the blood of dragons much has Seira has, followed by becoming an outsider during her divine ascension. She oversees the efforts of the Cauldron to find harmony between the elements and combine them into a greater whole. While her own divine legend is still forming, it will likely involve rangers, scouts, archery, confidence and heroism. She is tied to spells relating to such in the faithful of the Cauldron, though this practice is not widespread yet due to her recent rise.

Appearance

Amaryl appears as a female elf with long blonde hair. It has taken on a bright, fiery luster in recent times that tints it towards orange. She is on the short side and lean, with hints of solid muscle to add definition. Her hands have a delicate curving towards being claws and her skin has small patches of skin akin to scales. Both features add another dash of inhuman exoticism to her appearance. Her face retains her elven beauty without the sense of fragility that most elven women inspire. Generally, Amaryl wears magical equipment and gear suited to the stereotypical description of an elven ranger. This is joined by her chain mail and bow.

The majority of creatures find Amaryl inspiring. She strives to live up to the example Seira has set for her, this reflects in how other creatures see her. She greets most with a smile, letting her natural charisma and exotic appearance carry things rather than bolder stunts. She builds up and establishes herself with creatures she meets.

Personality

Amaryl is quiet and withdrawn by nature, preferring to follow rather than lead. However, she suppresses this aspect of herself and strives to be active instead. Regardless, she comes off as well read, refined and graceful. She is the product of a high elven upbringing and this shows through. She also tends to be insightful as well as opinionated about matters she cares about, the latter of which surprises people that don't know her well. In total she comes off as a well spoken princess with unexpected strength of character if pushed.

Relations

Amaryl's mortal family are not close to her, as she left them on bad terms and has not sought to mend this rift. Likewise her friends on the Prime Material have been largely left behind. While she does stay on occasional contact with magic and letters, her new responsibilities keep her away from them.

Her new family is Seira. The two are happily married and working together to make the Cauldron the best it can be. Seira takes the dominant role in the relationship, guiding Amaryl as Amaryl supports Seira. The two are content and a natural pair. Beyond that, she's close to the various members of the Cauldron, including Donald, Lady Sanzha and Valar.

Past the Cauldron, Amaryl maintains a small but firm circle of friends, supplemented by a wide net of acquaintances. Many of these are with more agreeable and ethically tolerable genies from the elemental planes, as well as servants of the Archomentals of Elemental Good. This is in support of the Cauldron's mission to unify the elements, she in particular has strong ties to the court of Zaaman Rul. The Prince of Elemental Good in Fire has been a steadfast ally and natural friend to Seira and Amaryl, as his temperament matches Seira's well. Her ties to the Outer Planes are somewhat less developed, though she's become known in Arborea and Arvandor.

As a fledgling power, Amaryl has relatively few enemies. She has waged war with Hell more than once, though Baator is primarily Sylica's enemy and she is secondary to those struggles. Her main enemy is Shar and all that serve her, as she has seen first hand what horrors those that follow the Lady of Loss bring. She dedicates a good deal of her energies to opposing Shar's machinations whenever she finds them.

Combat

Amaryl prefers to defuse battles before they begin. Well worded diplomacy can stop a battle before it begins, a practice she has honed when dealing with the elemental planes and their denizens. There's no glory in bloodshed to her, but instead it is the inevitable result of those who are not willing to listen to reason. Should her opponents prove themselves to be thus unreasonable, she does not hold back at all.

Amaryl's first choice of action is to use her time stop spell-like ability, followed by increasing her combat abilities with her improved blink spell-like ability followed by casting Amaryl's arrow mind, surge of hope, shield and dragonskin, as the amount of time in time stop allows. Once done, or not if she's had sufficient time to prepare for the battle beforehand, she focuses on moving across the battlefield and using manyshot. She attempts to eliminate targets based on the danger they pose to others and then herself, preferring to guarantee the safety of allies or innocents first.

Should a battle turn against Amaryl or should she be reduced to less than 200 hit points, she will use time stop again. She will summon celestial elemental monoliths (via cauldron's blast) if the situation allows, otherwise she will focus on increasing her own abilities or making a get-away.



Notes:
Spoiler: ShowHide


- This sheet comes from the prep of Balmuria 1's restart, which didn't happen at that time. As a result, some parts of this are more developed than normal for a character block. This is most obvious in gear. For most stat blocks, I prefer to leave some things open so that there is room to change things around, customize and so forth. In this case, that space has largely been filled in. So you can chalk up any differences to that. Compared to most NPCs I post, Amaryl is overgeared. That's why.

- Random note: Writing fluff for old characters is tough. There's so much to draw on, this makes it difficult to pare things down to a concise whole. If I missed anything with her, blame that.

- 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.

- Minoring in sorcerer is an interesting choice. To be honest, it's not a choice I'd make as a designer. I prefer focusing more on existing talents than creating new talents like that. Cor suggested it for Amaryl, and I have to say it works well for her.

- If Amaryl becomes a full deity, I'd see these as her domains: Celerity (Cor's suggestion and I rolled with it), Good and Renewal (mirrors her own personal renewal). Other good fits would be dragon or elf.


Scout 21/Dragonbreath Archer 8//Ranger 10/Dragon Devotee 5/Sorcerer 14

Changelog: Formatted in the standard style and removed some B1R stuff from it. Added the celerity domain's spells as at will SLAs. Adjusted land speed up 10ft to account for celerity domain's granted power. Added bonus from bracers of sublime archery to ranged attack damage. Revised saves, which were a mess.

Size/Type: Medium Outsider (Dragonblood, Good)
Divine Rank: 0
Hit Dice: 18d8+11d6+261 (471 hp)
Initiative: +24
Speed: 100ft
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+34 plus skirmish/dragonfire strike) or claw+29 (1d3+6)
Full Attack: Cauldron's Blast+52/+47/+42/+37 (1d8+34 plus skirmish/dragonfire strike) or Manyshot+47/+47/+47/+47/+47 (1d8+34 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, resistance to fire 15, spell resistance 44, divine traits, 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 +34, Ref +35, Will +31 (+2 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(N&R)+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

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-blur, cat's grace, expeditious retreat, haste, improved blink, mass cat's grace, time stop, tree stride, wind walk. Caster level 29th. The save DCs are 18 + spell level.


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.

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:
Spoiler: ShowHide


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:
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.

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


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. The save DCs are 18 + spell level. Amaryl's metamagic options are Extend Spell (+1) and Silent Spell (+1).

[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

DM - Dragon Magic
Home - Homebrew
PHB2 - Player's Handbook 2
RoTD - Races of the Dragon
SC - Spell Compendium


Gear:
Spoiler: ShowHide


Cauldron's Blast

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.

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.

Lumenvolo

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.

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. 

Bracers of Sublime Archery

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.

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.

Amaryl also wears a crystal helmet that grants a +4 insight bonus to will saves, greater boots and cloak of elvenkind that grant a +15 competence bonus to hide and move silently checks and a ring of entropic deflection. She also carries 10 potions of cat's grace and a sun blade.
Title: Re: Characters and monsters
Post by: Anastasia on October 24, 2014, 01:13:53 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?

Yoshi, 17 HD Celestial Half Green Dragon River Winder.

Changelog: Lots, as he wasn't finished in the first place.

Size/Type: Large Dragon
Hit Dice: 17d10+102+17 (289 hp)
Initiative: +15
Speed: 20ft, climb 20ft, swim 20ft, fly 40ft (average)
Armor Class: 40 (-1 size +11 dex, +20 natural)
Base Attack/CMB/CMD: +17/+32/53
Attack: Claw+30 (1d4+14) or bite+25 (1d6+7 plus 1d6 acid)
Full Attack: 2 claws+30/+25 (1d4+14) and bite+25 (1d6+7 plus 1d6 acid)
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 acid, paralysis and sleep, improved evasion, low-light vision, scent, link, share spells, darkvision 60ft, damage reduction 10/magic, resistance to cold and electricity 10, spell resistance 22
Saves: Fort +16, Ref +21, Will +14 (+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 powers:
Spoiler: ShowHide


Acid (Ex)

River Winders deal 1d6 acid damage on a successful bite attack.


Gear:
Spoiler: ShowHide


Circlet of Magnificence+6
Title: Re: Characters and monsters
Post by: Anastasia on October 28, 2014, 01:30:56 PM
Syala, Angel of Love

Fluff:
Spoiler: ShowHide


Syala
Angel of Love, Mother of the Pride
Demigoddess
Symbol: A stylized red heart embraced by a tree's branches.
Home Plane:Sylica
Alignment: Chaotic Good
Portfolio: Love, family, protection
Worshipers: Mothers, defenders
Cleric Alignments: LG, NG, CG
Domains: Family, Wrath, Good
Favored Weapon: Blessing of the Twelve(Greathammer)

Syala oversees those that watch over love and family. She seeks out those who nurture life and prepare warm homes for all that strive in conflict.  She welcomes those who need strength to protect a family with one hand, while the other seeks out those who would foster love to create the bonds of family in the first place.  Those receive her attention, love and support if they are willing to embrace her lessons.

Syala believes that those who are encouraged to grow without being confined or force grow best. She plants the seeds for her followers to develop, giving them just enough to realize their dreams with the proper effort.  Yet unlike her consort Alicia, she is willing and able to make her actions known if she feels it is for the best good possible. 

The acts of love, marriage, childbirth and family rearing are highly valued by Syala. From the family comes growth and from growth comes a better life and new life. The only thing she values more is the holy wrath of those who defend love and family. Those who would violate the sacred tenets of the cycle of life must be stopped and punished to the utmost. To protect a family or love is the highest calling of any follower of Syala. Those who do so are guaranteed a place in Syala's realm after death, to reap the benefits of a life well lived.

Syalan clergy is loosely organized, with less structure and more of encouraging independent agents to work towards their ends, cooperating when it benefits them. They favor simple clothes, albeit often flashy, enticing or otherwise wearing clothes that show off their bodies. Ysgardian armors that protect while showing off are highly valued in the clergy, believed to be favored by Syala. If not available, bracers of armor are combined with titillating but ultimately worthless armor. This leads to no small derision outside of the faith, especially by hard headed warriors who prefer to live behind a wall of steel and adamantine.

History/Relationships

Syala was created as an angel in the service of Sharess.  It is said she took after Sharess's often forgotten martial side, having a flair for battle and promoted into the form of an Astral Deva. Thereafter she was assigned to guard the Tree of Idun, a magical tree said to have apples that grant eternal life. At the end of this centuries long service she met Alicia Reynes. Between them love formed, leading in time to the creation of the realm of Sylica. While she rules Sylica equally with Alicia in name, in reality she focuses on different matters and allows Alicia to freely take the forefront.

Beyond her consort, Syala has good relations with Brightwater, especially Sharess, Empress Sulia and Sune. In particular Sharess has an interest in her former servant, supporting her in her new role. They agree on almost everything, both enjoying pleasure, love and celebration. Syala however places a greater focus on protection and celebration of what these things can bring, while Sharess is concerned entirely with the acts. In this degree Syala is closer to Sune, though they share the same split that Sharess and Sune do; Sune believes that Syala pursues pleasures too great and with too much abandon, leading her into further excesses and a dark path. Empress Sulia and Syala share a curious relationship. Empress Sulia represents martyrdom in the name of love, while Syala represents protecting love and family. Syala would prefer for there to be no martyrs, Empress Sulia honors those who do so in the name of love. Despite this they respect each other, understanding that protecting love naturally leads to martyrs, and that martyrs of love are the natural end of many who serve Syala.

Good relations extend to the rest of Brightwater, though none of the other powers there are particularly close to Syala. She maintains friendly relations with Hanali Celanil and cultivates goodwill with Corellon Larethian. There have also been attempts to grow closer to powers of nature such as Lathander, Chauntea and Mielikki, though any results have not been immediately evident.

Syala does not have many foes as of yet, being a young Goddess. She shares many of Alicia's foes, the enmity between her  consort and them enough to include her.  However, her church takes a strong stance against Shar at all times, preaching that the Lady of Loss must be stopped.

Dogma

Love of all stripes is the most beautiful thing in all Creation. Romantic love is a gift, be it between men and women, men and men, women and women, or any other variety.  Familial love is a gift to yourself, be it by bonds of blood or bonds of closeness. Nurture all these loves in yourself and in others, while being the shield to ensure that none of these loves are profaned. Blessed is he who falls in love, graced is she who gives life from within her. When love makes children impossible, take orphans into your home and make them your children and love them as your own. Expand your love as far as you can go.  Be especially wary of those who would subvert it, especially those of Shar.

Temples and Clergy

Syalan clergy strive to uphold the teachings of Syala and spread them in the world. Temples are often run by a married couple, sharing power whilst raising a family.  The loose nature of their worship makes the temples wide spread and often transitory, few permanent temples known of. Followers of Syala are known as Syalans. Syala sponsors an order of Battle Dancers known as the Band of Idun who adhere to her teachings, as well as a scattering of paladins of freedom and sorcerers.


Notes:
Spoiler: ShowHide


- 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's Greater Alter Reality is an artifact of B1r and a possible alternate deific feature. Not a big deal.

- Syala's information block is from her B2 deity writeup. It nails everything well.


Astral Deva 30//Druid 30

Changelog: Formatted in the standard style and removed some B1R stuff from it. Adjusted CMB by one, as it was off. Ditto with her damage with blessing of the twelve. Fixed the multiplier for damage/negative levels from holy power, which was at x2 instead of x3.

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/+44/92 (+14 CMB/CMD to grapple)
Attack: Blessing of the Twelve+51 (1d12+26 plus 3d6 holy and 1 negative level (plus 9d6 and 3 negative levels on crit) plus stun x3)
Full Attack: Blessing of the Twelve+51/+46/+41/+36 (1d12+26 plus 3d6 holy and 1 negative level (plus 9d6 and 3 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 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.


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, warding Syala from all but what comes from the silver moon.


Druid powers:
Spoiler: ShowHide


Syala casts as a 30th level druid (caster level 31st for good spells). The save DCs 23 + spell level. Seven times per day she may twin a 0-9th level spell as a free action.

[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

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.

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.

Divine Light

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.

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.

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.
Title: Re: Characters and monsters
Post by: Anastasia on October 29, 2014, 02:03:22 AM
Donald Smurth

Fluff:
Spoiler: ShowHide


Donald? Of course. I look out for everyone that trusts in luck, sometimes.

- Tymora, The Lady Who Smiles.

Well...

The decision not to accept him as a paladin was not unfounded. He's better suited to arcane studies and whatever he's done to himself, let alone the way he has of putting his foot into his mouth. Lord Lathander, is your favor not evident in him, for how else could the blood of elves, fey and dragons co-exist?


- Eternal Morninglord Sunnar, moments before getting an answer he really wasn't expecting.

Frankly, he's a bright mind with no wisdom guarding his mouth. I cannot fault his conduct, only his personal choices and penchant for ill-timed comments. He fights the good fight for what's important in Creation. Compared to that, what are personal follies?

- Antenora, Opal Angel of Redemption.

...then again, I do have the patience of the Heavens. The phrase is, ah, results may vary.

- Antenora, Opal Angel of Redemption.

If you must know? Seira needed him, even when he aggravated her, Amaryl or her friends. Let alone when he borrowed her research on dragons. He would lay down his life for her, that loyalty is more important than anything else. It's why I sent him back when he died.

Besides, he keeps things interesting there. Now that was a good idea!


- Lathander, the Dawnbringer.


Notes:
Spoiler: ShowHide


- This sheet comes from the prep of Balmuria 1's restart, which didn't happen at that time. As a result, some parts of this are more developed than normal for a character block. This is most obvious in gear. For most stat blocks, I prefer to leave some things open so that there is room to change things around, customize and so forth. In this case, that space has largely been filled in. So you can chalk up any differences to that. Compared to most NPCs I post, Donald is overgeared. That's why.

- 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.

- If not for the fact that dragon trumps almost every other type (besides outsider and undead), he could arguably be an aberration. There's enough variety in him to qualify as an off the wall thingamabob like aberrations tend to be. But dragon blood cheats, just like outsider or undead status.

- It's best explained like this: Donald's a good guy at heart but has a tendency to say the wrong thing at the wrong time. This is a mix of his natural personality, his low Wisdom and bad luck. He rarely means anything by it, even when he drives Amaryl crazy. As a reincarnated elf with a very human attitude, he has little use for elven culture. She disagrees and attempts to educate him. It usually doesn't work out well for her. It's a cycle of her opinionated nature butting heads with his human stubbornness.

- Lathander is Donald's patron deity in spite of relying on luck. Once upon a time, he looked into becoming a paladin (of freedom, maybe) of Lathander. Didn't work out, so he ended up with arcane magic and a gift for swordfighting.


Duskblade 29//Fighter 18/Dragon Disciple (Copper) 11

Changelog: Added his luck bonus to armor class, which was missing. Adjusted CMD to match. Adjusted guardianil's damage, which was two low.

Size/Type: Medium Dragon (Augmented Elf)
Hit Dice: 18d10+11d12+261+29 (466 hp)
Initiative: +5
Speed: 30ft, fly 30ft (average)
Armor Class: 64 (+5 dex, +18 armor, +11 shield, +1 ws, +4 perfection, +5 deflection, +7 natural, +3 luck)
Base Attack/CMB/CMD: +29/+45/84
Attack: Guardianil+59 (1d10+34 19-20 x2) or claw+45 (1d4+14)
Full Attack: Guardianil+59/+54/+49/+44 (1d10+34 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 acid, paralysis and sleep, 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(Bastard Sword)(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 +3 luck bonus to armor class and saving throws.

Unkillable (Ex)

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 times per 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.

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 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

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.

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.

Armor of Swiftness

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.

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.

Donald's Shield

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.

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.

Angel's Helm

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.

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.

Titan's Belt

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.

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.
Title: Re: Characters and monsters
Post by: Anastasia on November 13, 2014, 03:22:51 PM
The Hecatoncheires

Fluff:
Spoiler: ShowHide


Alicia, my faithful servant. Be seated, for you have earned the right.

You ask of the Hecatoncheires? Yes, it is a divine creation and more than that, it is a mistake. You know that for all our power that we are not infallible, and there is no better lesson than the history of the Hecatoncheires.

There are times when civilizations go so far wrong that they must be stricken from the Prime Material. Nations that seek the forbidden might of the Realms Below, the Beyond or other things that mortals should never dally in must sometimes be wiped away as a last resort. For when prophecy, omens and wrath all fail, it is in our hands to bring apocalyptic endings. This is a duty that none of us wish to have, save for those below that must not be entrusted alone with it. It was a problem that vexed us in the days before the Angel of Last Resort, Salandariel or Zaphkiel's Blessing. Those measures all came as a result of this failure.

Regardless, we all met together to discuss this problem. We quarreled over this until wise Oghma suggested that we needed a weapon. A combined weapon, Lathander shouted as the idea spread. Helm then proposed it could be a combined avatar of our unity and to spread the pain of what we must do. Talos found the idea amusing and offered to grant the weapon his totem of storms. The idea went amid us as wildfire, a perfect solution that left us free of this miserable duty.

Together we created the Hecatoncheires. A titanic man of one hundred arms, each carrying a blade of absolute destruction. I imbued my magic into him, so that any weapon he held would be equal to the greatest enchantments. Mask hid its one weakness in secrecy, while all of the House of Knowledge made that secrecy into a riddle that none yet have deciphered. Brave Torm and just Tyr offered their convictions to it, so that it would never waver in doing its duty. Corellon Larethian granted the essence of elven archery to it, letting it fire barrages of weapons like arrows. We all contributed, save for a few who were morally opposed and Shar, who none of us wished to involve.

We were satisfied with our creation and soon a chance to call on it came. A kingdom known as Rokasai sought the secrets of the Far Realm and the Hecatoncheires was sent. It did all we hoped it did, but therein lay the seeds of doom. It was too good at its task and took joy in destruction. It struck with the savage ferocity of Talos' storms, fought with the magical blessings I gave it and the secrecy of its one weakness left measures to defeat it doomed. It did not waver in its convictions to destroy and slaughtered with sublime skill reminiscent of elven excellence. All we gave it was subverted by the simple fact that it was too good at what it did.

We then looked into the future. Such was its devotion that it resisted cessation after Rokasai and went onto sunder Prime Material after Prime Material. It would not stop at kingdoms, but shred entire worlds as a blade to parchment. We met as Rokasai fell, to decide the fate of our creation. It is here our differing natures lead us to disagree on how to deal with it. Some of us sought to destroy it, in spite of the visions that we would fail. Others advocated diplomacy and softer approaches. In the end, we decided we must try and destroy it. We created it, we would not fail. The future is merely a suggestion and fate is not ironclad, as Selune said.

We failed. The Hecatoncheires endured our strikes and weathered the assault of our avatars. We sought the secret to wound and destroy it, but the House of Knowledge would not and could not reveal the answer to the riddle, for it was also tied to Mask. His nature would not allow him to reveal such a powerful secret from the darkness. It endured and forced our avatars back, weathered our spells and ultimately escaped. It ended up in the Abyss, one more nightmare amid nightmares. One that remembered our betrayal and nursed a grudge, one that sought and still seeks revenge on us.

If we had mastered our pride, we would not have created it and given it such powers. If we had mastered our wisdom, we would not have sought to force our burdens on another. If we had mastered our temperance, we may have yet found a way to defuse the situation rather than driving it away. If, if, if. For all our power, for all the blessings we are given and the destines we control, we are not perfect. Never forget this, for our mistakes are writ large in Creation. Master your divine majesty with the same wisdom as you mastered the Weave, Alicia.

The results of failing to do are unthinkable.

- Mystra, Mother of All Magic, to Alicia Reynes, Queen of the Battlefield.



Notes:
Spoiler: ShowHide


- Unlike the ELH, the Hecatoncheires is a unique abomination with a backstory behind it. There's only one, but that's just as well since one is enough of a nightmare.

- The main point of this redesign is to make the Hecatoncheires easier to use. The ELH version has a full attack of -100- greatsword attacks. Now it's set up to be relatively limited due to its size, but rolling that many attacks grinds the game to a halt. Deluge of swords attempts to recreate the feel of an unstopped barrage of blades while being exponentially easier to resolve. Rain of weapons likewise lets it throw boulders (or any other weapon, really) in a quick to resolve and powerful attack.

- Defiant isn't a good PrC. This is mostly due to the focus, medium BAB and generally not giving enough for what you trade away. It does gain a few points in epic level play, since divine damage immunity stops divine blast. This hardly makes up for it and I may redo defiant one day. It could use the touch up.

- As implied in the fluff above, the Hecatoncheires holds a grudge against its creators. It doesn't care about mortals or outsiders of any particular stripe, but hates any divinity with an unceasing passion. The betrayal of its creators has imbued nigh overwhelming hatred. Defiant is the natural expression of this hate. In a related tidbit, the Hecatoncheires' alignment was neutral until its betrayal. Things went south from there.

- The Hecatoncheires seeks to gather followers in a crusade to overthrow the divine. Unfortunately, its cursed nature ultimately dooms these ventures to ruin. It has lost track of the times when potential allies were cut apart by its blades, all because its nature as a weapon seems to invariably invite fear and battle. To say it is an unhappy camper is an understatement. It subsists purely on hate and bitterness.



Hecatoncheires 58//Fighter 20/Defiant 38

Size/Type: Colossal Outsider (Abomination, Chaotic, Evil)
Hit Dice: 20d10+38d8+1276+58+348 (2186 hp)
Initiative: +18
Speed: 140ft, fly 280ft (perfect)
Armor Class: 114 (-8 size, +10 dex, +54 natural, +9 deflection, +1 ws, +15 shield, +23 armor)
Base Attack/CMB/CMD: +58/+94/124
Attack: Deluge of swords+94 (40d6+240 plus 5 vile plus 5 con 17-20 x2)
Full Attack: 2 deluges of swords+94 (40d6+240 plus 5 vile plus 5 con 17-20 x2)
Space/Reach: 30ft/60ft
Special Attacks: Deluge of swords, divine weapon, rain of weapons, spell-like abilities, divine cancellation 10/day, aligned strike 7/day, divine retribution.
Special Qualities: Damage reduction 75/special, spell resistance 75, immunity to electricity and sonic, resistance to acid, cold and fire 50, regeneration 100, true seeing, telepathy 500ft, cursed, superior multiweapon fighting, reach of one hundred arms, storm of parries, weaponsense, divine traits, divine damage immunity, divine prevention, nondetection, divine interference(DC 81), divine disavowal.
Saves: Fort +59, Ref +49, Will +59 (+29 profane vs divine spells, +9 additional untyped vs divine spells)
Abilities: Str 66, Dex 31, Con 55, Int 29, Wis 29, Cha 29 
Skills: Balance+71, Bluff+70, Climb+89, Concentration+83, Craft(Armorsmithing)+70, Craft(Weaponsmithing)+100, Diplomacy+70, Intimidate+100, Knowledge(Arcana)+70, Knowledge(A&E)+70, Knowledge(Dungeoneering)+70, Knowledge(Local: The Abyss)+70, Knowledge(Nature)+70, Knowledge(Planes)+70, Knowledge(Religion)+70, Listen+70, Search+70, Sense Motive+70, Spot+70, Survival+70, Swim+89
Feats: Mindsight(1), Weapon Focus(Greatsword)(F1), Toughness(F2), Endurance(3), Weapon Specialization(Greatsword)(F4), Vile Martial Strike(Greatsword)(6), Improved Unarmed Strike(F6), Melee Weapon Mastery(Slashing)(F8), Lightning Reflexes(9), Deflect Arrows(F10), Greater Weapon Focus(Greatsword)(12), Greater Weapon Specialization(Greatsword)(F12), Improved Initiative(F14), Apostate(15), Power Attack(F16), Steadfast Determination(18), Weapon Supremacy(Greatsword)(F18), Snatch Arrows(F20)
Epic Feats: Epic Weapon Focus(Greatsword)(21), Epic Weapon Specialization(Greatsword)(24), Exceptional Deflection(27), Infinite Deflection(30), Reflect Arrows(33), Divine Rejection(D13), Epic Toughness(36), Epic Reflexes(D16), Improved Spell Resistance(39), Improved Divine Cancellation(D19), Armor Skin(42), Divine Rejection(D22), Epic Toughness(45), Divine Rejection(D25), Armor Skin(48), Divine Rejection(D28), Epic Toughness(51), Divine Rejection(D31), Superior Initiative(54), Divine Rejection(D34), Epic Fortitude(57), Epic Will(D37)
Alignment: Chaotic Vile

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-greater plane shift, greater teleport. Caster level 58th. The save DCs are 19 + spell level.

Superior Multiweapon Fighting (Ex)

The Hecatoncheires is able to wield all of its weapons without penalty, including those for using more than one weapon at once. In addition, it may wield colossal greatswords one-handed.

Reach of One Hundred Arms (Ex)

Due to the Hecatoncheires' many arms and superb coordination, it doubles its natural reach of 30ft to 60ft. 

Deluge of Swords (Ex)

The sheer assault of the Hecatoncheires is overwhelming. When it makes an attack action, it instead attacks everything within reach. It uses one attack and damage roll to resolve hits, misses and damage dealt, rather than individual rolls for each creature. When it uses the full attack action, it may make two deluge of swords attacks. The attack bonus of deluge of swords is equal to if the Hecatoncheires made a normal attack with a greatsword, while the damage is equal to five such hits.

Objects within the deluge of swords take damage as if sundered. Unattended objects are automatically hit. Attended objects are hit depending if the creature that has them is hit or not. If the creature is hit, so are all the objects it carries (including armor, an exception to the rule that armor cannot be sundered) while if it is missed, all the objects it carries are also missed.

Effects not normally subject to sundering, such as a wall of force or prismatic sphere, are still vulnerable to the Hecatoncheires' deluge. Treat them as being affected by superb dispelling with a dispel check of 68. If the effect is dispelled, the Hecatoncheires suffers no negative effects from coming in contact with it. This only applies to barriers, defensive measures and other things that produce material, tangible effects.

The Hecatoncheires may use its power attack feat with deluge of swords. It deals an extra 5 points of damage for every -1 penalty it takes to attack rolls.

Rain of Weapons (Su)

As a standard action, the Hecatoncheires may conjure and throw a storm of weapons that pulverizes far away foes. This attack has a range of 1000ft and affects a 100ft by 100ft cube. This attack may be positioned as the Hecatoncheires sees fit and does not need to be centered on solid ground. The exact type of weapon conjured is up to the Hecatoncheires and may be any it sees fit, the choice is purely cosmetic. It prefers boulders, catapult shots or similar sort of attacks.

In any case, rain of weapons deals 58d12 points of damage to all creatures within the cube and allows a Reflex save (DC 77) to halve the damage. If this attack is used on solid ground, is it transformed into difficult terrain from the damage and the weapon remnants. If this attack is used in the air, the remnants of the weapons fall as normal. Any creature that the weapons fall on takes 10d12 points of damage with the same Reflex save as above to halve the damage. In any case, the weapons created by rain of weapons remain afterwards, but are ruined by the attack.

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

Storm of Parries (Ex)

The many blades the Hecatoncheires wields provide a great deal of chances for it to parry attacks. It gains a +15 shield bonus to armor class. For the sake of deflect arrows and similar feats, it may use its greatswords in place of having a free hand.

Divine Weapon (Su)

The Hecatoncheires was created to be a divine weapon of unimaginable potency. Any weapon it wields has a +10 enhancement bonus and the keen, wounding and ghost touch special properties. The weapon counts as adamantine for the sake of damaging objects. These bonuses overwrite the existing bonuses of the weapon, if any, and last until it no longer wields the weapon. This even overwrites the abilities of an artifact. Any curses or negative effects of a weapon the Hecatoncheires wields are likewise overwritten.

Any weapon it wields automatically overcomes any damage reduction, except for impenetrable damage reduction or damage reduction with a unique component (such as the damage reduction of most abominations or deities who have taken the improved damage reduction salient divine ability). The attacks of the Hecatoncheires always deal lethal damage to regenerating creatures, unless the means to deal lethal damage are solely tied to unique damage reduction it does not overcome.

Any weapon the Hecatoncheires wields cannot be sundered, disarmed, dispelled or otherwise destroyed.

Damage Reduction (Ex)

The Hecatoncheires' damage reduction can only be overcome in a specific way. It is said the Hecatoncheires can only be slain by a weapon that has never been a weapon and will never be a weapon. What this means is unknown and a weapon to bypass this damage reduction has not yet been found.

Regeneration (Ex)

The Hecatoncheires takes lethal damage from weapons that overcome its damage reduction, as described above.

Weaponsense (Su)

The Hecatoncheires automatically senses the location of any weapons (including natural weapons and creatures with the improved unarmed strike feat) within 1000ft. It knows the location of the weapon, the composition, any enchantments on it and who wields it. If a creature carries a weapon, it pinpoints the creature's location. This bypasses cover, concealment, invisibility and other methods of hiding and allows the attacks of the Hechatoncheires to do the same. This even overcomes effects that rely on magic, such as blink. This sense defeats magical means to protect against divinations, such as mind blank.

Cursed (Ex)

The Hecatoncheires is a weapon. It was designed as such when all the deities came together to create it and was empowered by the concept of being the ultimate weapon. While this grants the Hecatoncheires with fantastic power, it sabotages it in other ways.

The nature of the Hecatoncheires is that of a weapon. As such, it often intimidates even when trying otherwise. Whenever the Hecatoncheires rolls a Bluff or Diplomacy check, there is a 50% chance that the attempt is treated as an intimidation attempt instead. If so, roll Intimidate in place of the other skill and treat it in all ways as if the Hecatoncheires chose to intimidate. Such incidents tend to cause immediate combat or undermine the efforts of the Hecatoncheires in the long term.

The Hecatoncheires is aware of the generalities of this affliction, but the problem is so rooted to its basic nature that it is unable to do anything about it. No matter how hard it tries, it cannot master this ability. This causes a deep wellspring of hatred and bitterness in it, one that surges out when it sees its efforts once again ruined. Whenever the Hecatoncheires sees a reaction that a subverted Bluff or Diplomacy check would cause, such as combat or fear, there is a 50% chance it falls into a rage. This is identical to a barbarian's rage, except that it gains no bonuses for it and does not suffer the -2 penalty to armor class. This rage lasts until the creatures that provoked it are dead or have fled.

The Hecatoncheires suffers a -7 morale penalty to armor class, saving throws, skill checks and initiative for 24 hours once the rage ends. The sight of its efforts laid to waste invariably plunges the Hecatoncheires into a black depression.

Skills

The Hecatoncheires has a +30 racial bonus to Craft (Weaponsmithing) and Intimidate checks.


Gear:
Spoiler: ShowHide


100 Swords

The Hecatoncheires carries 100 colossal greatswords. The enchantments on each are not known, as its divine weapon ability overwrites them. Should the Hecatoncheires be destroyed, the weapons will absorb part of its essence. They will become greatswords+10, wounding, keen and ghost touch. Further, any previous properties of each weapon will be retained. For example, if one had the vicious and bane (constructs) abilities, it would be a greatsword+10, wounding, keen, ghost touch, vicious and bane (constructs). It's suspected that at least half the weapons are epic weapons in their own right, while at least a few are artifacts from the deities who created the Hecatoncheires.

Armor of the Hecatoncheires

This armor was designed by Gond for the Hecatoncheires. It is full plate+15 that has no maximum dexterity cap, arcane spell failure, armor check penalty or other negative factors. It previously had other powers related to the divine, but the Hecatoncheires' hatred of the divine has eroded them away. In return, the armor has developed the ability to negate divine power. The Hecatoncheires is immune to effects created by a deity's alter reality. A deity cannot alter a plane (such as a divinely morphic plane) within 100 miles of the Hecatoncheires.

Were this armor restored, it is said that it would change size to match any creature and make them a divine paragon of tremendous power.
Title: Re: Characters and monsters
Post by: Anastasia on November 14, 2014, 04:44:04 PM
Jessica Reynes

Fluff:
Spoiler: ShowHide


Note: This format is on purpose. It's not an unfinished outline or anything like that. I experiment with different styles to make writing fluff more enjoyable.

- Jessica was once Beth Reynes, Alicia's blood sister and a mean-hearted bitch. She made her life as an assassin, trading lives for money.

- In time, she took an assignment to assassinate Archduke Salman of the United Baronies. She failed, was defeated by the Crimson Guard and captured. Circumstances, including her sister Alicia joining the Crimson Guard, lead to her execution being postponed.

- Unfortunately, Alicia had kicked up a fight with Hell over the fate of Antenora, an erinyes who Alicia sought to redeem. The sisters did not have a good relationship and a hellish envoy offered Beth a chance at revenge in exchange for her soul. Beth accepted. Alicia defeated the efforts and ultimately confronted Beth. Turns out the deal Beth got was invalid, as it was predicated on Beth becoming an erinyes - but no devils are promoted into that form, erinyes are born instead.

- With her soul damned and her confidence shaken, Alicia gets through to Beth and the two finally make a shaky peace. They sought atonement for Beth, which involved traveling to the 5th layer of Hell and raiding the Halls of the Vanquished, a repository of foes defeated by Baator.

- In the end, the sisters freed several unjustly held souls and celestials, before being confronted by Duke Agares as they tried to escape. The might of a Duke of Hell was far beyond Alicia and she was brought to death's door by the Duke's assault. The icy floor of the museum was crumbling and the black waters of the Styx were splashing in. In an act of genuine altruism, Beth braved the waters of the Styx to escape Agares with Alicia and activate their magic to flee Hell.

- While Alicia survived thanks to Beth's sacrifice, Beth's memories were lost to the Styx. The woman left behind was the opposite of Beth: kind, gentle and warm. With Beth's memories lost to the Styx (and thus Asmodeus or perhaps the imprisoned Levistus), she took the name of Jessica and started a new life with her sister. A hard life at first, as few were willing to forgive the woman who wore the face of the popular Archduke's attempted assassin.

- Despite this, Jessica endured. She found love and a husband while slowly discovering the lethal arts Beth left behind. Only this time she used them in defense of her new family: her husband Roald, her sister Alicia and her friends; the astral deva Latha, the courre eladrin Marie and the risen erinyes Antenora. She took on the role of group mother, maintaining the house and making sure all were taken care of.

- Jessica found herself living with exemplars of good, even her sister was made into a half-celestial by Mystra defeating a horror of madness from the Beyond - a nightmare that could unravel Creation itself if allowed to exist in it long.

- This exposure to so much concentrated Good and the essence of the Heavens lead Jessica to become a native outsider. In time, Alicia's struggles to protect the United Baronies became more intense, harder as many enemies sought to tear down what the Crimson Guard and the United Baronies had built. When Mystra herself offered Jessica celestial blood and power to aid her sister, Jessica took the offer.

- In time, Alicia and her lover Syala cleared Triel's Furnace, vanquishing the impossibly ancient remnant of Beezlebub before his fall from grace. The plane itself attached to Alicia and Syala, beginning their rise as demigoddesses. Jessica followed her family to the new realm, Sylica. Since that time, she has become a full celestial as she continues as she has before.

- In essence, the Styx scrubbed all that Beth was away. What was left was what Beth never had - compassion, gentleness and protectiveness. Yet the legacy of Beth's life lingered in the form of her assassin's skills. Jessica is the result of this unusual fusion, a result guided by the light her sister surrounded herself with. In many ways Jessica is a result of Alicia's meteoric rise to power, as few can claim to be surrounded by angels and offered power by a goddess.



Notes:
Spoiler: ShowHide


- 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.

- Quick point of clarification: Jessica or Beth never used the assassin PrC. Beth was a rogue who killed people, not an assassin the sense of the prestige class. Just saying.

- Anyway, Jessica does the rogue thing well. She has the right feats and abilities to make sneaking and stabbing pay off. A rapier is a notably sub-optimal choice for her, but that's her style. TWF doesn't work without adding something that gives more feats or reworking her build entirely and angels don't get much for natural attacks. A rare few get wings as secondary attacks, but it's uncommon. That's fine - she has the abilities to perform well in spite of that limitation. Doing gobs of damage is nice, but it's not strictly her main focus.

- Perfect Wight is upgraded and tweaked for Balmuria. It's over in homebrew if you're curious. It's mostly to smooth over some issues from it being a 3.0 PrC (let alone from the ELH) and help it make more sense for when you can get it. Also, superior legerdemain's 100ft range is pretty nifty for her.


Rogue 29//Swashbuckler 10/Hellbreaker 10/Perfect Wight 9

Changelog: Fixed BAB, which was one too high. Related scores adjusted down. Adjusted fort and ref saves, which were one too low.

Size/Type: Medium Outsider (Angel, Good)
Hit Dice: 10d10+19d6+290 (442 hp)
Initiative: +19
Speed: 30ft, fly 60ft (good)
Armor Class: 48 (+15 dex, +12 armor, +4 natural, +2 dodge, +5 deflection)
Base Attack/CMB/CMD: +23/+28/60
Attack: Gentle Serenity+48 (1d6+31 plus 20d6 sneak attack and 2 str plus 1d6 nonlethal plus calm emotions 15-20 x2)
Full Attack: Gentle Serenity+48/+43/+38/+33 (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 +28, 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 by antimagic and similar effects.


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

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.

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.

Sashes of Shadow

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.

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.

Tear of Sylica

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.

The Tear of Sylica grants Jessica a +8 enhancement bonus to Dexterity and Constitution, and a +6 enhancement bonus to her other ability scores.

Jessica also has a ring of defense+5 (+5 deflection bonus to armor class and +5 resistance bonus to saving throws), masterwork thieves' tools and three of Roald's biscuits (heal as a 20th level caster on consumption).
Title: Re: Characters and monsters
Post by: Anastasia on November 21, 2014, 04:09:14 PM
Latha, Diamond Angel of Radiance

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.


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, channel energy 12/day (15d6; DC 35).
Special Qualities: Damage reduction 40/epic, evil and silver, spell resistance 42, 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 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, superb dispelling, sunbeam. 7/day-cure moderate wounds. 1/day-blade barrier, heal, heroism, waves of fatigue, sunburst. Caster level 29th. The save DCs are 19 + spell level.

Stun (Su)

If Latha strikes an opponent twice in one round with her 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 (caster level 30th for spells with the good or lawful descriptor) with access to the Good, Glory, Law and Sun domains. The save DCs are 22 + spell level. Her metamagic options are Consecrate Spell (+1), Energize Spell (+1) and Vivacious Spell (+3).

[6/day]0: Detect Magicx3, Resistance, Guidance, Cure Minor Wounds
[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

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.

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 extra damage from Sun Devotion by seven.

Aegis of the Tarrasque

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.

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.

Silver Halo

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.

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.

Latha also carries bracers of armor+8, a hammer that grants a +20 competence bonus to craft(armorsmithing) checks and a ring of nondetection(CL 20, grants nondetection whenever worn).


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: Characters and monsters
Post by: Anastasia on December 04, 2014, 02:32:04 AM
Lliira, Our Lady of Joy

Notes and fluff:
Spoiler: ShowHide


Lliira's flavor isn't meaningfully changed from canon FR. Refer to that for an idea of what she's about. So this is going to focus on mechanical notes rather than rehashing her flavor.

- 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.

- Epic bard casting is somewhat of a placeholder. This will get more work later. Her spells will be updated then.


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, Music, Travel
Favored Weapon: Sparkle (Shuriken)

Bard 48//Battle Dancer 20/Paladin of Freedom 23/Heartfire Fanner 5

Changelog: Fixed her CMD, forgot to add one of her +17s to it. Added divine grace to saves, whoops. Added bard spells. Traded her paladin casting for bonus feats variant, as paladin spells don't add anything meaningful to her.

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 9
Hit Dice: 20d8+23d10+5d6+720+48 (1188 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/+69/136
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 9/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 furious unicorn, 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 +79, Ref +81, Will +80 (+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)(B), Toughness(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), Extra Smiting(P4), Improved Natural Attack(27), Divine Vigor(P8), Improved Initiative(30), Divine Might(P11), Chant of the Long Road(33), Extra Smiting(P14), 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 Skill Focus(Perform:Dance), Extra Domain(Charm), Extra Domain(Family), Extra Domain(Music), 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, body harmonic, break enchantment, calm emotions, chaos hammer, charm monster, charm person, cloak of chaos, demand, dimension door, dirge, dispel evil, dispel law, distilled joy, dominate monster, elation, find the path, fly, freedom of movement, geas/quest, ghost sound, good hope, greater dispel magic, greater heroism, greater plane shift, greater shout, 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, sculpt sound, shatter, shield other, shout, song of discord, sound burst, starmantle, suggestion, summon monster 9(chaotic good only),  sympathetic vibrations, 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.
Joy: +4 sacred bonus to diplomacy.
Liberation: +2 morale bonus to saves vs fear and enchantment.
Music: Skill Focus (Perform) as a bonus feat.
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 (caster level 49th for chaotic or good spells). Her save DCs are 27 + spell level. Her metamagic options are Extend Spell (+1), Sculpt Spell (+1) and Quicken Spell (+4).

TODO: Add bonus spells for high Charisma.

[4/day]0: Dancing Lights, Detect Magic, Ghost Sound, Message, Prestidigitation, Summon Instrument
[4/day]1: Accelerated MovementSC, Hideous Laughter, ImprovisationSC, Joyful NoiseSC, Ventriloquism
[4/day]2: Heroism, Lively StepSC, Suggestion, Sonic WeaponSC, Sonorous HumSC
[4/day]3: AllegroSC, Blink, Good Hope, Hymn of PraiseSC, Ray of DizzinessSC
[4/day]4: CelebrationSC, Dimension Door, Freedom of Movement, FugueSC, Zone of Silence
[4/day]5: Cacophonic BurstSC, Greater Heroism, Mass Cure Light Wounds, Mass Suggestion, Seeming
[4/day]6: Animate Objects, Greater Shout, Irresistible Dance, Project Image
[4/day]7: Heal, True Seeing, 2
[4/day]8: Lion's RoarSC, Spread of ContentmentBoED, Superior InvisibilitySC 1
[4/day]9: Sublime RevelryBoED, UnbindingSC 2
[4/day]10: Mass Heal, Miracle of UncursingHome, Summon Monster XHome 1
[4/day]11: Faerinaal's Internal RevoltHome, Faerinaal's LullabyHome, Shardread WeaponHome,  Superb DispellingHome
[4/day]12: Mass RegenerateHome, Beauty TriumphantHome, Glorious RallyHome, 1
[4/day]13: 4
[4/day]14: 4
[3/day]15: Automatic SummoningHome, 3
[0/day]16: Lliira's Joyous ReversalHome

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


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]

Lliira's Joyous Reversal
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 16
Components: V, S
Casting Time: 1 standard action
Range: 200ft
Area: 200ft burst; centered on you
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes

When this spell is cast, you steal the joy of your enemies and use it to bolster your allies. All enemies within the area of the spell must make a Will save or suffer a -10 morale penalty to attack rolls, weapon damage rolls and saving throws. At the same time, all allies (including the caster) gain a +10 morale bonus to attack rolls, weapon damage rolls and saving throws. Additionally, if three or more targets fail the Will save, the morale penalty and bonus applies to armor class as well. If six or more targets fail the Will save, the morale penalty and bonus also applies to caster level checks, ability checks, skill checks and initiative checks.

Further, all allies (including the caster) gain 10 temporary hit points per caster level (maximum 500 temporary hit points). Allies affected cannot gain more than double their maximum hit points from these temporary hit points.

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: Characters and monsters
Post by: Anastasia on December 04, 2014, 08:11:26 PM
Seira Aryn

Fluff:
Spoiler: ShowHide


Seira Aryn
Golden Patron, The Dragon Princess
Demigoddess
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)

Seira is a young deity in any meaning of the term, as is her faith. First and foremost, she stands for change. Seira strongly believes that evil can not only be beaten back, but wiped out altogether as had happened in the final battle for Androlynne. It was not the only case where Seira had witnessed the world change for the better with the power of unity, friendship and effort, and she tries to share that hope for a better future with the rest of Creation. Among her other interests is the pursuit of knowledge, and Seira especially appreciates kindred souls that seek as complete a mastery of their knowledge as possible. After all, knowledge is power.

Seira supports all those who wish to build a better world with her, treating every person who chooses to follow her as a precious ally. She appeals to all mortals regardless of race or birth to forge a strong, exalted society by coming together in the world they live in. Seira doesn't require sacrifices or offerings, nor is she seeking out ritual prayer. With education and guidance from her ministers, and the strength of will on the part of her knights, Seira wishes to be the light of hope leading towards an ideal, pure world for mortal-kind to live in.

Typical worshipers would not offer prayers to Seira in the hope of her direct assistance; a true follower is none other than a fellow traveler of Seira's, sharing in her ideas and ideals. They are nomadic. The cities are where yet another deity preaching openness, education and coexistence is hardly needed. The places where they can do the most good are smaller communities that don't have the luxury to build temples, the lengthy roads so often dangerous to travel without an armed escort, the hotspots desperately in need of salvation.

Having experienced the difficulty of wrestling with her faith, Seira attempts to ensure that those following her would never need to worry over her approval. She believes such concerns only serve to occlude the real dilemmas. The balance between what is lawful and what is right, between the state and the individual, between free will and the potential to cause harm to others. These and many other dilemmas have no easy answer by definition, and they are the matters Seira wishes those following her path to consider.

Seira wishes to honor the days where change was brought into the world for the better. The laying of the cornerstone for the portal network, the erection of Spellpool, the purging of the Wastes were purged, the establishment of a Mythal-guarded modern city on that land. Such days would be what Seira would suggest that her faithful honor, for they reflect their hope for the world.

History/Relationships:

Hailing from the elven empire of Pallanth, Seira made her way to the human world at a young age, eventually ending up in the barony of Balmuria. First training and then joining the ranks of the Crimson Guard, Seira protected her adoptive land, strived towards a lasting peace between the United Baronies and their neighbors and worked to spread Waukeen's faith. On her world of birth, her noted accomplishments in the diplomatic field included bringing Pallanth out of its self-imposed isolation, and promoting peace and unity where once mistrust and war ruled. In the field of knowledge and magic, Seira has opened the first magical academy her world had seen in over two thousand years, working throughout the known world to allow those with the talent for magic or the wish to learn it to attend it without discrimination. Devoted to Waukeen's ideals, Seira had established and financed temples to Waukeen throughout the lands, and later connected them through a two-way portal network. Seira has also negotiated a treaty allowing Waukeen and herself to operate in elven lands, and has successfully discharged Waukeen's commandment to publish a new scripture realigning her on the cosmic scale.

After the Golden Lady's paradigm shift, their destiny had been more entwined than ever, to a degree that Seira fashions herself the Knight-Protector of Waukeen.

Seira's greatest friend amongst the Powers is Alicia Reynes. She and Demedais are considered close family to Seira. Their respective patrons, Mystra and Helm, are likewise seen in good regard. Seira also remains a natural ally to Celestia and its powers, such as Bahamut.

An alliance exists between the princes and princesses of elemental good and Seira, embodied by their desire to see their mutual enemies destroyed.

Seira counts Hanali Celanil as a true friend, while keeping good working relations with the Seladrine.

Servants of Ilmater and Lathander, as Empress Sulia and Syala of Sylica in person, had left Seira a good impression of the four. Lliira and the rest of the powers of Brightwater form a natural fount of allies as well. Ajan and Ixen are ancient red dragons who share a good working relationship with Seira. The former padisha of the marids, Lady Sanzha, has remained by Seira's side ever since Seira broke the curse placed upon her by the Fallen Eblis. That same confrontation between the two that Seira narrowly won by outmaneuvering the ancient Eblis also raised Seira's stock in Kossuth's eyes.

Seira has shared her divine powers over her realm of the Cauldron with Amaryl Gaial-Aryn upon their wedding day.

Dogma:

Seira and her followers have but a single goal, that of one day establishing a just utopia for all. Seira believes that the pursuit of happiness is encouraged by a healthy economy. She approves of people earning money, as she believes that they would use some of their wealth to support those less fortunate by opening new opportunities before them and raising the standard of living throughout the land. Trade also leads to getting one's neighbors better, and thus creates stronger ties between people, preventing xenophobia and isolation. Seira is a strong proponent of unity, believing that excess is bad and seeking to find compromise to get along. Another facet of Seira is her desire to eradicate evil wherever it stands, and to this end she remains in conflict with fiends and evil deities alike. She has a lot of faith in mortals, however, and Seira instructs her followers that no mortal should be considered beyond reach.

Clergy and Temples:

Seira has established the Order of the Golden Flame in the year 401 DK on her world of birth. Gradually being restricted from direct interference in mortal affairs due to her Ascension, Seira made a contract with her erstwhile comrade, Hellman Oberuth. In him, she entrusted the completion of her mission, and with him she shared her will, sponsoring him as her Knight in that confrontation she was now barred from affecting directly. Hellman was the first of her Order, a group of like-minded individuals who would rise up against injustice, seeking to purify the world and abolish evil from the universe. The Church of the Golden Flame adds ministers to assist the knights, and to spread their shared ideals across to the people of the world, to guide them and educate those they can, to bring about greater harmony amongst all people and help turn the world into the pure vision the knights fight so valiantly for.

Only one temple explicitly dedicated to Seira, the Glory of Hope, exists at present; it can be found on the lower levels of the divine realm of the Cauldron. Waukeen shares her temples with the Order of the Golden Flame due to the close link between Seira and Waukeen, just as the Order ensures the safety of the roads for Waukeen's caravans and any travelers besieged by banditry or monsters.



Notes:
Spoiler: ShowHide


- A quick note about Seira's sheet. It's a sheet of a PC converted for this topic. To be completely honest, this build is something of a prop on account of that. Also, the fluff block was written by Cor, in case you notice any style discrepancies.

- 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. On a related note, Seira is one of the very few deities who doesn't offer a matching alignment domain (good domain). I generally consider appropriate alignment domains all but mandatory, though Cor wanted more variety. This is a bit of a cosmological issue but it's a PC so whatever. Not a big deal.

- 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. It's mostly a placeholder, but this is a placeholder build anyway.

- 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.

- Seira's Unicorn Arrow is Melf's with a name change to be campaign appropriate.


Swashbuckler 11/Rogue 23//Wizard 10/Dragon-Pact Wizard 19/War Wizard 5

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/+39/77
Attack: Dragon's Grace+53 (1d6+37 plus 17d6 sneak attack plus 2 str 19-20 x2)
Full Attack: Dragon's Grace+53/+48/+43/+38 (1d6+37 plus 17d6 sneak attack plus 2 str 19-20 x2) and bite+46 (1d8+30 plus 15d6 sneak attack plus 2 str) and 2 wings+46 (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/adamantine and epic, immunity to acid and fire, immunity to paralysis and sleep, 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: +2 bonus to the DC of channel energy.
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:
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.

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:
Spoiler: ShowHide


Seira casts as an 34th level wizard (caster level 35th for spells with the fire descriptor or divinations). 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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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:
Spoiler: ShowHide


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: Characters and monsters
Post by: Anastasia on December 06, 2014, 02:50:06 AM
Alicia Reynes, Queen of the Battlefield

Fluff:
Spoiler: ShowHide


Alicia Reynes
Queen of the Battlefield, The Righteous Avenger, Saint Alicia
Demigoddess
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)

Alicia Reynes is the patron of those who selflessly fight for the safety and happiness of others. She encourages those who venerate her name to endlessly strive to improve themselves, both in terms of their skills and the impact they have on the world. A wandering duelist constantly seeking perfection but spurning those perceived as weaker would receive no comfort from Alicia - in her ethos the purpose of might is to shield the weak, and power for its own sake is meaningless.

Like Mystra, Alicia sponsors the growth of magic, viewing it as a vital facet of the world, and also like Mystra she cautions against relying too much upon it. Not just in terms of broadening one's skills to handle all situations, but also to avoid using it as a crutch for mundane things that could be accomplished with the expenditure of a little more effort and ambition.

While Alicia does preach the virtues of honor and chivalry, and considers mercy to a defeated foe to be among the noblest of acts, she also places a particularly high value on tactics, which places her closer to Red Knight than to Tyr in terms of what she expects of her followers in battle. As she encourages her followers to broaden the scope of their knowledge, she likewise teaches them to seek every advantage that can be sought prior to battle. To her there is no shame in using subterfuge and distraction to ensure victory against a superior opponent.

The followers of Alicia favor utilitarian and rugged attire, as if ready to leap into action or go on a journey at any moment. Darker colors are favored for clothing, but for ceremonial functions black robes with a silver or bright blue trim are most common. Said robes never include hoods, as her clerics always ensure their faces are kept uncovered, partly a superstition based on Alicia never wearing a helm in battle, and partly to offset the usual implication given to such dark attire.
At present there is only one holy day dedicated to Alicia. August 7th is the Day of Ascension. It celebrates the day when Alicia rose into the heavens, marked by the Feast of the Risen and the renewal of vows to the Queen of the Battlefield.

History/Relationships

Alicia is a young and energetic deity, having only recently ascended after an eventful mortal life of both heroism and tragedy. The prime material she originates from was until very recently sealed away from the rest of reality in the aftermath of a cataclysmic war between the Gods and an ascendant self proclaimed 'God-King', becoming a living saint of Mystra as her world became more open to the planes, a title she is still sometimes known by despite her attempts to style herself in the manner of a queen since coming to rule over Sylica.

Having lived in a world where the Gods were nearly silent has colored Alicia's beliefs about the role of a deity, and while she keeps a close eye on her faithful she tries to avoid giving them overt displays of her strength, believing that her followers will flourish more by relying on their own will and intuition. This does not keep her from providing clandestine aid to encourage their growth, but she views such as most successful when no one is aware she intervened at all.

Not surprisingly, Alicia's foremost ally among the Gods is Mystra, although she has been trying to develop her own independent standing among the Gods without relying on Mystra's power or reputation. Empress Sulia, another young goddess, has taken on a role as something of a mentor to Alicia, and the two have become firm friends. Sharess has shown some interest in Alicia, who's consort and co-ruler of Sylica was once a divine servant of the Lady of Cats, but there is little in terms of formal ties. Rather than Gods, she counts her strongest allies among the Court of Stars and Celestial Hebdomad. Special mention of course goes to Seira Aryn, a mortal friend of Alicia's who ascended at the same time. The two continue working closely together, frequently combining their forces and visiting one another s' realms.

While Alicia opposes all evil, she does have several notable foes. First and foremost is Shar, whom Alicia maintains an almost legendary enmity with, having gone so far as to slay Malice, a servant deity of Shar's possessing similar power as Alicia. The origins of this particular enmity are not common knowledge, although it is known that in her mortal life Alicia did battle with Shar's most powerful servants on the world of her birth. While Hell in general is almost constantly in opposition to Alicia, she frequently becomes involved in Perdition's politics as various archdevils try to maneuver her to hinder their rivals. Among demons, Malcanthet the Queen of Succubi is her most notable enemy, although their hostility tends to play out on a lower key and Alicia has not yet openly responded to her provocations.

Dogma

Always strive to improve yourself. As powerful as you become, never forget there is always someone better to learn from or overcome. Share your strength with others, teach those who would learn and protect those who cannot. Seek to understand your enemies, for knowledge illuminates the way not only to victory, but may help turn foes into friends. Punish the guilty, but consider the potential for improvement in all beings. As you fight to preserve civilization, engage yourself with it to always be reminded of why you fight.

Clergy and Temples

Clerics of Alicia are charged with teaching and instructing others in the ways of just battle, and honoring the names of heroes by spreading tales of their deeds to bring heart and encouragement to the people. Typically her clergy minister to a wide area, forcing them to become wanderers by circumstance, and maintaining small open shrines throughout their 'parish' rather than being based at a single temple. On their travels they are expected to keep an eye out for those with the potential to become great warriors or mages, using their contacts with Alicia's faithful to arrange training and support so that new heroes are always encouraged to foster their talents.


Notes:
Spoiler: ShowHide


- A quick note about Alicia's sheet. It's a sheet of a PC converted for this topic. To be completely honest, this build is something of a prop on account of that. Also, the fluff block was written by Eb, in case you notice any style discrepancies.

- Alicia's a paladin/sorcerer at heart, with various abilities added on to make her better at what she does. It doesn't hurt that the divine rank template gives lots of Charisma dependent bonuses.

- Alicia's bonus epic feats for sorcerer tend to be fillery. That's a case of the default feats there not fitting her. In case of actual play, we'll work something out instead.

- Marielle isn't described here. She ended up being her own character and may get her own stat out in the future. If I do make one, it'll probably be with her as Alicia's proxy.


Sorcerer 34//Paladin 11/Spellsword 10/Sacred Exorcist 13

Size/Type: Medium Outsider (Good)
Divine Rank: 1
Hit Dice: 11d10+23d8+340+34 (668 hp)
Initiative: +11
Speed: 60ft, fly 200ft (good)
Armor Class: 62 (+10 dex, +1 divine, +13 deflection, +16 natural, +12 armor)
Base Attack/CMB/CMD: +30/+43/76
Attack: Bonds+51 (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+51/+46/+41/+36 (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, channel energy 16/day(10d6; DC 33), 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(143 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(Evil Outsiders), Divine Armor Mastery, Divine Blast, Divine Shield, Mistress of the Duel
Alignment: Lawful Exalted (Neutral Exalted tendencies)

Divine traits:
Spoiler: ShowHide


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 gold.

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. The save DCs are 23 + spell level.

[6/day]0: AmanuensisSC, CaltropsSC, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation, StickSC.
[10/day]1: Critical StrikeSC, Feather Fall, Light of LuniaSC, Magic Missile, Shield, Shock and AweSC, True Strike.
[9/day]2: Alter Self, Daylight, DeflectPHB2, Knock, Mirror Image, Resist Energy, Whirling BladeSC.
[9/day]3: Analyze PortalSC, Greater Magic Weapon, Magic Circle Against Evil, Major Image, Mass Snake's SwiftnessSC, Sleet Storm.
[9/day]4: Enervation, Greater Invisibility, Perfect SummonsBoED, Rainbow Pattern, Ray DeflectionSC, Voice of the ArchonSC, 1.
[9/day]5: Dismissal, MoonbowSC, Sending, Telekinesis, Telepathic Bond, Wall of Force.
[8/day]6: Antimagic Field, Fires of PuritySC, Greater Dispel Magic, Imbue Familiar With Spell Ability, Probe ThoughtsSC.
[8/day]7: Greater Teleport, Limited Wish, Might of the PlanetarHome, Planar BubbleSC, Radiant AssaultSC.
[8/day]8: Dimensional Lock, Divert TeleportationHome, Greater Arcane FusionSC, Mind Blank, Sunburst.
[8/day]9: Gate, Meteor Swarm, Summon Monster 9, UnbindingSC, Wish.
[7/day]10: Celestial ValorHome, Energy ImmunityHome, Naeys' Life FontHome, Shield of SylicaHome.
[7/day]11: Epic Mage ArmorHome, Might of the SolarHome, SunlanceHome, Volcanic GenesisHome.
[7/day]12: Glorious RallyHome, Legion's GatesHome, Rain of DesolationHome, Sensual BlessingHome
[7/day]13: Antimagic ZoneHome, Greater Polar RayHome, Mass Energy ImmunityHome, Mirror's MimicryHome
[3/day]14: Radiant StormHome, Thunderous VoiceHome 1

1 - As Voice of the Dragon

BoED - Book of Exalted Deeds
Home - Homebrew
PHB2 - Player's Handbook 2
SC - Spell Compendium

Familiar

Marielle the courre eladrin.


Paladin powers:
Spoiler: ShowHide


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 separated for more than three rounds, and must start again if battle is rejoined. This ability caps at +6/-6.
Title: Re: Characters and monsters
Post by: Anastasia on December 09, 2014, 12:05:58 AM
Queen Morwel

Fluff
Spoiler: ShowHide


Background

During the formative days of Arborea, eladrin of great power were born from the plane itself. These eladrin were mighty titans possessed of great power, wild and varied champions of chaotic good. This long epoch was marked by the eladrin enjoying a cycle of birth and rebirth. The children of Arborea would live a joyous life until they felt called to the deepest layer of Arborea, the Womb. Here they were reborn to start anew, to explore another wonderful life.

This cycle stood unbroken save for one. Amid all of the ancient eladrin stood one who chose another path. Morwel was an eladrin who was rarely seen and surrounded by her dreams when she was. This dreamer stayed removed from the cycle in favor of her dreams. The children of Arborea were at first fascinated before losing interest in her. She was dismissed as an anomaly amid the eladrin and the others returned to their endless lives.

In reality, Morwel's dreams fulfilled the desire for new experiences and change those creatures craved. Where other eladrins subsumed themselves to Arborea for rebirth, Morwel channeled that need into the one thing that can change freely - her dreams. In her dreams, all could change and new experiences could be found at will. Marvelous worlds and lives could be crafted there in absolute freedom. In time she learned the arts of projecting her dream from herself, changing reality into what she desired. Soon she had her own realm of dreams, where her whims were reality.

In the fullness of time, other eladrins again took notice of Morwel and her realm of dreams. At first it was little but idle curiosity, but on experiencing her dreams, they became entranced. The ever-changing variety and what they represented enthralled them, a perfect unison of good and chaos in the form of ever malleable experiences. Morwel combined insight into the nature of chaos and good unknown to the other eladrin into her dreams, for she had learned much from her long ages of studying her dreams.

Over time, more of the ancient eladrin came to Morwel's dream rather than continue to reincarnate through Arborea. This drew the attention of the gods of chaos and good, who came to visit Morwel's dream. They were curious as well as concerned, for Morwel's dream could well rival Arborea and change the nature of the plane. Corellon Latherian, Selune and Sune each came to Morwel and left with a firm friendship and respect for her. They were pleased and impressed by her dreams, content to allow her to continue.

So great was Morwel's dream that she claimed the majority of the eladrin from Arborea. On this day, Arborea itself stirred and formed an avatar to confront Morwel. The avatar went to Morwel's dream and challenged her, to see the meaning of this dream that had ensnared so many of Arborea's children. To this, Morwel closed her eyes and fell asleep. Her answer was a single dream, forever changing as her whims and fantasy saw fit. Every possibility Arborea produced was evenly matched, each soul accounted for and used as part of a greater whole. So deep was the dream that Arborea lost itself in that dream and so perfect was the match that Arborea could not claim it was anything else but Arborea. Morwel's dream had come to match Arborea and Arborea matched it in return.

At that moment, Arborea itself understood. Morwel had not stolen her children, for she had obtained perfect understanding of Arborea. She was as much Arborea was Arborea was. Morwel had reached the ultimate purpose of every outsider, complete and total unison with the plane they were connected to. At the same time she was different and unique, her dreams allowing her to even mimic Arborea's gift of eternal lives to its children, yet in a new way.  Morwel was given the blessing of the plane and made Queen. All the eladrin were given to her to rule, guide and protect. For as she was the same as Arborea, her duties were the same as Arborea.

At this moment, Morwel's dream and Arborea became indistinguishable. They merged together and the eladrin were reunited seamlessly. With Arborea's support, Queen Morwel created the Court of Stars and called the eladrin to it. Soon the court was full of the children of Arborea. While some challenged her new found title of Queen, none were able to oppose her and all came to love her. She quickly became the preeminent eladrin as fitting her title. Soon, at Morwel's subtle behest and guidance, her subjects began great plots and towering plans were enacted to curry her favor and determine standing in the court, grand schemes that routinely collapsed into chaos. The canniest and luckiest of the eladrin emerged victorious from these light hearted dramas.

A great tide of new eladrin were born to participate in this court - ones who knew nothing of the past and only knew of Morwel's reign. They were far more numerous but weaker than the older eladrin, who assumed positions of power in the court or withdrew from public life. This time lasted for countless eons, burying Queen Morwel's past under the endless sands of time.

During this time, Arborea had many more layers known of than in the current day. They lead to the Womb of Arborea, where the ancient eladrin went to endlessly reincarnate. Meanwhile, chaos raged in the mortal realms. Mortals had discovered the secrets of temporal manipulation and the knowledge had spread far and wide. Mortals and soon immortals waged war in the past as well as the present, as failure was seen as being open to revision, counter-revision and an endless back and forth amid forces capable of doing so. While deities are immune to temporal paradox and being affected by time travel, they grew weary of wars that transcended time. Schemes and plots were open to revision, with failure and success being solid only until the opposition changed the past.

Thus all the deities and powers came together to meet, to discuss this problem and agree on a solution. This meeting would be known as the Convocation of Time and all creatures of divinity came to it, with the normal enmities put aside. As Queen Morwel prepared to leave for the meeting, a deep lethargy came over her. She could do naught to resist it, and in a dream-like trance, traveled to the Womb of Arborea. She slept here as the meeting raged on, with all sides unable to come to a palatable agreement. While all were guilty of being at disagreement, Shar in particular made an effort to subtly encourage the meeting to be deadlocked.

In those dreams Queen Morwel saw the need for two races: the eladrin and a great race of nature spirits who would oversee the natural world. They would forever reincarnate while tending to the natural world of mortals. These spirits would be known as the fey. Queen Morwel saw that both races were essential. Should the eladrin not be, the Abyss would rise up and overwhelm Limbo and then spill into Arborea. Chaos would become one with evil and thus upset the balance of Creation itself. The calamity would threaten all and risk the triumph of the Abyss over all. Yet if the fey did not come to be, the natural world of mortals would become errant. Unlimited calamity would come from this and the Prime Material's countless worlds would risk collapse. Worse, she saw that both must be her children, that she must create the fey from the eladrin. Morwel wrestled with this dilemma, caught in a nightmare where either choice was suicide to her dream's future.

As Queen Morwel slept, Selune and Lathander eventually departed the deadlocked Convocation of Time. They both wondered where Morwel was and sought to find her. While her absence was not impossible to justify, as the flighty Fairy Queen was known by many deities as mercurial and her current consorts were there by her command, the two felt it was awry. Further, they had noticed Shar's efforts to ensure no agreement was made. Curious, the two traveled to the Womb of Arborea and found her there. They found her wrapped in black shadows, obscuring her from sight. As one the two deities frowned, for such a shadow is a sign of Shar's handiwork.

The two deities joined hands, as Lathander warmed Morwel with the light of the sun and Selune covered her with the grace of her moonlight. The shadow faded away into nothingness in this light and Morwel at last knew peace. This stirred Morwel from her nightmare and gave her the insight she had long struggled for. In her sorrow at the prospects before her, she had simply missed the obvious solution: To divide her house in two.

Queen Morwel awoke and knelt. She calmly wept away her sorrows, pain and despair. Her tears formed a new ocean and enacted her will. Half of her race was spirited away and stricken from the memories of the other half. The taken half of her children were given bodies of dirt and flesh, made into the fey. From this creation of life and her tears rose the Yggdrasil tree, the symbol and focus of fey reincarnation. She bound her exiled children to it, ensuring the fey cycle would exist and continue forever. But yet her work was not done. She realized that if Yggdrasil was not hidden, spirits and powers would seek to interfere with her children.

At last Queen Morwel went to the Convocation of Time and made an offer. She offered all but the top three layers of Arborea as a base for any agreement, allowing time to be bound to it and the knowledge of it stricken from the minds of all but the deities and those that deal with matters of time. She even offered limited dominion to the other ethos within the various layers, as each would have an equal share. The temptation of this influence and the offer was too much and it broke the deadlock. The Temporal Compact was created and all but the top three layers of Arborea were dedicated to it. Yggdrasil was hidden away by this unbreakable ward and secrecy.

The matters of the fey are only touched on lightly from here, as that is another story for another time. Of the fey, they were lead by the ancient eladrin, who became the greatest of the fey. Known as leShay, these creatures explored every aspect of this new life. They plumbed the heights of summer, the rampant growth of spring and the gentle reverie of autumn. Finally, some explored the cold depths of winter. Here these leShay explored the same bitter coldness that the goddess Auril commands. In time this lead to the greatest of the ancient eladrin to be contaminated with that same evil, vulnerable without the protections and connections to good that eladrin enjoy.

While the rest of the fey formed the Seelie court, those taken by winter stayed apart. This lead to an insurrection in the court, where winter was ultimately banished (or broken away, depending on the storyteller) and formed another court. They were lead by the greatest of the ancient eladrin, who took on the title of the Queen of Air and Darkness. The Queen of Air and Darkness is occasionally conflated with Auril. This is a result of Auril's role on the creation of the Unseelie Court and nothing more. Auril has influence in the court, but generally leaves the dark fey to their own devices.

Since then, events have proceeded as known in the modern day. Queen Morwel rules over the eladrin, while unknown to all she also rules over the Seelie court as Queen Titania. In the current day, Queen Morwel is content to guide her children from afar and use them to advance her dream. The fey and eladrin both serve to advance her goals, as does each creature that has come to call Arborea its eternal home. Her dreams and dual identities soak up most of her time, even with avatars assisting.

Queen Morwel's ultimate goal is for her dream to expand across Creation. By extension all of Arborea will spread with it, for they are one in the same. The taint of evil and the mistakes of law will leave creatures as they come to join her dream. The mortal coil and inner planes will become places of joyous adventure, where life is chapter after chapter of a grand story, leading to the wondrous climax where the first life is left behind and Arborea is embraced. The elemental planes will collapse into one, a chaotic fusion that will still the endless elemental wars by making them all kin to one another.

With this union, there will be no further need for her children to be divided. Queen Morwel will lead the fey as Titania, provoking a cataclysmic battle with the Unseelie Fey. This battle will rend the courts apart. At the climax Titania and the Queen of Air and Darkness will do battle. The Queen of Air and Darkness will be brought low by Titania, first in battle and then by what Titania represents. Titania's light and dream will overcome the evil of the Unseelie, purifying her wayward children and bringing about the reunion of the courts.

After one split is healed, Morwel will then undo the other. She will travel to the Womb of Arborea and undo the division between eladrin and fey, and thus they will become as one race once more. The reunited race will be common to both the mortal coil and Arborea, further changing the material world to be closer to Arborea.

With the mortal realms in her control and the fey and eladrin reunited, Queen Morwel will then turn to the problem of evil. The planes of evil will be consumed into one grand dream, where the heroes and eladrin host will shatter the nightmare of evil with great valor. The chains of Baator will be sundered by the freedom of her dream, while the faceless despair of the  yugoloths will crumble under the hope of her dream's eternal joy and the Abyss will be overwhelmed by a perfect infinity of wondrous lives that are free of evil's taint.

With evil smashed, the nature of the slaad will be softened and the children of Limbo will join Morwel's dream as well. They will savor the malleable nature of it, uniting with the eladrin and becoming as to siblings to them. The forces of Mechanus will see the light of good but not chaos, joining with Mount Celestia.

Once done, Zaphkiel, the High-One and Queen Morwel shall meet. In that meeting, Queen Morwel's dream of many truths will prove superior to the single, absolute truth Zaphkiel embodies and the strength of unity the High-One holds. They will be folded into Queen Morwel, and in that their children will become her children. All the celestial host will come to join Morwel's dream and Morwel's dream will become Creation. All will live an eternal cycle of perfect and wonderful lives, reincarnating to find yet more joyous and varied experiences. Creation will be a celebration that knows nothing of suffering, despair of misery. Queen Morwel will then rule over all Creation, content to ensure the dream continues forever.

Of course, the other planes and deities would not agree with this vision.

Appearance

Queen Morwel appears as a short elven woman of flawless beauty. Her tanned skin and orange hair complement her starry gown well. The exact details of her appearance vary and tend to be indistinct, as if trying to recall the details of a dream. Most recall the silver bracelets and a matching necklace.

Creatures of all types find Morwel intoxicating to see. Even those who are repelled by everything she is, such as devils, cannot help but fall in love with her. This is simply a testament to the power of her dream to draw in souls to it and thus to Arborea.

Personality

To most, Queen Morwel is flighty, vain and pretentious. She often seems preoccupied at times, as if lost in daydreams. Her consorts deal with more matters than she, especially matters of court. She is a distant queen who allows events to proceed with minimal input. At times she seems little more than a figurehead for the rambunctious court's intrigues with her favor being a sign of success. Yet a few words of praise and favor are incredibly motivating, able to inspire fanaticism in those so gifted.

Those that deal more with her or those involved in serious matters see another face. This Morwel is seen as a mysterious queen, who comes to deliver a few words of command before leaving. She is an enigma that appears when she desires, transforming everything to an otherworldly fantasy. Her commands are wise and obeyed without question by her consorts, who immediately ensure that her will is done. In this role she is undoubtedly a queen and the master of her court.

The rare creature that gets to know Morwel past this finds a quiet woman preoccupied with her thoughts. Her tremendous charisma and presence allow a single word to suffice for an hour's conversation. Yet she is not uncommunicative, for her dream constantly makes her thoughts known. Those that meet this Morwel find it to be a waking dream, where all fantasy becomes a reality grander than the dream it sprung from. Exactly what she acts like varies from moment to moment as the fancies of her dream change. Yet they have little impression of Morwel afterwards, struggling to remember her in favor of the dreams around them. In truth, these dreams as as much Morwel as her words, though most creatures do not fully realize it.

Allies and deities find Morwel to vary. She takes on behavior best suited to dealing with them. With other creatures of divine rank she acts to maximize benefits to her dream, which in turn benefits all of Arborea. She often assumes her normal role of a queen shrouded in mysticism, but takes different styles if they are more effective. Mortals never see this side of Morwel; while a dream that encompasses everything must include serious matters, to show it to lesser creatures diminishes her own mystique. 

Queen Morwel's consorts and friends see the true face of the Queen of Stars. This Morwel is loving, kind and compassionate. The affection she has for friends, lovers and those in her dream defines her. She treasures each of her friends and loves each of her consorts with all her heart. She dotes on her consorts in particular, for she knows they will eventually leave her to be reborn. The death of Vaeros has only intensified this behavior, as Queen Morwel knows that there is the chance, however small, that Gwynharwyf or Faerinaal won't return from a trip out.

Relations

Queen Morwel has no mother or father in the traditional sense. She considers Arborea to be her parents but it is not a point of concern for her. Morwel was born mature and has no need of parents. This was a common occurrence during Arborea's formative days and still echos within Morwel, such as with the birth of the Glasae Queen.

Conversely, Queen Morwel enjoys a great many consorts and lovers. She is appreciative of both men and women; this manifests in different ways across her identities. As Morwel, she keeps a pair of consorts. These consorts rotate over the ages, with each consort eventually reaching the point that they feel called to the Womb of Arborea to reincarnate (barring rare cases such as the death of Vaeros and Samsel's transformation into Oberon). She has had many consorts over the ages and treasures each and every one of them. But as her dream's nature is to eternally change, so do her consorts. Her current consorts are Gwynharwyf and Faerinaal, whom she loves deeply.

Titania is married to Oberon. It is a marriage marked by change in a different way, as the pair go through fights and separations, only to return to each other with all forgiven. During these separations, she discreetly romances various Seelie ladies. Yet they never last, only momentary reveries that soon fade as Titania and Oberon return to one another. At heart, the two know that they cheat on each other each time they separate, but they ultimately forgive each other wholly with each reunion.

Those who Morwel loves are made to understand her nature before they enter into a relationship. Her nature and her dream prevent monogamy, she strives to ensure her lovers understand that. She will not enter into a relationship or make love to someone who cannot accept that, as she feels that to be an inherently destructive and dishonest thing to do. Faerinaal accepts and understands it, as study of Morwel's nature allows him great insight to her dream. Gwynharwyf takes the position that a being of Morwel's stature is simply unable to focus on only one love, so there is no reason to be upset. The fact that Morwel's lovers are the greatest of the eladrins and have gained great insights to the forgiving nature of Good doubtless helps.

Queen Morwel has never borne a child in spite of her many relationships, at least in the traditional sense. Many beings have come from her divine will and from her dream, she considers these her children. These include the children of liberty, the eladrin heroes and any creature who comes to join her dream and Arborea. She shows her love by ensuring her dream and Arborea grant them a wondrous eternity. She provides them this and gives them the freedom to pursue these dreams as they choose.

Beyond family, Morwel is known to all of Arborea. Few know her as anything beyond the mercurial or fairy-like queen of the eladrin. Many believe they know more, whimsical stories assigned to her as bard tale or gossip told many times, each telling mutating the story. She is distant to most of her court as well. She sits on her throne and sees to the business of the eladrins when she must, but otherwise is seldom seen save for when she chooses to intervene in a matter. She takes on a mythical status even within her own court, a phantom that captivates with her flighty and charming manner.

The exceptions to this are her consorts. Beyond them, she deals most with the eladrin of might. They are guided in what they must do and they in turn offer her succor and council, though to a lesser degree than her consorts. The Faerie Queen also spends time to ensure the Angel of Last Resort's peaceful dream lies undisturbed.

Morwel has a strong working relationship with Corellon Larethian and the rest of the Seldarine. The Elf-Father and Lady of the Lake are friends from the earliest days of Arborea. This closeness is reflected in the closeness of the elves to the eladrin. They treat one another as equals and friends, sharing Arborea while tending to their own divine domains. The two have been allies since before Morwel became Queen and this alliance shows no signs of weakening. They are each others confidants in matters too ancient or too long-reaching for lesser deities.

Notable amid the rest of the Seldarine is Hanali Celanil and Sehanine Moonbow. Hanali Celanil is a fellow goddess of charm and the two meet every year to discuss business. These meetings usually dissolve to parties in private parts of Brightwater, the Court of Starts, Arvandor or Evergold. Neither takes these meetings entirely seriously, as much a chance to tend to divine matters as a chance to catch up with beloved friends. Conversely, Morwel's relationship with Sehanine Moonbow is one of respect and understanding. The two deities understand the changing and mystical nature of dreams, communicating less in words and more in ephemeral whispers of meaning.

Queen Morwel has at least passing relations with almost every other good-aligned deity and power, as well as strong relations with several. Selune and Lathander share a special bond with her. The two came to aid Morwel at her lowest point, as she grappled over the necessity of splitting the fey and eladrin apart. She is forever grateful for this favor and she strives to repay them for this kindness.

Two new powers have also gained her attention. Alicia Reynes and Seira Aryn lead the Crimson Guard in the liberation of the captive eladrin children of Androlynne, laying Pale Night's scheme low. She has quietly encouraged them and steered their path for the better, curious as to how the neophyte powers will develop. She considers them allies in the making, as well as eternal friends of the Court of Stars for victory in Androlynne.

Of special note are the High-One and Zaphkiel. The three are the greatest pure exemplars of good and meet once per twenty one years at the High-One's behest. Here matters of profound importance to the continued unity of law and chaos within good are discussed.These meetings take place deep within Elysium, in holy places seen to none other besides the three. Strategy, information, cooperation and conflicts are resolved by the three; Morwel takes these meetings quite seriously and shows none of her normal flightiness.

As for enemies, Queen Morwel has opposed virtually every evil power or deity on occasion, or those who fight in her name have. She has a personal disdain for Shar, who both represents things she cannot tolerate and interfered with her during the Convocation of Time. She is far from alone in her loathing of Shar and largely aids Selune rather than go after the Lady of Loss herself.

Queen Morwel also makes a point of opposing those who would use dreams for evil ends. The most prominent of these is the archdevil Haagenti, whom she has clashed with before. While Morwel outclasses him greatly, he is a cautious foe who has fended off powerful servants as well as the eladrin of might. It is said he keeps an extremely low profile in Avernus to avoid Morwel's wrath from reaching him.

Beyond specifics, Queen Morwel keeps tabs on the schemes of the devils in whole, as well as the General of Gehenna, Demogorgon and Pale Night. The last has grown more intense in recent years, due to the Androlynne incident and its resolution thanks to the Crimson Guard. She has carefully watched the Pale Mother's rise in activity and her new champion Zquujaj. Queen Morwel has yet to act against them, but with the history between them, is likely only a matter of time until she does so.

Combat

It is rare that Queen Morwel resigns herself to combat. All of the Court of Stars will fight for her before that, as will her consorts. Should a hostile creature reach her, they are likely to be incapacitated by her unearthly beauty. Only if these measures fail will Queen Morwel enter battle. She does not do this lightly as she views combat as a last resort.

Queen Morwel's battle strategy varies widely. With her staggering amount of options, she can take virtually any strategy she sees fit. Queen Morwel routinely chooses a strategy that will counter and defeat her opponents. She prefers to end battles sooner than later. As such, Morwel does not hesitate to use powerful abilities to utterly overwhelm her opponents. She is not afraid of overkill; any opponent that reaches her must be of the greatest caliber.

With preparation time, Queen Morwel will assume an alternate form best suited for defeating her opponents. If there is a form that has a particular way to counter or otherwise defeat an opponent, she will not hesitate to take that form. She will use Morwel's dream to create children of liberty, advanced tulani eladrin and leShay. Spells to enhance herself and her children follow, with a notable emphasis on defense.

Regardless of preparation time or not, Morwel holds nothing back. Even if a seemingly weak opponent has managed to reach her, she assumes they are worthy foes. She attacks relentlessly, using Morwel's dream to parry dangerous attacks that might pierce her defenses. She relies on her dream's many ways of altering the course of battle towards her victory. Powerful attacks fade from her dream, damage vanishes and reality shifts as the opponents find themselves in Queen Morwel's seat of power. Fighting Queen Morwel is akin to fighting a dream you cannot awaken from.


Notes:
Spoiler: ShowHide


There's going to be extensive notes here, as there's a lot to cover.

- Morwel's flavor block is long but could be much longer. A fair deal of things are glazed over, especially fey matters. This is a story best told from other perspectives, and besides, her flavor block is already massive. This isn't meant to give the fey the short end of the stick. They're just as much Morwel's children as the eladrin, but they're really their own thing.

- If you pay attention, you'll notice that being a maverick paid off for Morwel. Should that really surprise anyone who knows how CG works? She followed her own path to completion, one of the ways she fulfilled the ultimate promises of Arborea. It gets to the point where she can be read as a Mary Sue. A little of this is intentional, as it comes with the character type's territory. You'll note a few of her mistakes are added to help leaven this out. For example, she fell under (what is probably) Shar's influence before the Convocation of Time, she lost a consort when Vaeros died and her own efforts weren't what lead to the children of Androlynne being freed.

- You may notice Morwel's overpowered. This is wholly intentional, as greater deities are meant to be above even intermediate deities. They're the absolute bosses of Creation and it shows. In Morwel's case, she's essentially an avatar of Arborea and has the powers to match that station. Balance is a highly relative term when dealing with such entities.

- Bardic music being a trait of Morwel's (and her consorts) is her personal choice. This is her personal choice, as she can manipulate her dream and powers to provide this. It also helps symbolize the noble bardic soul and tie it closer to Arborea.

- Morwel's spells are left open ended. She's quite capable of making up spells on the spot. To be honest, when dealing with the greatest exemplar of chaotic good, you should assume you'll see things never seen before. She doesn't have spells included for that reason. At her level of power, she's more than capable of making it up as she goes along.

- Several of Queen Morwel's abilities break normal rules in Balmuria. That's on purpose, as deities get leeway in these things, and greater deities get the most of all. It helps establish them at the proper level of power, especially compared to others.

- As mentioned in the flavor block, deities are immune to paradox and temporal manipulation. For example, you could go into the past and kill an ascended mortal before they ascended. They'd be unaffected in the future and still exist, the timeline would snap back into the previous order. This is due to Creation stabilizing deities and preventing them from being easily killed. It's essentially Creation being designed so that it's not so easy to destabilize core parts of it - namely, deities. Anyway, once a creature holds divine rank (or counts as DvR0, in the case of various entities like the Dukes of Hell or Authorities of Celestia), they're impossible to assail in that manner.

- Speaking of, the Temporal Compact mentioned is a divine agreement to forbid time travel. It just wasn't worth the headaches except to the most destructively chaotic, and those were intimidated and diplomacied into  acceptance. There's various mechanisms and guardians in place to enforce it, ones who are allowed the full scope of forbidden temporal powers. This bans any true time magic in the setting, with effects like haste, slow and time stop being speed manipulation rather than true time magic.



Queen Morwel
Queen of Stars, Lady of the Lake, The Faerie Queen
Queen of the Stars/Queen of the Seelie Court
Symbol: A single star set on a background of orange, with tapering and misty edges/A tree on a circular field of silver and red
Home Plane: Court of the Stars/The Seelie Court
Alignment: Anarchic Exalted
Portfolio: Dreams, nobility, eladrin, fey, nature, charm, secrets
Worshipers: Eladrin, fey, sorcerers, dream-diviners, bards, paladins of freedom, rangers
Cleric Alignments: CG, CN, NG
Domains: Celestial*, Chaos, Charm, Dream, Fey*, Good, Joy, Mysticism, Nobility, Plant*, Renewal, Time*
Favored Weapon: Blade of Endless Dreams (Rapier)

In the case of /, the first entry is for Morwel and the second is for Titania. If a / is not used, assume that entry applies to both.

*Celestial and Time are only available to those that worship Queen Morwel, while Fey and Plant are only available to those that worship Titania. A cleric aware of Morwel's true nature can select from all her domains.

Eladrin 70//Fey 70

Size/Type: Medium Outsider (Chaotic, Eladrin, Good)
Divine Rank: 20
Hit Dice: 70d8+1400 (1960 hp)
Initiative: +45; always goes first
Speed: 60ft, fly 200ft (perfect)
Armor Class: 133 (+21 dex, +20 divine, +35 natural, +27 deflection, +20 armor)(70% miss chance)
Base Attack/CMB/CMD: +70/+117/175
Attack: Blade of Endless Dreams+138 (1d6+48 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit) plus 3d6 anarchic and 1 negative level (6d6 and 2 negative levels on crit) plus sleep 15-20 x2)
Full Attack: Blade of Endless Dreams+138/+133/+128/+123 (1d6+48 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit) plus 3d6 anarchic and 1 negative level (6d6 and 2 negative levels on crit) plus sleep 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Unearthly beauty, spells, spell-like abilities, blade of endless dreams.
Special Qualities: Damage reduction 55/axiomatic, cold iron, epic and evil, immunity to electricity and petrification, resistance to acid and cold 50, spell resistance 85, tongues, protective aura, divine traits, bardic music 70/day, countersong, fascinate, inspire courage+12, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, alternate form, faerie queen, wild empathy, charming the blade.
Saves: Fort +95, Ref +100, Will +104 (+4 vs fey)
Abilities: Str 40, Dex 53, Con 50, Int 59, Wis 60, Cha 65
Skills: Bluff+124, Concentration+113, Craft(Dreams)+117, Craft(Painting)+117, Craft(Stars)+117, Diplomacy+128, Gather Information+124, Handle Animal+120, Hide+114, Intimidate+124, Knowledge(All)+117, Listen+118, Move Silently+114, Peform(All)+124, Sense Motive+122, Spellcraft+117, Spot+118, Survival+118, Use Magic Device+120
Feats: Eschew Materials(B), Improved Initiative(B), Words of Creation(B), Ability Focus(Unearthly Beauty)(1), Consecrate Spell(3), Combat Expertise(6), Improved Disarm(9), Improved Trip(12), Extra Spell(15), Flyby Attack(18), Entangling Spell(21), Quicken Spell(24), Arcane Strike(27), Plant Devotion(30), Craft Wondrous Item(33), Improved Combat Expertise(36), Forge Ring(63)
Epic Feats: Epic Counterspell(B), Epic Crafting(B), Group Inspiration(B), Lasting Inspiration(B), Music of the Gods(B), Rapid Inspiration(B), Reactive Countersong(B), Epic Ability Focus(Unearthly Beauty)(39), Epic Disarm(42), Epic Trip(45), Ignore Material Components(48), Epic Spell Capacity(51), Epic Reputation(54), Blinding Speed(57), Multiaction(60), Epic Reflexes(66), Epic Will(69)
Salient Divine Abilities: Alter Size, Automatic Metamagic(Consecrate Spell), Automatic Metamagic(Entangling Spell), Automatic Metamagic(Quicken Spell), Command Plants, Control Creatures(Eladrin/Fey), Craft Artifact, Create Object, Divine Bard, Divine Blast, Divine Creation, Divine Dodge, Divine Shield, Dreamer's Reality, Eldritch Knowledge, Extra Domain(Mysticism), Extra Domain(Nobility), Extra Domain(Joy), Extra Domain(Plant), Extra Domain(Renewal), Extra Domain(Time), Govern the Children(Eladrin/Fey), Instant Counterspell, Mass Divine Blast, Morwel's Dream, Overlord(Eladrin/Fey), Supreme Eldritch Knowledge, Supreme Initiative
Alignment: Anarchic Exalted

Racial powers:
Spoiler: ShowHide


Queen Morwel casts as a 70th level sorcerer(caster level 71st for spells with the chaotic or good descriptors). The save DCs are 37 + spell level. She has access to druid spells as if they were on her sorcerer spell list. All of her spells are automatically quickened, entangled and consecrated. Queen Morwel knows all available spells to her due to her supreme eldritch knowledge salient divine ability.

[6/day]0:
[13/day]1:
[13/day]2:
[13/day]3:
[12/day]4:
[12/day]5:
[12/day]6:
[12/day]7:
[11/day]8:
[11/day]9:
[11/day]10:
[11/day]11:
[10/day]12:
[10/day]13:
[10/day]14:
[10/day]15:
[9/day]16:
[9/day]17:
[9/day]18:
[9/day]19:
[8/day]20:
[8/day]21:
[8/day]22:
[8/day]23:
[7/day]24:
[7/day]25:
[4/day]26:

Bardic Music (Su)

Queen Morwel can use bardic music as a 70th level bard. She can use and maintain one bardic music per round as a free action, she only needs to use her voice to do so. For the sake of prerequisites and qualifying for feats and other abilities, Queen Morwel counts as an 70th level bard.

Unearthly Beauty (Su)

Queen Morwel's beauty is beyond any measure. Those that see her are fundamentally affected and can suffer one of several effects. Queen Morwel chooses the effect that each creature that sees her suffers, this makes her instantly aware of any creature that sees her as well as that creature's location. This effect extends to scrying and similar means of magical sight. A DC 85 saving throw is allowed to negate, with the exact type of saving throw noted in the description. Eladrin, chaotic good outsiders and non-evil fey are immune to this ability.

Charm: The creature is treated as being charmed by Queen Morwel, as if by a charm monster spell. This charm can affect those that are immune to it, though such creatures gain a +10 bonus to the saving throw. The duration of this charm is permanent and it cannot be dispelled or suppressed once established, save by Queen Morwel attacking the creature. This usually manifests as falling hopelessly in love with the Faerie Queen. A successful Will save negates.
Blinding: The creature's eyes are overwhelmed and the image of Morwel's beauty is forever seared into them, the only thing the creature can see forever more. This effectively blinds the creature. This blindness can be reversed by a wish or miracle spell that succeeds on a DC 85 caster level check or by the intercession of a deity who succeeds on an opposed rank check against Queen Morwel. A successful Fortitude save negates.
Death: The creature is slain, the vision of beauty too much for it to bear. A creature slain in this way can be resurrected as normal, but is automatically afflicted by the charm and blinding abilities above (no save). A successful Fortitude save negates.
None: The creature suffers no ill effect.

A creature that succeeds on a saving throw against any of these effects is immune to Queen Morwel's unearthly beauty for 24 hours. The saving throw is Charisma based and includes a +7 racial bonus.

Alternate Form (Su)

It is said that Queen Morwel can take on any shape she desires. As a swift action, Queen Morwel can take the form of any eladrin (including alternate forms) or fey. She gains all the extraordinary, spell-like and supernatural abilities of these forms, except for innate spellcasting or psionic ability; further, she does not lose any of her normal abilities when transforming. All save DCs are scaled to her ability scores and hit dice, plus she applies a +7 racial bonus to them.

Queen Morwel is also capable of creating new forms on the spot, including the forms of eladrin or fey not yet brought into Creation. Her guise of Titania is also provided by this ability.

Faerie Queen (Ex)

Queen Morwel is the sovereign of both the fey and eladrin races, from the ages before when they were one people. Any ability she uses that applies to either fey or eladrin may be applied to the other when used by her. Likewise, any ability she has may treat fey or eladrin as either as she sees fit. This extends to her salient divine abilities, such as control creatures and govern the children.

Wild Empathy (Ex)

Queen Morwel can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Queen Morwel's modifier is 1d20+97.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, Queen Morwel 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.

Queen Morwel can also use this ability to influence a magical beast with an Intelligence score of 1 or 2. Unlike mortal druids, Queen Morwel suffers no penalty to this check.

Charming the Blade (Su)

The sheer personality of Queen Morwel is her most effective weapon. This extends to when she resorts to melee combat, as she may use her Charisma modifier in place of her Strength modifier on attack and damage rolls.

Blade of Endless Dreams (Su)

At will as a free action, Queen Morwel can manifest a slender rapier that constantly shifts and shows wonderful dreams within. The rapier is Queen Morwel's dream given form. This functions a rapier+21, keen, holy power and anarchic power. Any creature injured by the rapier must make a DC 79 Will save or immediately fall asleep. On a critical hit, a creature must instead make three saves against this effect, with any save being failed resulting in the creature falling asleep. Creatures immune to sleep are not immune to this effect, even creatures that do not have the ability to sleep can be put to sleep with this ability. The sole exceptions are eladrins, chaotic good outsiders, non-evil fey and elves (the last is due to an agreement between Corellon Larethian and Queen Morwel), who are all immune to this sleep.

Once asleep, a creature sleeps forever. The creature takes part in Queen Morwel's dream and is slowly purified. After a number of weeks equal to the creature's hit dice, the creature dies. It is reincarnated as an eladrin; the exact type varies from creature to creature. The reincarnated creature remembers nothing of its previous life. The creature is now chaotic good and is indistinguishable from any other eladrin.

A creature under this effect cannot be roused by any means except by another deity using alter reality to undo the sleep and succeeding on an opposed rank check against Queen Morwel. It is known that a spell was once developed that could awaken a creature under this effect, though it has been lost to history. It is said the spell was of at least the 21st circle. Killing the creature causes the creature's soul to fly to Queen Morwel, where it continues its purification. Likewise, trap the soul and similar attempts to take the creature's soul fail and the soul immediately travels to Queen Morwel. Once a creature is reincarnated as an eladrin, its previous life is gone and cannot be recovered by any means.

A deity is entitled to an opposed rank check against Queen Morwel to negate this sleep effect, then a Will save as normal. Even then, they are only asleep for one round and are not subject to being purified.

If Queen Morwel dies or loses her grasp on the blade, it vanishes instantly.

When Morwel is in her guise of Titania, the blade appears as a long, narrow branch from Yggdrasil. Dreams and images of fey can be seen in the still-living leaves of the branch. It otherwise functions the same, except that the creature's soul may instead be sent to Yggdrasil. It will then join the fey cycle and be reincarnated as a Seelie fey.

The save DC includes a +7 bonus from Morwel's bracers.


Divine powers:
Spoiler: ShowHide


Always active-detect evil, detect law, magic circle against evil. At will-aid, animate objects, animate plants, atonement, augury, barkskin, bastion of good, blade barrier, blessed sight, call faithful servants, calm emotions, chaav's laugh, changestaff, chaos hammer, charm monster, charm person, clone, command plants, consecrate, contingency, control plants, deep slumber, demand, discern lies, dispel evil, dispel law, distilled joy, divine favor, dominate monster, dream sight, elation, entangle, enthrall, faerie fire, foresight, freedom, freedom of movement, gate, geas/quest, gentle repose, good hope, greater command, greater heroism, greater plane shift, greater restoration, greater scrying, greater teleport, greater visage of the deity, haste, heavenly lightning, heavenly lightning storm, heroes feast, holy aura, holy smite, holy word, insanity, inspired aim, irresistible dance, legend lore, lesser planar ally, lesser visage of the deity, liveoak, lesser restoration, magic circle against evil, magic circle against law, magic vestment, nightmare, permanency, phantasmal killer, plant growth, power word stun, protection from evil, protection from law, reincarnate, remove disease, repel wood, repulsion, righteous might, shambler, shatter, shield of chaos, sleep, spiritual weapon, storm of vengeance, suggestion, summon monster 9(chaotic good only), summon nature's ally 9, sympathy, time stop, tree stride, true strike, visage of the deity, vision of heaven, wall of thorns, weapon of the deity, weird, word of chaos. Caster level 70th. All of Queen Morwel's spell-like abilities are automatically intensified, if applicable. The save DCs are 67 + spell level.

Alter Reality (Su)

Morwel 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. Morwel can use wish when doing so can help her promote her dream, cycles of life, chaotic good, eladrin or fey. Note that in the situation where Morwel 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)

Morwel 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 20/day, +4 to hit and +35 to damage.
Chaos: +1 caster level to chaotic spells.
Charm: Free action +4 bonus to charisma 20/day. Lasts 1 minute.
Dream: Immunity to fear.
Fey: +4 bonus to saves vs fey.
Good: +1 caster level to good spells.
Joy: +4 sacred bonus to diplomacy checks.
Mysticism: 20/day grant self a +27 luck bonus to saves, lasts 35 rounds.
Nobility: 20/day grant allies +2 morale to attack rolls, damage rolls, ability checks, skill checks and saving throws. Takes 1 round of talking. Lasts 27 rounds.
Plant: Rebuke/command plants 30/day.
Renewal: 20/day recover 1d8+27 hit points if reduced to less than 0 hit points (but not -10 or below).
Time: Improved initiative as a bonus feat.

Divine Aura (Ex)

The save DC against Morwel's divine aura is 57 and the radius is 20 miles.

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

Morwel 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. She automatically gets the best result possible on any dice roll she makes. In the case of an attack roll or another roll where a natural 20 provides automatic success, she may still roll to see if she manages automatic success. Likewise, she must roll to see if an attack is a possible critical threat.

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

Remote Communication: As a standard action, Morwel 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 woman's charming voice. In this case, anyone within earshot of the sound can hear it.

Create Items: Morwel can create any wondrous item with power related to eladrin, fey, charm, mysticism, chaos or good; the maximum is 400,000 gold.

Portfolio Sense: Morwel is aware of any act of good, chaos, renewal or dreams.


Gear:
Spoiler: ShowHide


Queen Morwel wields the Blade of Endless Dreams as a weapon, as described above.

Reverie

Morwel is rarely seen without her shimmering gown. This dress looks to be made of diaphanous materials and glittering stars seamlessly combined into one cloth. The origins of the gown are uncertain to most, as much a part of the Fairy Queen as her own skin. Those that speculate on it suggest it is a gift from one of her earlier consorts. This is not wholly wrong, for the dress is a gift from Arborea to Queen Morwel. It is a symbol of Morwel's status as Queen of the Eladrin and the sole guide of Arborea's children to the future.

Every round at the start of Queen Morwel's turn, Reverie changes the reality around Morwel to better match her dream. This heals Queen Morwel 100 hit points as well as curing the following conditions: ability damage, ability drain, blinded, confused, cowering, dazed, dazzled, deafened, energy drained, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened and stunned. Further, vile damage of all types is cured. In the case of ongoing situations or conditions causing the condition, reality subtly adjusts so that it no longer threatens Morwel. That particular situation or effect can no longer menace Morwel, though a similar situation or effect can.

In addition to this, Queen Morwel wears silver bracers and a silver necklace. The necklace grants Queen Morwel a +20 armor bonus to armor class, while the bracers grant a +7 bonus to the DC of the sleep effect of the Blade of Endless Dreams. Morwel has access to any other type of treasure that can be imagined or created by her own hands. She rarely bothers with such, as most items are far beneath a greater power.


Custom Material: [spoiler]

DREAMER'S REALITY
Prerequisite: Dream domain, cha 45
Benefit: Queen Morwel's dreams constantly defines reality about her, causing it to become the perfect vision she sees. She is surrounded by a bubble of her own reality even when she leaves the Court of Stars and Arborea. This transforms a 20 mile radius centered on Queen Morwel into surroundings that resemble the Court of Stars. The area is treated as being affected by a planar bubble spell cast by Queen Morwel (CL 70th). While it normally emulates the Court of Stars, Queen Morwel may have it mimic any area of Arborea, the Court of the Stars, or Seelie Fey realm. Unlike a planar bubble spell, dreamer's reality changes the appearance of the area within the radius to resemble the area chosen.

This ability can be dispelled, but Queen Morwel can reactivate it on her turn as a free action. Queen Morwel may suppress or resume this ability as a free action on her turn. A deity may use alter reality to attempt to end this effect, this requires an opposed rank check against Queen Morwel.  Success results in this ability being suppressed for 24 hours, while failure results in the deity being unable to try again for 24 hours. If Queen Morwel uses this ability in a divine realm, the realm's deity or deities (if present in the realm) are allowed a rank check to suppress this ability, as if they had used alter reality.

Creatures within dreamer's reality find that Morwel's dreams have an even greater potency than before. They suffer a -7 penalty to all saving throws against Queen Morwel's spells and abilities, as well as a -7 penalty to attack rolls and checks (except rank checks) against Queen Morwel or her allies.

There is no save against this ability, the only way to stop is to dispel dreamer's reality or leave the radius. Note that despite emulating Queen Morwel's divine realms, these do not count as her realm for the sake of destroying her.

MORWEL'S DREAM
Prerequisite: Dream domain, Dreamer's Reality, Divine Creation, divine rank 20, cha 53
Benefit: The dreams of Queen Morwel are her defining aspect. She can manipulate her dreams to change reality around her as she sees fit.

Three times per round, Queen Morwel may use her dream to induce one of the following changes. Treat these as immediate actions that may be used while flatfooted and that do not count against her limit of swift actions per round.

Negation: This may be used to negate a single attack or effect against herself. This allows her to ignore any one attack or injury. An ignored attack deals no damage, while an ignored effect ceases to exist for Morwel. 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 affect Morwel. Note that an ignored attack or effect only applies to that single instance. If Morwel chose to ignore a fireball, the same mage casting another fireball could affect her normally. Likewise, if Morwel chose to ignore a wall of force, another wall of force would still be able to affect her. Effects, attacks and injuries from a deity require an opposed rank check to ignore. A friendly deity may willingly fail this check.
Create Objects: This allows Queen Morwel to create non-magical objects. Any object she makes must weigh no more than 2,000 pounds and not cost more than 50,000 gold. The object appears where she wishes, within 20 miles of her location.
Create Creatures: Queen Morwel may create eladrin or fey to serve her. She may create up to 50 hit dice of creatures, including versions of creatures with more hit dice than normal. Such creatures must be eladrins or fey. Beyond that, Queen Morwel may create any spread of creatures within those guidelines. She rarely creates both fey and eladrin at the same time, though she is capable of doing so. Creatures created in this way are loyal to Morwel and see her as their mother. Any creature created will be chaotic good in alignment.
Rebirth: Queen Morwel may immediately bring willing creatures into her dream. This may target up any number of willing creatures Queen Morwel can see. Eladrin and non-evil fey may not be affected by this ability, and any creature who wishes to be affected must choose so of their own free will. Any creatures affected are instantly reborn as eladrin of Queen Morwel's choice or gain the eladrin hero template, if appropriate. This is as if the creature died and was reborn as an eladrin and it is thus permanent and unable to be changed. As such, a creature changed becomes chaotic good if they were not already chaotic good. Creatures affected may retain their memories, previous class levels and so forth as Queen Morwel sees fit. When in her guise of Titania, Queen Morwel instead transforms the willing into Seelie fey.

Craft Artifact is revised and not new material. It's updated for the philosophy behind epic crafting.

CRAFT ARTIFACT
The deity can make magic items that exceed mortal limits.
Prerequisites: Any two item creation feats.
Benefit: The deity gains epic crafting as a bonus feat.
In addition, all magic items she creates gain the special properties unique to artifacts.
Suggested Portfolio Elements: Crafts, knowledge, magic.
Title: Re: Characters and monsters
Post by: Anastasia on December 13, 2014, 01:59:10 PM
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

Changelog: Added the eladrin subtype, which was missing. Upgraded elemental immunities and resistances. Added spells. Lots of little cleanups and terminology fixes.

Size/Type: Medium Outsider (Chaotic, Eladrin, 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, channel energy 17/day(3d6; DC 27), debilitating touch, devastating touch.
Special Qualities: Damage reduction 25/cold iron, epic and evil, immunity to acid and cold, resistance to electricity and fire 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+49, Bluff+64, Climb+49, 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. The save DCs are 22 + spell level.

Add bonus spells.

[6/day]0: Detect Magicx3, Resistance, Guidance, Cure Minor Wounds
[8+1/day]1: (Rhino's RushSC), Bless Waterx2, Entropic Shieldx2, Remove Fearx4
[8+1/day]2: (Shatter), Align Weapon, Bear's Endurance, Delay Poison, Shatter, Shield Other, Silence, Spiritual Weapon, Zone of Truth
[8+1/day]3: (Speak with Dead), Continual Flame, Prayerx2, Protection from Energy, Searing Lightx4
[8+1/day]4: (Fire Shield), Control Water, Death Wardx2, Dimensional Anchor, Dismissal, Freedom of Movementx2, Greater Magic Weapon
[7+1/day]5: (Righteous Might), Flame Strikex5, Hallowx2
[6+1/day]6: (Harm), Harmx3, Healx3
[6+1/day]7: (Disintegrate), Greater Restorationx2, Holy Wordx2, Word of Chaosx2
[6+1/day]8: (Earthquake), Fire Stormx4, Greater Spell Immunityx2
[5+1/day]9: (Storm of Vengeance), Mass Healx3, Miraclex2
[5+1/day]10: (Storm of Vengeance), Celestial ValorHomex2, Energy Immunityx3Home
[5+1/day]11: (Storm of Vengeance), Heresy's Rewardx4Home, Shardread WeaponHome
[5+1/day]12: (Storm of Vengeance) Wrath of the Heavensx5Home
[4+1/day]13: (Storm of Vengeance), Morwel's Blessingx4Home
[3+1/day]14: (Disintegrate), Radiant Stormx3Home

SC - Spell Compendium

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)

Creatures that come within 300ft of the Angel of Last Resort find that his gaze burns into them. Creatures must make a DC 54 Will save or suffer an affect that depends on their total hit dice. A creature of 20 or less hit dice is panicked for 1 day, while creatures of 21 to 40 hit dice are frightened for 1 hour and creatures with 41 or more hit dice are shaken for 1 minute.  This ability works in spite of the angel's face being covered by the mask of lamentations. The save DC is Charisma based and includes a +7 racial bonus.

The rare creature that is affected by this gaze and lives to tell of it is eternally 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 destruction 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 (except one, see below). 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.


Paladin of Freedom powers:
Spoiler: ShowHide


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.

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: [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: Characters and monsters
Post by: Anastasia on December 13, 2014, 11:35:17 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 impenetrable 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: Characters and monsters
Post by: Anastasia on December 14, 2014, 04:55:18 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

Changelog: Fixed AC, which did not use the proper dex bonus.

Size/Type: Diminutive Animal (Swarm)
Hit Dice: 23d8+161+23 (287 hp)
Initiative: +8
Speed: 5ft, fly 40ft (good)
Armor Class: 27 (+4 size, +8 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: Characters and monsters
Post by: Anastasia on December 19, 2014, 03:27:03 PM
Marie, Proxy of Alicia Reynes

Notes and fluff:
Spoiler: ShowHide


- Marie is Alicia Reynes' familiar. During Alicia's mortal life, she at first eschewed a familiar. Once she joined the Crimson Guard, Alicia studied further and learned the arts of summoning a celestial familiar. Her only surprise was that she got a courre eladrin instead of a lantern archon - by her patron Mystra's personal intervention, no less. Mechanically, Mystra's intervention overrode the normal restriction of a LG character being unable to select a CG courre.

- One of Marie's driving goals is to rise in the celestial hierarchy. As Alicia's familiar, she's undergone a massive amount of adventures and has seen much. While she's gained one hit die (due to a special situation), she's not fundamentally risen above the rank of courre. Nonetheless, she holds great authority in Sylica and no small amount of power. She's done and grown enough to transmigrate into the form of a tulani or even a solar, yet she stays a courre since she's Alicia's familiar. Funny how those things work out.

- Magical savant is a suitable proxy power for Alicia's proxy, as she offers the magic domain. It basically makes Marie a mini-mage on demand. It's a substitute for salient divine ability, as none of Alicia's SDAs really suit Marie.

- Marie's intelligence is higher than Alicia's, thanks to the int bonuses familiars get and the enhancement bonus from divine rank zero. It's not a big deal but it is amusing.


Courre eladrin familiar of Alicia with the proxy template.

Size/Type: Tiny Outsider (Chaotic, Eladrin, Good)
Hit Dice: 3d8+18 (454 hp, uses 80% of Alicia's hp)
Initiative: +13
Speed: 40ft, fly 160ft (perfect)
Armor Class: 54 (+2 size, +13 dex, +21 natural, +8 deflection)
Base Attack/CMB/CMD: +30/+32/63
Attack: Thunderstrike+50 (1d4+9 plus 1d6 electricity plus 1d4 sonic)
Full Attack: Thunderstrike+50/+45/+40/+35 (1d4+9 plus 1d6 electricity plus 1d4 sonic)
Space/Reach: 0ft/0ft
Special Attacks: Spell-like abilities.
Special Qualities: Alternate form, change shape, damage reduction 10/epic, immunity to electricity and petrification, magic circle against evil, resistance to acid and cold 10, spell resistance 49, tongues, darkvision 60ft, divine traits, improved evasion, empathic link, deliver touch spells, speak with master, magical savant, Alica's watch.
Saves: Fort +31, Ref +31, Will +26
Abilities: Str 18, Dex 36, Con 22, Int 32, Wis 21, Cha 26
Skills: Bluff+45, Concentration+43, Craft(Painting)+48, Diplomacy+45, Intimidate+45, Knowledge(Arcana)+48, Knowledge(Nature)+48, Knowledge(Planes)+48, Knowledge(Religion)+48, Listen+42, Perform(Oratory)+45, Sense Motive+42, Spellcraft+48, Spot+42, Tumble+50
Feats: Deceptive Illumination(1), Constant Guardian(3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-dancing light, detect evil, faerie fire, silent image. 3/day-magic missile, sleep. 1/day-antimagic field, greater dispel magic, might of the planetar, mind blank. Caster level 34th. The save DCs are 18 + spell level.

Change Shape (Su)

Marie can take the form of any Small or Medium humanoid.

Alternate Form (Su)

As a swift action, Marie can take the form of an incorporeal globe of light. This form sheds light as a torch and can fly. She can't use her arrow attacks in this form, but can use all of her supernatural and spell-like abilities.

Voice of the Deity (Su)

The proxy speaks with the authority of the deity. They gain a +20 circumstance bonus to any Charisma based checks against followers of that deity. In addition, the proxy's word has the weight of the deity's own. The proxy may pass judgment on the faithful, grant atonement, excommunicate the wayward and even take and process the souls of the deity's followers. For the sake of what this may accomplish, consider it the equivalent of a miracle spell (caster level equals the base creature's hit dice).

Magical Savant (Sp)

As a standard action at will, Marie may emulate any arcane spell of up to 6th level. Caster level 34th, the save DCs are 18 + spell level.

This ability replaces the salient divine ability a typical proxy is given.

Deity's Watch (Su)

A deity is always aware of a proxy's status. The deity is immediately aware of any harm that comes to the proxy, including negative conditions and status. This ability functions anywhere except divine realms (except the deity's own, of course). A deity who detects a proxy in great danger may act as they see fit, including up to sending an avatar to aid them.

Skills

Marie has a +4 racial bonus to Hide and Move Silently checks.


Gear [spoiler]

Marie carries thunderstrike with her when she goes out, a tiny +5 longbow with the shock and screaming properties. While she seldom carries other treasures, as a deity's familiar, she has access to almost anything Alicia wishes to give her. If she is going into a dangerous situation, she is often granted powerful defensive items.

However, her greatest defense is being with others, as she is fundamentally a familiar and a supporter rather than a direct combatant. In most situations, her main 'equipment' is Antenora, Latha, Alicia or other allies from Sylica.
Title: Re: Characters and monsters
Post by: Anastasia on December 20, 2014, 01:30:57 AM
Fluff and notes:
Spoiler: ShowHide


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: Characters and monsters
Post by: Anastasia on December 26, 2014, 04:58:20 PM
Lady Sanzha, former Padisha of the Marid

Fluff and notes:
Spoiler: ShowHide


- Lady Sanzha is a former Padisha of the Marid. During her rule, Imix swelled in power and created Imix's Cauldron. Seeking to prevent Fire dominating Water, Sanzha managed to seal the Cauldron and hand Imix a defeat. However, such a deed was not without a price, as the fallen Eblis ultimately interfered. She was sealed away herself and lost her voice until she was freed by Seira Aryn, who sought the power of the Cauldron. Since then, she has cooperated with Seira and aided Seira's studies into elemental harmony.

- Sanzha's appeared in B1 and B3, the latter of which was the main aid to Afina studying elemental unison within herself. Her true goals and desires are somewhat opaque, but she seems loyal to Seira. It is known that she lost a great deal of power since her sealing, only a little of which has returned. The lords of the genies (such as the Grand Sultan of the Efreet and the Padisha of the Marid) have divine rank and hit dice to match, so a 'mere' 26 hit dice is a great setback for her.

- The lords of the genies tend to rotate every so often. It's the same office occupied by different people. This is more akin to how planar lords work than true deities. When Sanzha lost the throne, another rose to take her place. Still, having held the office for a time entitles Sanzha to be treated as divine rank zero now. Really, there's various entities like Sanzha about, the losers and unlucky of divine politics. Sanzha mostly got unlucky, for the record. In comparison, proper deities tend to be eternal and everlasting.

- Sanzha is a bard due to her long period of sealing. One of her few joys there was a piano and she focused a great deal of her energies into playing it. This also explains why she has skill focus and epic skill focus for it. She may replace some bard levels with a prestige class in the future, but right now she's concentrating on recovery rather than diversification. She has a long ways to go.

- Speaking of bard, Sanzha's bard spellcasting is something of an afterthought for her. Those powers are relatively new to her, so she's still feeling out what she wants from them.



Marid 26//Bard 26

Size/Type: Medium Outsider (Water)
Hit Dice: 26d8+208 (416 hp)
Initiative: +16
Speed: 30ft, swim 160ft
Armor Class: 45 (+12 dex, +15 natural, +8 armor)
Base Attack/CMB/CMD: +26/+35/57
Attack: Padisha's Glory+41 (1d8+19 plus 2d6 anarchic x3)
Full Attack: Padisha's Glory+41/+36/+31/+26 (1d8+19 plus 2d6 anarchic x3)
Space/Reach: 5ft/5ft
Special Attacks: Drench, channel water 14/day(12d6; DC 34), spell-like abilities.
Special Qualities: Damage reduction 15/epic, resistance to acid, cold, electricity and fire 30, water mastery, regal power, maharaja of the waves, cauldron research, telepathy 200ft, bardic music, bardic knowledge, countersong, fascinate, inspire courage+5, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics.
Saves: Fort +27, Ref +31, Will +28
Abilities: Str 29, Dex 34, Con 26, Int 27, Wis 25, Cha 33   
Skills: Appraise+37, Bluff+40, Climb+38, Concentration+37, Craft(Alchemy)+37, Diplomacy+40, Knowledge(Arcana)+37, Knowledge(Nature)+37, Knowledge(N&R)+37, Knowledge(Planes)+37, Knowledge(Religion)+37, Listen+36, Perform(Oratory)+40, Perform(Keyboard Instruments)+53, Sense Motive+36, Spellcraft+37, Spot+36, Swim+46
Feats: Iron Will(1), Improved Initiative(3), Water Devotion(6), Rapid Swimming(9), Swim-by Attack(12), Power Attack(15), Skill Focus(Perform: Keyboard instruments)(18)
Epic Feats: Superior Rapid Swimming(21), Music of the Gods(B23), Epic Ability Focus(Perform: Keyboard Instruments)(24), Epic Spell Capacity(B26)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-see invisibility. At will-create water, control water, detect evil, detect good, gaseous form, greater invisibility, plane shift, purify food and drink, solid fog, water breathing. 1/day-wish. Caster level 26th. The save DCs are 21 + spell level.

Drench (Ex)

Sanzha's presence puts out torches, campfires, lanterns and other sources of fire that are large sized or smaller. Any nonmagical fire is automatically put out, magical sources of fire are treated as being dispelled (+23 check modifier).

Unlike lesser creatures, Lady Sanzha may choose to suppress this ability as she sees fit. She may be selective with it as she pleases.

Water Mastery (Ex)

Lady Sanzha gains a +4 bonus to attack and damage rolls if both her and her opponent are touching water. If the opponent or Lady Sanzha is touching the ground, she takes a -4 penalty on attack and damage rolls.

Regal Power (Ex)

Lady Sanzha was once the Padisha of the Marid. While the large majority of her power from that time has been lost, she retains a few fragments of it. Lady Sanzha gains maximum hit points per hit die. She is treated as having divine rank zero for the sake of effects, though she has no actual divine rank.

Maharaja of the Waves (Ex)

Lady Sanzha may channel energy that destroys fire and bolsters water. This is identical to a cleric's channel energy, except that it deals damage to creatures with the fire subtype and heals creatures with the aquatic or water subtype. These may be used to fuel her water devotion feat.

Cauldron Research (Ex)

Lady Sanzha has worked with Seira Aryn's Cauldron and its efforts to obtain elemental harmony. He research has granted her a great deal of knowledge as well as several concrete benefits.

Lady Sanzha gains a +10 competence bonus to Knowledge checks relating to elementals and the various elemental planes. She gains resistance to acid, cold, electricity and fire 30. She is capable of using spells with the fire descriptor, something beyond water elementals and most other maridi.


Bard powers:
Spoiler: ShowHide


Lady Sanzha casts as a 26th level bard. The save DCs are 21 + spell level.

[4/day]0: Detect Magic, Flare, Mage Hand, Mending, Prestidigitation, Summon Instrument
[7/day]1: Cure Light Wounds, Detect Secret Doors, Grease, Identify, Silent Image
[7/day]2: Alter Self, Blur, Heroism, Shatter, Tongues
[7/day]3: Confusion, Glibness, Haste, Phantom Steed, Slow
[6/day]4: Dimension Door, Hallucinatory Terrain, Rainbow Pattern, Shadow Conjuration, Zone of Silence
[6/day]5: Greater Dispel Magic, Mislead, Persistent Image, Shadow Evocation, Song of Discord
[6/day]6: Analyze Dweomer, Irresistible Dance, Greater Scrying, Veil
[6/day]7: Greater Shadow Conjuration, Heal, Sequester, True Seeing
[3/day]8: Greater Shadow Evocation, Scintillating Pattern, Summon Monster 8

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), or activate magic items by magic word (such as wands). 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 himselfs), 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 (see above). 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 + 1/2 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 (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.


Gear: [spoiler]

Padisha's Glory

This cold iron trident has fallen a great ways from what it once was. It was formerly one of Sanzha's favored weapons as Padisha of the Marid, but much of its power has been lost. However, it has been somewhat reinvigorated by Lady Sanzha's studies at The Cauldron. It is a well made trident with pearl inlays along the hilt and blades, enspelled so that this does not make the weapon difficult to use.

Padisha's Glory is a cold iron trident+6, anarchic. It may be wielded in water with no penalties. It may also be used as a staff of the waves with 10 charges per day, these charges refill each day at dawn. Lady Sanzha may use any of the spells provided by this as if they were on her bard spell list.

Finally, three times per day as a swift action, Lady Sanzha may surround this weapon with a field of elemental energy. She may choose acid, cold, electricity or fire damage. Once chosen, Padisha's Glory deals an extra 2d6 points of that type of elemental damage for 1 minute. This power is new to the weapon and a result of The Cauldron's research into elemental harmony.

Aquian

This elegant dress is Lady Sanzha's preferred clothing. It functions as a bracers of armor+8 and cloak of protection+5. It also grants her resistance 30 to acid, cold, electricity and fire damage.

Lady Sanzha also wears earrings that grant her a +8 enhancement bonus to Charisma and a +4 enhancement bonus to her other ability scores.
Title: Re: Characters and monsters
Post by: Anastasia on December 26, 2014, 11:33:24 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: Characters and monsters
Post by: Anastasia on December 27, 2014, 03:18:39 PM
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

Changelog: Adjusted saves up by one, as they weren't right. Fixed save DC of stun, which was two low. Added spells.

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 +27, Ref +22, Will +21
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 17 + spell level.

Stun (Ex)

Any creature struck by the white slaad's claw attack must make a DC 43 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 spit 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 (caster level 25 + 1d6). The save DCs are 17 + spell level. Nassrapk's metamagic options are Empower Spell (+2) and Reach Spell (+2).

[4/day]0: Chaos Ripplex4Home
[6/day]1: Protection from Lawx3, Sandalphon's Unerring Projectilex3Home
[6/day]2: Nassrapk's Scoldingx4Home, Soul of Anarchyx2DM
[6/day]3: Magic Circle Against Law, Reach Protection from Lawx5
[6/day]4: Scramble Portalx3SC, Wall of Chaosx3SC
[5/day]5: Prismatic Touchx5Home
[5/day]6: Empowered Orb of AcidSC, Empowered Orb of ColdSC, Empowered Orb of ElectricitySC, Empowered Orb of FireSC, Empowered Orb of SoundSC
[5/day]7: Planar Bubblex5SC
[5/day]8: Reach Superior Resistancex5Home
[4/day]9: Maw of Chaosx4SC
[4/day]10: Summon Monster Xx4Home
[4/day]11: Dire WinterHome, Epic Mage ArmorHome, Power of the HuntressHome, Shape SoulHome
[2/day]12: Empowered Hellballx2Home

DM - Dragon Magic
Home - Homebrew
SC - Spell Compendium



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.


Custom Material: [spoiler]

Chaos Ripple
Evocation [Chaotic]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a tiny ripple of chaotic energies around the target, this requires a ranged touch attack roll. Success deals 1 point of damage to the creature. If the target creature is of lawful alignment, this damage rises to 2 points of damage, while creatures of chaotic alignment take no damage.

Nassrapk's Scolding
Evocation [Chaotic, Sonic]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude halves
Spell Resistance: Yes

Nassrapk's scolding creatures a blast of powerful noise that loudly berates the target. This beratement deals 5d4 points of sonic damage to the target and renders them deafened for 1d4 rounds. A successful Fortitude save halves the damage and negates the deafening. If the target creature is of lawful alignment, they suffer a -4 penalty to the Fortitude save, while creatures of chaotic alignment gain a +4 bonus to the Fortitude save.
Title: Re: Characters and monsters
Post by: Anastasia on December 27, 2014, 03:53:13 PM
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 hit dice creature as a 50 hit dice 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.


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 less than 10 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 ability 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: Characters and monsters
Post by: Anastasia on December 29, 2014, 02:18:04 PM
Lady Honeydip, Eladrin Hero

Fluff:
Spoiler: ShowHide


Lady Honeydip is a Knight of the Stars, an elite soldier serving the heavenly Court of the Stars. Born of normal pixie stock, she displayed an uncommon affinity to warfare, eventually leaving her forest and family to hone her craft. In her travels she met a ghaele eladrin who tutored her in the art of war and as she grew more devoted to righteousness under his training, how to submit herself to the will of the Court of the Stars. Honeydip grew in her chosen craft, gaining renown enough to be invited to the Court of the Stars. Once there she joined the fairy-tale realm, serving as a knight to Queen Morwel.

In later times she devoted herself to the crusade to save the eladrin children of Androlynne, the lost generation. In the outrageous wildflower fields of Androlynne she proved herself to be one of the best warriors and tacticians in the conflict. She was promoted to general and came to lead one of the main flanks of the defenses of Androlynne.

When the Dark Six affair came to a head with the Crimson Guard, Lady Honeydip availed herself to aid their cause in casting down the Neverborn and his liches. She joined them on the final assault to Bleak Rendor, being present when the Crimson Guard slew the Neverborn. Thereafter she returned to the Court of Stars, where she rests from her centuries long toil in Androlynne, a victorious champion returning to the joy and gratitude of the eladrin. For in that battle the stolen eladrin children of Androlynne had been freed and Pale Night's scheme was laid low.

Recently, Lady Honeydip was visited by Queen Morwel herself. This visit transformed her into an eladrin hero - something, that despite leaving the fey cycle behind, she cannot regret. There is a fragment of Morwel's visit that she fails to recall, yet thinking about it calms her fears and settles her spirit.


Notes:
Spoiler: ShowHide


- Honeydip is from Balmuria 1. She's mentioned in passing in the FC1's description of the Androlynne situation, this takes the name and runs with it. I don't believe there's stats or anything but a mention of her name, so everything beyond that is new. Beyond that, this shows off the eladrin hero template. It's designed to make creatures into unique eladrin.

- The flavor block mentions that Honeydip can't recall part of her meeting with Queen Morwel. That's not unusual for those that meet the Faerie Queen. In this case it's intentional, as Morwel revealed much of the truth about her role as Titania. She then took the memory from Honeydip, but left the assurance that she wasn't abandoning the cycle at all. It's a roundabout way of relieving fey angst. That's an unusual step to take but Honeydip earned it.

- Honeydip is a marshal who can also fight. She' s a supporting leader rather than a fighter, though some of the SLAs she got from the eladrin hero template help with that. Relatedly, Honeydip's hair and change shape abilities were gained before she got the eladrin hero template and are unrelated to it.

- I presume bonded armor's progression continues into epic.


Pixie 4/Marshal 25//Fighter 29 with the eladrin hero template

Size/Type: Small Outsider (Chaotic, Eladrin, Good)
Hit Dice: 29d10+261+29+58 (493 hp)
Initiative: +15
Speed: 20ft, fly 60ft (good)
Armor Class: 50 (+1 size, +11 dex, +1 dodge, +5 natural, +6 shield, +12 armor, +4 insight)
Base Attack/CMB/CMD: +29/+31/57
Attack: Fairywind+54 (1d4+28 17-20 x2)
Full Attack: Fairywind+54/+49/+44/+39 (1d4+28 17-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 20/cold iron, epic and evil, immunity to electricity and petrification, resistance to cold and fire 20, spell resistance 44, darkvision 60ft, low light vision, greater invisibility, tongues, hero of the story, morwel's gift(divine grace), alternate form, change shape, hair, auras, grant move action 6/day, bonded armor, fast healing 3.
Saves: Fort +38, Ref +34, Will +30 (+4 vs poison)
Abilities: Str 17, Dex 32, Con 28, Int 24, Wis 24, Cha 39 
Skills: Bluff+49, Concentration+41, Diplomacy+52, Handle Animal+49, Intimidate+49, Knowledge(A&E)+39, Knowledge(Local: Androlynne)+39, Knowledge(Nature)+39, Knowledge(Planes)+39, Listen+41, Spot+41, Survival+39, Swim+35
Feats: Dodge(B), Weapon Finesse(B), Knight of Stars(1), Improved Initiative(F1), Weapon Focus(Shortsword)(F2), Protection Devotion(3), Weapon Specialization(Shortsword)(F4), Skill Focus(Diplomacy)(M1), Mobility(6), Spring Attack(F6), Melee Weapon Mastery(Piercing)(9), Greater Weapon Focus(Shortsword)(F10), Bounding Assault(12), Improved Critical(Shortsword)(F12), Greater Weapon Specialization(Shortsword)(F14), Toughness(15), Combat Expertise(F16), Improved Combat Expertise(18), Weapon Supremacy(Shortsword)(F18), Rapid Blitz(F20)
Epic Feats: Final Blitz(21), Epic Weapon Focus(Shortsword)(F22), Improved Weapon Finesse(24), Epic Weapon Specialization(F24), Epic Toughness(F26), Fast Healing(27), Lasting Aura(M23), Multiaura(F28)
Alignment: Chaotic Exalted

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect law. At will-chaos hammer, cone of cold*, haste, holy aura, holy word, holy smite, greater plane shift, greater teleport, magic missile, mass heal, word of chaos. 1/day-dancing lights, detect chaos, detect good, detect thoughts, dispel magic, entangle, lesser confusion, miracle, permanent image. Caster level 29th. The save DCs are 24 + spell level.

*Empowered, as if by the Empower Spell-Like Ability feat.

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.

Morwel's Gift

Lady Honeydip enjoys the divine grace ability of a 27th level paladin of freedom. As Lady Honeydip fought to protect the lost eladrin children of Androlynne, Queen Morwel now protects her.

Like a normal paladin of freedom, should Lady Honeydip cease to uphold the virtues of the Court of the Stars and chaotic good, this protection will be lost.

Alternate Form (Su)

Lady Honeydip's alternate form is identical to that of a courre eladrin, except that evil creatures within 30ft of her must make a Will save (DC 40) or be confused for 1 round. The save is made at the start of a creature's turn and the confusion wears off just before the beginning of the creature's next turn. The save DC is Charisma based and includes a +2 racial bonus.

Change Shape (Su)

Lady Honeydip may assume the form of any Small or Medium humanoid.

Hair (Ex)

Lady Honeydip's hair is possessed by a spirit of chaos, which allows it several functions. As a result of this, her hair can change length in seconds and is about as hard as steel. Her hair has several modes of operation, she may set or change its function once per round as a swift action.

Arm

Lady Honeydip may use her hair as an extra arm. It may grasp objects and manipulate things, though it lacks the power to effectively wield a weapon or shield.

Shield

Alternately, Lady Honeydip may use her hair as a shield. Doing so grants her a +6 shield bonus to armor class. This is her default setting for it and is factored into the statblock above.

Daggers

In this mode, Lady Honeydip's hair splits into two dagger-like extensions. Treat these as secondary natural weapons that deal a base of 1d3 piercing damage and have a critical hit threat range of 19-20.

Grapple

Lady Honeydip's hair may grapple one target within 10ft as a swift action. Unlike with normal grapples, Lady Honeydip uses her Dexterity modifier instead of her Strength modifier to determine her CMB. Lady Honeydip is not considered to be grappling while doing so, though if she moves more than 10ft from the target, the grapple automatically ends.

Cocoon

Finally, Lady Honeydip may cover herself completely with her hair. She may take no other actions while doing so, but gains a +12 shield bonus to armor class and she gains damage reduction 15/-.


Marshal powers:
Spoiler: ShowHide


Lady Honeydip manifests auras as a 25th level marshal.

Minor Auras (+14): Accurate Strike, Art of War, Determined Caster, Motivate Charisma, Motivate Dexterity, Motivate Intelligence, Motivate Strength, Motivate Wisdom
Major Auras (+5): Motivate Ardor, Motivate Attack, Motivate Care, Motivate Urgency, 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.


Gear:
Spoiler: ShowHide


Fairywind

This short sword was once something different. It was formerly a longspear wielded by Lady Honeydip during her duties as a commanding general of Androlynne's eladrin protection efforts. After the eladrin children were freed, Lady Honeydip retired to the Court of Stars to rest. During this time, Queen Morwel visited to bestow her thanks to Lady Honeydip and her relentless efforts in Androlynne. This is where Lady Honeydip was taken into Queen Morwel's dream and made into an eladrin hero. During this, Queen Morwel touched Fairywind and it became a shortsword, with a promise that it would serve Lady Honeydip better as that.

Fairywind is a small shortsword+7, anarchic and holy. Whenever Fairywind lands a successful hit, the wielder can choose to have it emit a gust of fey energy. This manifests as a wind that hurls the target 1d6*10ft in a direction of the wielder's choice. Further, the target is confused for 1d6 rounds. A successful DC 36 Will save negates the confusion while a DC 36 Fortitude save negates being hurled back.

Nav's Breastplate

This armor was made by an fey smith who values grace above all, and was then further enchanted by the eladrin of the Court of Stars. It appears as gold-embossed armor with green highlights, as well as a curvy, pleasing shape that fits the body flatteringly.

Nav's Breastplate is a small breastplate+7 that also grants a +6 enhancement bonus to Dexterity and Charisma. It has no armor check penalty and only 5% arcane spell failure, as well a no maximum dexterity cap. However, it only functions for eladrin and those with the Knight of Stars feat. Other creatures find it is a small breastplate+3 with no other special powers.

Lady Honeydip also wears an amulet of health+6 and a silver tiara that functions as a circlet of persuasion.
Title: Re: Characters and monsters
Post by: Anastasia on December 30, 2014, 11:45:48 AM
The Branded, guards of the Grand Sultan's harem

Fluff and notes:
Spoiler: ShowHide


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

Changelog: Just some minor math corrections.

Size/Type: Large Outsider (Fire)
Hit Dice: 8d10+10d12+108 (228 hp)
Initiative: +10
Speed: 20ft, fly 40ft (perfect)
Armor Class: 35 (-1 size, +5 dex, +10 natural, +1 dodge, +10 armor)
Base Attack/CMB/CMD: +18/+28/45
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 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 +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 circumstance bonus to saving throws. They also use mithral breastplates+5, greater cold resistance and boots of speed.
Title: Re: Characters and monsters
Post by: Anastasia on December 30, 2014, 12:12:39 PM
Branded Captains

Fluff and notes:
Spoiler: ShowHide


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: +10
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/+31/50
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.
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, auras.
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 13 + spell level.

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: Characters and monsters
Post by: Anastasia on December 30, 2014, 12:30:07 PM
Faces of Loss, Favored Shadows of Shar

Fluff and notes:
Spoiler: ShowHide


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.


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)
Base Attack/CMB/CMD: +9/+9/36
Attack: Incorporeal touch+16 (1d8*1.5 Str drain)
Full Attack: Incorporeal touch+16 (1d8*1.5 Str 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 +12, Ref +19, Will +20
Abilities: Str 0, Dex 25, Con 0, Int 12, Wis 16, Cha 19 
Skills: Bluff+25, Hide+28, Intimidate+25, Knowledge(Local:Plane of Shadow)+22, Knowledge(Religion)+22, Listen+24, Move Silently+28, Sense Motive+24, Spot+24
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

Racial powers:
Spoiler: ShowHide


Create Spawn (Su)

Any humanoid reduced to zero Strength by a Face of Loss becomes a greater shadow under the control of its killer 1 round later.

Face of Loss (Su)

Those that fight the Faces of Loss must withstand their own losses to do so. All creatures within 60ft of a Face of Loss sees it with the agonized face of a lost loved one or friend. Any creature that does must make a Will save (DC 29) or be overwhelmed with feelings of despair. They believe they have failed their friend and cursed them to eternal unlife. This despair makes them unable to take any action against the Face of Loss, as they are certain they will only make it worse. This includes attacking the Face of Loss, helping allies that are fighting the Face of Loss, turning undead or any other helpful action at the DM's discretion. Those that pass the will save are momentary unsettled, but suffer no other effects. A creature that succeeds on the saving throw is immune to that Face of Losses Face of Loss ability for 24 hours.

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 (Su)

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 its Charisma bonus times its hit dice as a bonus to hit points, just as a living creature applies it's constitution bonus times its hit dice as a bonus to hit points.


Gear: [spoiler]

Faces of Loss carry no gear and accrue no treasure, save for rare instances where they are given powerful magic items by Sharrans or Shar herself.
Title: Re: Characters and monsters
Post by: Anastasia on December 31, 2014, 01:34:53 PM
Akil bin Faheem, Emir of the Flametongued and Special Diplomat of the Crimson Firebrand

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 in 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 establishment of the City of Brass was declared and when 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. 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.


Notes:
Spoiler: ShowHide


- Akil's story is as much about Fire and various facets of the efreeti as it is about him. He serves as a look into the history of the efreet and their diabolical ties. It's worth noting that mentions of the other genie races are avoided on purpose, as Akil cast his lot with the devils instead.

- The Crimson Firebrand is one of the Grand Sultan's titles from the Manual of the Planes. In the context of the efreet, it generally refers to the first Grand Sultan. While all the Grand Sultans hold that title, when you use that title, it's understood that you're talking about the first and greatest Grand Sultan. It predates the creation of the City of Brass and was the first sultan's title as he rose up and unified the efreet. By the way, the grand sultan's real name isn't mentioned on purpose, as few if any know it. Akil doesn't, as by the time he encountered the Crimson Firebrand, that was the only name he was known by.

- The truth about the Crimson Firebrand is something Akil would like to know. He has reasons to suspect that the Firebrand's assassination was a setup and that he still lives. Unfortunately, further information eludes him. For all that he forged the efreet and created the City of Brass so long ago, precious little information about him persists.

- In a related matter, each of the rulers of the genies (efreet, dao, marid and djinn) have a ruler that has divine rank, one that serves as lord and power over them. They're closer to planar lords in that they're replacible, moreover, there's fairly common (by planar standards and the standards of the powers) turnover in those offices. Somehow it always seems to work out that way.

- As far as mechanics go, Akil is a capable factotum with a focus on melee combat. He does well enough at it and uses his factotum flexibility to open up options. He's fairly straightforward.


Efreet 38//Factotum 10/Martial Factotum 28

Changelog: Minor math corrections. Added a notes section with some discussion about aspects of Fire and the efreet.

Size/Type: Large Outsider (Fire)
Hit Dice: 10d8+28d10+380 (740 hp)
Initiative: +30
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+73 (1d8+41 plus 4d6 on crit and slowed for 1 round on crit 15-20 x3)
Full Attack: Razalim+73/+68/+63/+58 (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: Characters and monsters
Post by: Anastasia on January 01, 2015, 01:16:26 PM
Belial, Lord of the Fourth

Notes:
Spoiler: ShowHide


- No flavor block here, as his flavor isn't different from the FC2/Gates of Hell.

- 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. To be honest, Belial creeps me out and disgusts me, so I won't be going any further into it than that.

- 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/+76/146
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, channel fire 21/day(12d6; DC 40), 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 +66 (+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), Epic 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 or lawful evil fallen celestials 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: Characters and monsters
Post by: Anastasia on January 02, 2015, 01:05:34 PM
Levistus, Rogue Aspect of the Lord of the Fifth

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 take 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 his devour mind ability. 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' 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 is to 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 a 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 lost 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' 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' 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' 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' 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' 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 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' 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.


Notes:
Spoiler: ShowHide


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.

- Duelist has been revised for Balmuria. The revision can be found in the homebrew topic.

- 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 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.


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)

Devil 40//Swashbuckler 6/Rogue (Feat Variant) 4/Duelist 30

Size/Type: Medium Outsider (Devil, 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/+51/106
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. He also has 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: Characters and monsters
Post by: Anastasia on January 02, 2015, 02:43:07 PM
Amea, high summoner of Levistus

Fluff:
Spoiler: ShowHide


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

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

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

Notes:
Spoiler: ShowHide


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

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

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

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

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

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


Gelugon 30//Conjurer 20/Master Specialist 10

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

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Slow (Su)

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

Summon Devil (Sp)

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

Regeneration (Ex)

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

Stygian Summons (Su)

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

Student of the Styx (Ex)

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

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


Wizard powers:
Spoiler: ShowHide


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

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

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



Master Specialist powers:
Spoiler: ShowHide


Expanded Spellbook (Ex)

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

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

Minor School Esoterica (Ex)

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

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

Caster Level Increase (Ex)

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

Moderate School Esoterica (Ex)

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

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

Major School Esoterica (Ex)

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

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


Gear:
Spoiler: ShowHide


____

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

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

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


Custom Material:
Spoiler: ShowHide


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

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



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

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

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

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

Material Component

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

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

This spell summons a drowned, a type of undead that causes creatures around it to drown.  It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.

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

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

You summon a stygian chilblain, a particularly unpleasant variety of chilblain. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.


Summons Summary: [spoiler]

Summons gain the following benefits.

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

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

Cold subtype (immune cold, vulnerable to fire).

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

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

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

Erosion of the mind special attack.

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

Fast healing equal to 1/2 hit dice.

Immunity to the Styx and water breathing.
Title: Re: Characters and monsters
Post by: Anastasia on January 02, 2015, 02:46:11 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: Characters and monsters
Post by: Anastasia on January 02, 2015, 03:59:59 PM
Stygian Chilblain

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

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


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

Racial powers: [spoiler]

Spell-Like Abilities

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

Breath Weapon (Su)

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

The save DC is Constitution based.

Cold Aura (Ex)

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

Frost Touch (Ex)

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

Stygian Stare (Su)

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

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

Styx Adaptations (Ex)

Stygian chilblains have been specially bred and augmented to thrive in the Styx. They are able to breathe water as easily as air. A stygian chilblain is immune to the effects of the Styx.
Title: Re: Characters and monsters
Post by: Anastasia on January 05, 2015, 12:18:44 AM
Yemimah, The Lost Chalice

Fluff:
Spoiler: ShowHide


Background

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

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

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

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

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

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

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

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

Appearance

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

Personality

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

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

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

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

Relations

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

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

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

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

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

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

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

Combat

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


Notes:
Spoiler: ShowHide


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

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

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

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

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

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

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

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


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

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

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

Racial powers:
Spoiler: ShowHide


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

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

Home - Homebrew

Regeneration (Ex)

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

Change Shape (Su)

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

Banish Chaos (Su)

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

Social Insight (Ex)

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

Loosened Morals (Ex)

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


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Alter Reality (Su)

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

Domain powers:
Endurance: +7 enhancement to con for 1 minute per day. Overlaps and worthless with her base enhancement bonus.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Metal: Weapon Focus(Warhammer) as a bonus feat.
Trickery: Add bluff, disguise and hide to cleric class skills.

Divine Aura (Ex)

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

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

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

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

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

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

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

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


Paladin powers:
Spoiler: ShowHide


Aura of Good (Ex)

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

Detect Evil (Sp)

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

Smite Evil (Su)

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

Divine Grace (Su)

Yemimah gains a +17 bonus on all saving throws.

Lay on Hands (Su)

Yemimah can heal wounds (her own or those of others) by touch. Each day she can heal 170 hit points. She may choose to divide her healing among multiple recipients and she doesn't have to use it all at once. Using lay on hands is a standard action.

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

Aura of Courage (Su)

Yemimah is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while Yemimah is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

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

Turn Undead (Su):

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

Special Mount (Sp)

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

Remove Disease (Sp)

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


Knight of the Chalice powers:
Spoiler: ShowHide


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

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

SC - Spell Compendium

Fiendslaying (Ex)

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

Censure Demons (Su)

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

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

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

Yemimah may attempt to censure demons ten times per day.

Courage of Heaven (Su)

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

Consecrated Casting (Ex)

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

Holy Aura (Su)

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


Gear:
Spoiler: ShowHide


Salim-Etal

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

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

Ferrum's Strength

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

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

Yemimah has a selection of enchanted dresses, iron armors and jewelry that has been given to her by Dispater. All of these are potent, but enchanted so to fail against Dispater or his minions.
Title: Re: Characters and monsters
Post by: Anastasia on January 05, 2015, 12:30:26 AM
Guardians of the Iron Tower

Fluff and notes:
Spoiler: ShowHide


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

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

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

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


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

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Breath Weapon (Su)

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

Magic Immunity (Ex)

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

Iron Fists (Ex)

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

Living Iron (Ex)

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

Constructed Toughness (Ex)

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

Bound (Ex)

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


Gear: [spoiler]

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

A pound of living iron is worth 32,000 gold.
Title: Re: Characters and monsters
Post by: Anastasia on January 05, 2015, 02:29:14 PM
Gwynharwyf
The Whirling Fury, Lady of the Cleansing Wind, Champion of Queen Morwel
Consort to Queen Morwel
Symbol: A golden-yellow whirlwind on a white background
Home Plane: Court of Stars
Alignment: Chaotic Exalted
Portfolio: Rage, restraint, eladrins, holy war, windstorms
Worshipers: Good-aligned barbarians, champions of Gwynharwyf, bralani eladrin, avengers, dervishes
Cleric Alignments: CG, NG
Domains: Celestial, Chaos, Courage, Good, Strength, War, Windstorm, Wrath(BoED)
Favored Weapon: Rage and Righteousness (Scimitars)

Fluff and notes:
Spoiler: ShowHide


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

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

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

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

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

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

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

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

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


Bralani Eladrin 55//Fighter 10/Dervish 45

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

Racial powers:
Spoiler: ShowHide


Holy Barbarian (Ex)

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

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

Bardic Music (Su)

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

Alternate Form (Su)

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

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

Whirlwind Blast (Su)

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

Whirlwind's Haste (Su)

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


Divine powers:
Spoiler: ShowHide


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

Alter Reality (Su)

Gwynharwyf exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Gwynharwyf can use wish when doing so can help her promote rage, restraint, wind, holy war and holy wrath. Note that in the situation where Gwynharwyf and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

Cure Wounds (Su)

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

Domain powers:

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

Divine Aura (Ex)

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

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

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

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

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

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

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

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


Dervish powers:
Spoiler: ShowHide


AC Bonus (Ex)

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

Dervish Dance (Ex)

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

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

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

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

Movement Mastery (Ex)

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

Slashing Blades (Ex)

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

Dance of Death (Ex)

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

Improved Reaction (Ex)

Gwynharwyf gains a +2 bonus on initiative rolls.

Elaborate Parry (Ex)

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

A Thousand Cuts (Ex)

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

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

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


Gear:
Spoiler: ShowHide


Rage and Righteousness

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

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

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

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

Consort's Tiara

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

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

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


Combat:
Spoiler: ShowHide


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

Listen to the Wind

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

Storm's Howl

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

Whirlwind's Dance

The style of Gwynharwyf's tornado form, Whirlwind's Dance relies on whirlwind blast, spell-like abilities and alter reality to defeat her opponents. She relies on distance, defense and endurance to defeat foes with this style. She augments her defenses with inspire heroics and refrains from using rage or smite evil.
Title: Re: Characters and monsters
Post by: Anastasia on January 05, 2015, 03:30:29 PM
Marianne

Fluff and notes:
Spoiler: ShowHide


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

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

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

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

--

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

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

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

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

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

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


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

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

Racial powers:
Spoiler: ShowHide


Terror (Ex)

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


Duskblade powers:
Spoiler: ShowHide


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

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

PHB2 - Player's Handbook 2.

Arcane Attunement (Sp)

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

Armored Mage (Ex)

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

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

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

Arcane Channeling (Su)

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

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

Quick Cast (Ex)

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

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

Spell Power (Ex)

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


Sorcerer powers:
Spoiler: ShowHide


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

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

Frost - Frostburn
Home - Homebrew
SC - Spell Compendium

Metamagic Specialist (Ex)

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

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


Frost Mage powers:
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: Characters and monsters
Post by: Anastasia on January 06, 2015, 02:02:21 AM
Grandchildren of Jormugandr

Fluff and notes:
Spoiler: ShowHide


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

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

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



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

Racial powers: [spoiler]

Breath Weapon (Ex)

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

Poison (Ex)

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

World Serpent's Blood (Ex)

Grandchildren of Jormugandr have traces of their legendary grandfather's blood within them. They have maximum hit points per hit die.
Title: Re: Characters and monsters
Post by: Anastasia on January 08, 2015, 01:18:14 AM
Children of Jormugandr

Fluff:
Spoiler: ShowHide


Ecology

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

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

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

Environment

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

Typical Physical Characteristics

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

Alignment

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

Advancement

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

Gestalt

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

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


Notes:
Spoiler: ShowHide


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

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

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



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

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

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

Poison (Ex)

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

Improved Grab (Ex)

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

Swallow Whole (Ex)

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

World Serpent's Blood (Ex)

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

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

Consume the Tail (Su)

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

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


Gear: [spoiler]

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

A rare few use magical items that are compatible with their massive forms, but this is the exception rather than the norm.
Title: Re: Characters and monsters
Post by: Anastasia on January 09, 2015, 01:09:08 PM
Jormugandr, the World Serpent

Fluff:
Spoiler: ShowHide


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

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

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

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

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


Notes:
Spoiler: ShowHide


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

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

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

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

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

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


Jormugandr 61//Barbarian 61

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

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

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

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

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

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

Poison (Ex)

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

Bite the Tail (Su)

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

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

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

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

Improved Grab (Ex)

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

Swallow Whole (Ex)

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

World Serpent (Ex)

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


Barbarian powers:
Spoiler: ShowHide


Rage (Ex):

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

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

Uncanny Dodge (Ex)

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

Trap Sense (Ex)

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

Improved Uncanny Dodge (Ex)

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

Greater Rage (Ex)

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

Indomitable Will (Ex)

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

Tireless Rage (Ex)

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

Mighty Rage (Ex)

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


Gear:
Spoiler: ShowHide


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


Custom Material: [spoiler]

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

Jormugandr's Charge [Epic]
Prerequisites: Combat Reflexes, Dire Charge, Epic Overrun, str 31
Benefit: You may overrun opponents as part of a charge. These overrun attempts are free actions as part of your charge. In addition, you may choose to make a melee attack against any creature you successfully overrun in this manner. Make the attack at your highest base attack bonus. Each attack you make in this fashion counts as one of your attacks of opportunity for the round.
Title: Re: Characters and monsters
Post by: Anastasia on January 09, 2015, 01:59:52 PM
Grinning Zephyr, Air Elemental Fairy

Fluff:
Spoiler: ShowHide


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

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

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


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

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

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Piercing Retort (Ex)

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

Air Mastery (Ex)

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

Whirlwind (Su)

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

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

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

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

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

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

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

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

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

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


Jester powers:
Spoiler: ShowHide


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

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

Jester's Performance

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

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

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

Fascinate (Sp)

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

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

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

Inspiring Quip (Su)

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

Taunt (Su)

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

Calming Performance (Su)

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

Buffoonery (Su)

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

Vicious Lampoon (Su)

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

Vexing Dialogue (Su)

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

Scathing Wit (Su)

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

Bone Rattler (Ex)

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


Gear:
Spoiler: ShowHide


[Armor]Bracers of Armor+6

[Head]Jester's Mask of Enduring Comedy: A white mask of a jester, eternally smiling. Grants the skill to make most laugh and endure those who just don't have a sense of humor. Gives a +6 enhancement bonus to Charisma and Constitution as well as a +15 competence bonus to perform(comedy) checks. Whenever the wearer uses a jester's performance ability or casts a jester spell, the mask instantly casts the following spells on the wearer at caster level 20th: cure critical wounds, protection from energy(wearer chooses the energy resisted) and protection from law.
[Ring 1]Ring of Three Wishes (1 wish left)
Title: Re: Characters and monsters
Post by: Anastasia on January 10, 2015, 05:56:46 PM
Lucial, Blade of the General

Fluff:
Spoiler: ShowHide


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

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

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


Notes:
Spoiler: ShowHide


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

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

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


Valeoloth 33//Fighter 23/War Hulk 10

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

Racial powers:
Spoiler: ShowHide


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

Spell-Like Abilities

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

Bladewings (Ex)

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

Improved Grab (Ex)

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

Blade's Wrath (Su)

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

Augmented Critical (Ex)

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

Immunity to Bladed Weapons (Su)

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

Slayer (Ex)

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


War Hulk powers:
Spoiler: ShowHide


No Time to Think (Ex)

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

Great Swing (Ex)

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

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

Mighty Rock Throwing (Ex)

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

Mighty Swing (Ex)

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

Sweeping Boulder (Ex)

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

Toughness

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

Massive Sweeping Boulder (Ex)

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

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

Massive Swing (Ex)

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


Gear: [spoiler]

Tamabaril

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

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

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

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

Tamabaril counts as an artifact.

Lucial also wears leather and adamantine bindings that grant a +12 armor bonus to armor class, a ring of protection and resistance+6 and boots that grant a +10 enhancement bonus to Dexterity.
Title: Re: Characters and monsters
Post by: Anastasia on January 11, 2015, 03:07:28 PM
Wavera, Unhidden Spy

Fluff:
Spoiler: ShowHide


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

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

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

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


Notes:
Spoiler: ShowHide


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

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

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


Primal Water Elemental 40//Scout 40

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

Racial powers:
Spoiler: ShowHide


Drench (Ex)

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

Primal Magic (Sp)

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

Vortex (Su)

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

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

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

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

Improved Mettle (Ex)

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

Istishia's Protection (Su)

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

Istishia's Wisdom (Su)

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

Istishia's Watch (Su)

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


Scout powers:
Spoiler: ShowHide


Skirmish (Ex)

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

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

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

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

Trapfinding (Ex)

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

Battle Fortitude (Ex)

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

Uncanny Dodge (Ex)

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

Trackless Step (Ex)

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

Evasion (Ex)

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

Flawless Stride (Ex)

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

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

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

Camouflage (Ex)

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

Blindsense (Ex)

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

Hide in Plain Sight (Ex)

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

Free Movement (Ex)

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

Blindsight (Ex)

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


Gear:
Spoiler: ShowHide


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


Custom Material: [spoiler]

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

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

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

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

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

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

Material Component

A drop of water from a water elemental.
Title: Re: Characters and monsters
Post by: Anastasia on January 11, 2015, 05:57:09 PM
Dire Shark, Crystal Reef Hunter

Fluff:
Spoiler: ShowHide


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

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


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

Racial powers:
Spoiler: ShowHide


Improved Grab (Ex)

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

Swallow Whole (Ex)

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

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

Keen Scent (Ex)

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

Ice Hunter (Ex)

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

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

Skills

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

A crystal reef hunter also has a +16 racial bonus to hide checks in the crystal reef sea or similar locations.
Title: Re: Characters and monsters
Post by: Anastasia on January 11, 2015, 06:12:26 PM
White Pudding, Coral Eater

Fluff:
Spoiler: ShowHide


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

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


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

Racial powers:
Spoiler: ShowHide


Acid (Ex)

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

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

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

Constrict (Ex)

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

Coral Spit (Ex)

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

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

Improved Grab (Ex)

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

Split (Ex)

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


Coral Eater Essence Poison: [spoiler]



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

Coral Eater Essence

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

This poison may also be used to slowly dissolve organic materials. When used this way, it dissolves approximately one inch of organic material over 24 hours before losing all potency.
Title: Re: Characters and monsters
Post by: Anastasia on January 11, 2015, 10:23:36 PM
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 or rogue, but this is far above the norm.


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

Racial powers:
Spoiler: ShowHide


Blindsight (Ex)

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

Jet (Ex)

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

Poison (Ex)

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

Pounce (Ex)

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


Frost Lily Pollen Poison: [spoiler]



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

Frost Lily Pollen

The pale, snowy pollen of frost lilies. It is painfully cold to the touch and smells of flowers. Numbness inflicts a -4 penalty to all Strength, Dexterity and Constitution based checks and skills, as well as attack rolls. The secondary damage is frostburn damage.
Title: Re: Characters and monsters
Post by: Anastasia on January 11, 2015, 11:20:34 PM
Gelugon, Patroller

Fluff:
Spoiler: ShowHide


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

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

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


Gelugon 14//Fighter 14

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

Racial powers:
Spoiler: ShowHide


Fear Aura (Su)

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

Slow (Su)

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

Spell-Like Abilities

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

Regeneration (Ex)

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

Touch of Levistus (Ex)

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

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

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


Gear:
Spoiler: ShowHide


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

In addition, their crystal reef hunter mounts wear saddles enchanted to function as a ring of invisibility that affect both rider and mount.
Title: Re: Characters and monsters
Post by: Anastasia on January 11, 2015, 11:56:39 PM
Maggezal, Kraken Spirit Glutton

Fluff:
Spoiler: ShowHide


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

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

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


Notes:
Spoiler: ShowHide


- Soul Eater is revised, see homebrew for that.

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

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

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



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

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

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

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Improved Grab (Ex)

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

Constrict (Ex)

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

Jet (Ex)

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

Ink Cloud (Ex)

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

Wings (Ex)

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

Erosion of the Mind (Su)

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

Styxian Body (Ex)

Maggezal is immune to the effects of the Styx.

Final Hope (Ex)

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

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

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

Skills

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


Paladin of Tyranny:
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.
Title: Re: Characters and monsters
Post by: Anastasia on January 27, 2015, 03:01:48 AM
Empress Sulia

Fluff:
Spoiler: ShowHide


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

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

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

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

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

History/Relationships

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

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

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

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

Dogma

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

Temples and Clergy

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


Notes:
Spoiler: ShowHide


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

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

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



Favored Soul 34//Noble 34

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

Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Alter Reality (Su)

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

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

Divine Aura (Ex)

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

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

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

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

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

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

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

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


Favored Soul powers:
Spoiler: ShowHide


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

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

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



Gear:
Spoiler: ShowHide


Sacred Sacrifice

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

Bracers of The Martyr

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


Custom Material: [spoiler]

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

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

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

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

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

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

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

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

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

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

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

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

However, such power is not without risk. If Empress Sulia is slain again within 24 hours, she is exceptionally vulnerable. If slain outside of Brightwater, the time of her reformation and banishment is doubled, as are any other consequences of her demise. If she is slain in Brightwater by a non-divine creature, the creature is treated as being divine rank 0 for the sake of destroying her. This allows a check to destroy Sulia; the relevant check is 1d20 vs 1d20+7. Should Empress Sulia be slain again by a deity or power, they gain a +4 bonus to the rank check to destroy her.
Title: Re: Characters and monsters
Post by: Anastasia on February 08, 2015, 05:22:01 PM
Sayuel, Throne Archon

Fluff:
Spoiler: ShowHide


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

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

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

- Arkalen Silbrook, mercenary wizard.

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

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

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

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

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

- Sapha, Guardian of Love.

Not yet. Not until the final day.

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



Notes:
Spoiler: ShowHide


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

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

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

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

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

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



Throne Archon 30//Knight 10/Defender 20

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

Racial powers:
Spoiler: ShowHide


Spell-like abilities

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

Aura of Menace (Su)

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

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

Penitentiary Gaze (Su)

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

Law-Chaos

Neutral: The creature is fatigued.

Chaotic: The creature is exhausted.

Good-Evil

Neutral: The creature takes 15 damage.

Evil: The creature takes 30 damage.

Two as One (Su)

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

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

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

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

Skills

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


Knight powers:
Spoiler: ShowHide


Knight's Challenge

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

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

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

Fighting Challenge (Ex)

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

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

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

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

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

Test of Mettle (Ex)

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

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

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

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

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

Call to Battle (Ex)

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

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

Bulwark of Defense (Ex)

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

Armor Mastery (Ex)

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

Vigilant Defender (Ex)

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

Shield Ally (Ex)

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


Defender powers:
Spoiler: ShowHide


Defensive Stance (Ex)

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

Uncanny Dodge (Ex)

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

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

Trap Sense (Ex)

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

Improved Uncanny Dodge (Ex)

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

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

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

Mobile Defense (Ex)

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


Gear: [spoiler]

Tomorrow's Requiem

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

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

Today's Love

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

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

Yesterday's Memories

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

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

Sayuel also carries several glass vials. These vials release various arcane spells with a caster level of 30th. The spells are treated in all ways as if Kulia cast them, as she designed them and makes them. As a high ranking throne archon, Sayuel also has access to a great deal of treasure and equipment should she so need it.
Title: Re: Characters and monsters
Post by: Anastasia on February 16, 2015, 11:41:30 AM
Zaaman Rul, Prince of Good Fire Creatures

Fluff:
Spoiler: ShowHide


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


Notes:
Spoiler: ShowHide


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

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

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

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

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


Fire Elemental 36//Fighter 20/Pious Templar 16

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

Racial powers:
Spoiler: ShowHide


Burn (Ex)

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


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Alter Reality (Su)

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

Domain powers:

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

Divine Aura (Ex)

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

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

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

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

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

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

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

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



Fighter powers:
Spoiler: ShowHide


Armor of God (Su)

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

Resolute (Su)

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



Pious Templar powers:
Spoiler: ShowHide


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

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

Mettle (Ex)

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

Smite (Su)

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

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


Gear:
Spoiler: ShowHide


Courageous

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

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

Everflame

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

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

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


Custom Material:
Spoiler: ShowHide


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

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

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

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

RESILIENT EMBER
Prerequisite: Con 31, Divine Fast Healing
Benefit: Zaaman Rul was rejuvenated by a phoenix after his crushing defeat on the Plain of Burnt Dreams. This touch enhanced his own resiliency and granted him even greater reserves of stamina. Zaaman Rul gains bonus hit points equal to his Charisma modifier times his hit dice. This stacks with the bonus hit points he gains for having a high Constitution modifier.
Special: The exact prerequisites for this ability are not clear. It is though that the phoenix's intervention is key to it, but the details are not clear.
Title: Re: Characters and monsters
Post by: Anastasia on February 17, 2015, 01:13:29 PM
Umbral Blot (Blackball)

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

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

Racial powers:
Spoiler: ShowHide


Reality Distortion (Ex)

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

Disintegration (Su)

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

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

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

Vortex (Su)

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

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

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

Constructed Toughness (Ex)

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

Planar Travel (Ex)

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

Planar Interference (Ex)

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


Gear: [spoiler]

Blackballs destroy everything they touch. As such, they have no treasure and do not collect any.
Title: Re: Characters and monsters
Post by: Anastasia on February 18, 2015, 10:36:22 PM
Eyes of Shar

Fluff:
Spoiler: ShowHide


Ecology

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

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

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

Environment

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

Typical Physical Characteristics

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

Alignment

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

Advancement

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

Gestalt

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



Notes:
Spoiler: ShowHide


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

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

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



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

Racial powers:
Spoiler: ShowHide


Reality Distortion (Ex)

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

Disintegration (Su)

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

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

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

Vortex (Su)

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

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

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

Constructed Toughness (Ex)

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

Planar Travel (Ex)

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

Planar Interference (Ex)

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

Eye of Shar (Su)

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

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

Entropy's Altar (Su)

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



Gear: [spoiler]

Eyes of Shar eagerly destroy treasure rather than accumulate it. They carry no treasure.
Title: Re: Characters and monsters
Post by: Anastasia on February 18, 2015, 10:41:56 PM
Beyond Subtype

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

Traits

- Chaotic evil alignment. Creatures with the Beyond subtype lack an alignment altogether, but Creation imposes one on them. As they are destructive and anathema to Creation, chaotic evil is assigned.
- Outsider type with the chaotic and evil subtypes.
- Darkvision out to sixty feet and low light vision.
- Immunity to mind affecting effects.
- Blindsight out to sixty feet.
- Incomprehensible Mind (Ex): The mind of this creature is beyond mortal comprehension. Any beings who attempt to read its mind, telepathically communicate with it or otherwise come in contact with its intellect are devastated, needing to pass a Will save (DC 10 + 1/2 hit dice + Charisma modifier of the creature) or be confused for five rounds. No matter the result, the attempt to gain information always fails. Creatures with the Beyond subtype are immune to this ability.
- Regeneration, with the exact amount and ways to bypass it varying from creature to creature.
- Beyond creatures do not need to eat, sleep or breathe.
Title: Re: Characters and monsters
Post by: Anastasia on February 19, 2015, 08:31:18 AM
Pseudonatural Creature

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

Creating a Pseudonatural Creature

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

Size and Type

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

Armor Class

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

Attack/Full Attack

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

Damage

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

Special Attacks

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

Insane Insights (Ex)

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

Improved Grab (Ex)

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

Mindcrushing Constriction (Ex)

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

Spell-Like Abilities

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

Special Qualities

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

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

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

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

Abhorrent Motion (Ex)

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

Alternate Form (Su)

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

Visage of Horror (Ex)

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

Nightmares (Ex)

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

Weavebreak (Su)

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

Spurn Divinity (Ex)

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

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

Table:

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


This table continues indefinitely.

Table:

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

Abilities

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

Alignment

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

Level Adjustment

+10
Title: Re: Characters and monsters
Post by: Anastasia on February 19, 2015, 09:08:57 PM
Q'pa, Space Destroyer

Fluff and notes:
Spoiler: ShowHide


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

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

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

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



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

Racial powers:
Spoiler: ShowHide


Spatial Warping (Ex)

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

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

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

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

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

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

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

Twisted Reality (Ex)

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

Matter Irrelevance (Ex)

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

Damage Reduction (Ex)

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

Regeneration (Ex)

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

Spurn Divinity (Ex)

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

Skills

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


Gear: [spoiler]

Q'pa care nothing for treasure. There is only one reward for slaying one: A Creation free of the madness of the Far Realm, whole and intact.
Title: Re: Characters and monsters
Post by: Anastasia on February 21, 2015, 11:58:01 AM
Zquujaj, Knight of the Pale Mother

Fluff:
Spoiler: ShowHide


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

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

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

He succeeded.

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

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

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

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



Notes:
Spoiler: ShowHide


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

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

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

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



Pit Fiend 50//Barbarian 25/Marshal 25

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

Racial powers:
Spoiler: ShowHide


Constrict (Ex)

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

Disease (Su)

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

Improved Grab (Ex)

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

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

Poison (Ex)

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

Summon Demons (Ex)

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

Regeneration (Ex)

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


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Alter Reality (Su)

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

Domain powers:

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

Divine Aura (Ex)

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

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

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

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

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

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

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

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


Barbarian powers:
Spoiler: ShowHide


Fast Movement (Ex)

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

Rage (Ex)

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

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

Uncanny Dodge (Ex)

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

Trap Sense (Ex)

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

Improved Uncanny Dodge (Ex)

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

Devil's Luck (Ex)

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

Greater Rage (Ex)

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

Indomitable Will (Ex)

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

Tireless Rage (Ex)

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

Mighty Rage (Ex)

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


Marshal powers:
Spoiler: ShowHide


Auras (Ex)

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

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

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

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

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

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

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

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

Grant Move Action (Ex)

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

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

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


Gear:
Spoiler: ShowHide


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

Baatorian Mail

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

Circlet

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

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

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


Custom Material:
Spoiler: ShowHide


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

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

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

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

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

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

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

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

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

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

DEVIL GENOCIDE
Prerequisite: Banestrike(Lawful Outsiders)
Benefit: Such is Zquujaj's fury that he cares nothing but for the extermination of devils. His banestrike ability no longer effects non-devil lawful outsiders, such as archons. The bonus to hit against devils from banestrike increases to +6 and the extra damage dice increase to +6d6. In addition, the devil must make a Fortitude saving throw (DC 10 + 1/2 hit dice + Strength modifier + divine rank; DC 56) or suffer 6 negative levels. Unlike normal negative levels, these negative levels are immediately permanent. No secondary saving throw is allowed to remove them.
Title: Re: Characters and monsters
Post by: Anastasia on February 25, 2015, 12:51:21 AM
Villisa, Guardian of Love

Fluff:
Spoiler: ShowHide


Background

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

Appearance

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

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

Personality

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

Relations

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

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

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

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

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

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

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

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

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

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

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



Notes:
Spoiler: ShowHide


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

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

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

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



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

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

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Spells

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

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

Regeneration (Ex)

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

Change Shape (Su)

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

Lines of Love (Su)

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

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

Villisa does not need to see the other person to determine whom the creature she looks at loves, nor do they need to be close or even alive. Merely looking at the strings allows Villisa to know whom the affection is directed towards, though she must see the other person to determine if the affection is returned.

This sight is fully effective against all creatures, save for those protected by mind blank and greater magic that foils divinations. Villisa uses the lines of love on anyone she meets reflexively, as she finds the connections fascinating.

Inspire Love (Su)

As one of the Guardians of Love, Villisa can inspire pure, true love in any creature she sees. As a standard action, Villisa may attempt to inspire love in up to ten creatures. She chooses the type of love she wishes to bestow from the types in lines of love (romantic, familial, close friends, raw attraction and other) and each target must make a DC 47 Will save or immediately feel that love to all other creatures targeted. They are aware they are in love but not that they have been enchanted, unless Villisa chooses to allow them to be aware. A creature that already feels that type of love to another of the targeted creatures is unaffected by that part of Inspire Love, save that they are now aware of that love if they were not previously so. The duration of Inspire Love can be 1 hour, 1 day or permanent at Villisa's discretion.

Inspire love cannot be dispelled, though a properly worded wish or miracle spell can end the effect. The natural drift of feelings over time can also slowly change the love felt or end it altogether, though the nature of those affected is to maintain the bonds created.

Villisa can target any creature she sees with this ability, but they must be on the same plane. Further, she must see them with her own eyes. Extra sensory or magical means of perception are not sufficient.

Villisa usually uses the 1 day duration of this ability and allows the creatures involved to know they have been affected. Afterwards she explains that this is a taste of what could be. As a defender of freedom, she is loathe to use the permanent duration unless dire and exceptional circumstances call for it.

The save DC is Charisma based and includes a +4 racial bonus. This is a mind-affecting ability.



Paladin of Freedom powers:
Spoiler: ShowHide


Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Resolve (Su)

Beginning at 3rd level, a paladin is immune to compulsions (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Enduring Personality (Su)

A 3rd-level Ruby Rose Knight is immune to any effect that would deal Charisma damage or Charisma drain. This benefit replaces the standard paladin's divine health class feature.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Heroism (Sp)

At 6th level, a Ruby Rose Knight can use a heroism effect once per week, using her class level as her caster level. She can't use this spell-like ability on herself, only on another creature.

This benefit replaces the remove disease class feature gained by a standard paladin. If she would later gain extra weekly uses of remove disease, a Ruby Rose Knight instead gains extra weekly uses of heroism.



Heartwarder powers:
Spoiler: ShowHide


Heart of Passion (Ex)

At 2nd level a heartwarder invokes such passionate belief in whatever she does or says that she can sway the thoughts of the most rigid critic. This translates into a +2 bonus to all Charisma based skills.

Lips of Rapture (Su)

At 4th level, the heartwarder's kiss bestows a state of bliss on the recipient, conferring a +2 morale bonus to attack rolls, weapon damage rolls, saves and checks. This ability lasts 5 rounds and can be used a number of times a day equal to your charisma modifier.  The only downside to a heartwarder's kiss is that it also afflicts a daze spell on the target(A normal saving throw negates, as if the heartwarder had cast daze.)

Voice of a Siren (Su)

A heartwarder's voice is so enticing that she weakens the ability of her foes to resist her spells. She gains the benefits of greater spell focus(Enchantment) and spell penetration, but only on spells that have a verbal component.

Tears of Evergold (Su)

Once a week, a heartwarder can cry tears from the sacred pool of Evergold. If the tears are collected, they serve as a potion of love and can be used by the Sunite faith as holy water.



Gear: [spoiler]

Villisa's Silk

This silken cord is usually seen wrapped around Villisa's right wrist, resembling nothing more than a red bracelet. As a free action Villisa may cause it to unfurl, forming a whip with 70ft of reach. Unlike normal whips, this whip may deal lethal damage and deal damage to enemies with a natural armor bonus of +3 or greater, or an armor bonus of +1 or greater. Further, this whip doesn't provoke attacks of opportunity when used. While it may make attacks of opportunity as well, the long length is difficult to control. As a result, Villisa's Silk only threatens to a range of 20ft.

Villisa's Silk is a whip+7, mighty smiting. On a successful attack with Villisa's Silk, red silken strands and bonds appear over the target, covering them. The target must make a DC 41 Reflex save or be entangled for 7 rounds. A creature entangled can escape by a DC 41 Escape Artist check or a DC 31 Strength check.

Bridal Gown

This beautiful white gown is enchanted to protect Villisa, granting her a +12 armor bonus to armor class and a +6 enhancement bonus to ability scores. The gown is also enchanted to stay pristine, no matter the circumstances or condition Villisa finds herself in. 
Title: Re: Characters and monsters
Post by: Anastasia on February 27, 2015, 01:35:20 PM
Debonah, Guardian of Love

Fluff:
Spoiler: ShowHide


Background

Debonah and her two sisters are solars created from the tears of Sune, Goddess of Love. They are tasked to oversee love, lovers and happy relationships. Debonah prefers to focus on protecting love between homosexual men while her sisters Villisa and Sapha see to relations between men/women and women, respectively. The three sisters are members of the Stronghearted, an order of celestials (primarily solars) who see to the protection of love. They are a blade for Sune when battle must be joined, though none of the three sisters relish combat.

Appearance

Debonah stands nine and a half feet tall, a statuesque beauty that resembles a classical statue given flesh. She prefers practical clothes that fit what she is doing and prefers pants over skirts, but otherwise has no standard outfit. Her hair is dark brown with a single streak of silver down the center-back. When she is in disguise, she prefers a male version of herself with roughly the same features and a well muscled body. Regardless of form, she carries a heart motif bow and arrow with her at all times.

Unlike her sisters, Debonah's presence does ont provoke natural love or burning desire. Instead, most mortals see her with something close to awe. They grow calm and captivated around her, as if studying a wonderful piece of art. Immortals fare better, though any with an eye for beauty or art agree she is a remarkable specimen.

Personality

Debonah is confident, composed and together. She does not have the natural air of command that many of her caste enjoy, but instead a calmness that suggests everything is taken care of. Due to her sphere of duties and spending the large majority of her time in the form of a man, she has a tendency to revert to masculine habits. This goes so far as to sometimes slip into calling herself 'he' in her natural form, which invites a chance for her sisters to tease her. She prefers to work in the background and arrange events without anyone being the wiser.

Relations

Villisa, Debonah and Sapha are close sisters, holding no secrets from one another. They love each other with unreserved joy. It is a purely platonic love and woe to any who dare to suggest otherwise, as all three sisters find that suggestion highly offensive. This is one of the few things that can stir them to a fight that can otherwise be avoided, as they find the thought of polluting the pure and sisterly love they share repulsive.

Debonah's relations with the rest of the Stronghearted, as well as other servants of Sune, are cordial but distant. She prefers to make friends outside of 'work' and expand her horizons, while keeping her duties separate. Debonah is close friends with Herensugalam, a brass dragon that owns The Five Leaf Clover gaming hall in Tymora's quarter of Brightwater. Debonah has no passion for gambling, but she finds Herensugalam's natural tidal wave of warm humor endearing.

Past Brightwater, Debonah is on good terms with many higher ranking divine servants in Arvandor, Ysgard and Elysium. However, she avoids Celestia. Debonah likes to style her work as the hand of destiny, but she finds Celestia's interpretation of destiny disagreeable. She sees herself as an agent that makes important changes to allow life to flow to a better place, a small set of actions akin to throwing a stone in a stream of water. Compared to that, she sees Celestia's focus on destiny and order to be like taking that river and erecting a dam to stop and still the waters. Debonah concedes some mild hypocrisy on her part, which tends to inflame her own pique towards Celestia.

The sole exception to her dislike of Celestia is Pistis Sophia. The Ascetic takes special pains to maintain good relations with powerful manifesters across the Heavens. This results Debonah paying occasional visits to Solania to talk shop with Pistis Sophia. The two don't see to eye to eye on many things, but they have forged a firm friendship over their shared psionic abilities.

Debonah finds romance fairly often. Her duties result in her taking a man's body for a large majority of the time. As a result of this and some hands-on work in love, she has come to strongly prefer making love with men as a man. She routinely has passing affairs with mortals that blossom in to long relationships. While not all of them last the length of the mortal's life, it is rare when one does not last for at least several years. When a love does last to the end of a mortal's life, she ensures that his soul moves onto the afterlife safely.

None of her loves have been blessed to retain their mortal memory, so Debonah instead moves on. This is no great tragedy, as she takes pains to ensure that her lover's soul incarnates in a place he can find maximum happiness. Further, she believes immortal beings should not be bound to eternal relationships. On the occasions where she has a relationship with another spirit or immortal, Debonah ensures that it is understood early in the relationship.

As far as enemies go, Debonah does not get along with servants of Lathander. Her sphere of protection is incompatible with creating newborn life (barring magical intervention), something which brings them into natural conflict. This conflict is the form of vigorous debates rather than violence, a debate that's all but guaranteed when she comes across one of Lathander's flock. Debonah does not mind the arguments, even if they end up being the same arguments on both sides that change no one's opinion.

Like many solars, Debonah considers all of evil her enemy. Yet while she holds Loviatar in special disdain for her abduction of Villisa, her main antagonist is not evil at all. She has come into conflict with Chourst, the slaad lord of randomness, several times. Something about Debonah consistently (as much as Chourst can be consistent about anything) raises his ire, which results in spirited combat. Debonah has come to oppose Chourst and his occasional, insane cultists whenever she comes across them.

Chourst feels the same way, whenever the thought happens to cross his ever-changing mind. This has lead to several difficult battles for Debonah, but so far she has proven her mettle against his machinations. Debonah tries quite hard to forget the image of half a dozen death slaad giving into frenzied lust with each other, no matter how it allowed her to triumph against impossible odds.



Notes:
Spoiler: ShowHide


- Debonah gets full PW manifesting progression. She traded full casting for PW manifesting, so that felt fair. Anyway, the fact that she's a manifester is just one of those things that happens occasionally. Blame chaos.

- Epic rapidshot is meant to compete with improved manyshot. Improved manyshot has no cap at all, but the penalty to attack rolls keeps going up. They're really two different styles in epic - one's for most archers and the other's primarily for swift hunters.

- Debonah's custom epic powers are sketched in. Epic manifesting still doesn't have a lot of work done in it, so those may get changed later. By the way, she learned heavenly glory from Pistis Sophia. Just one of those interesting little footnotes.

- Chaos monk is purely so that she can add her wisdom to her armor class. Well, that and her duties (and honestly that of all her sisters) requires working hands on and naked sometimes. Debonah has had the bad luck to need to defend herself sans gear more than once, which is reflected in chaos monk as well as her magical items. Pistis Sophia may have had a minor influence on this as well, though it would be secondary at best. Anyway, having an unarmed attack helps. While solars do have slams should they need it, this allows her to full attack should she desire to.



Solar 35//Chaos Monk 1/Fighter 34

Size/Type: Large Outsider (Angel, Chaotic, Good, Psionic)
Hit Dice: 34d10+1d8+525 (873 hp)
Initiative: +11
Speed: 50ft, fly 150ft (good)
Armor Class: 73 (-1 size, +11 dex, +21 natural, +18 wis, +1 ws, +5 deflection, +8 armor)
Base Attack/CMB/CMD: +35/+45/90
Attack: Cupid's Arrow+65 (2d6+35 x3) or unarmed strike+43 (1d8+9)
Full Attack: Cupid's Arrow+65/+65/+65/+60/+55/+50 (2d6+35 x3) or unarmed strike+43/+38/+33/+28 (1d8+9)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, psionics, inspire love, flailing strike(1d4-1).
Special Qualities:  Damage reduction 25/cold iron, epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, protective aura, lines of love.
Saves: Fort +39, Ref +35, Will +42
Abilities: Str 29, Dex 32, Con 40, Int 28, Wis 46, Cha 33   
Skills: Balance+49, Autohypnosis+53, Concentration+53, Craft(Bowmaking)+47, Craft(Trapmaking)+47, Craft(Weaponsmithing)+47, Diplomacy+49, Escape Artist+49, Intimidate+49, Knowledge(A&E)+47, Knowledge(History)+47, Knowledge(Planes)+47, Knowledge(Psionics)+47, Knowledge(Religion)+47, Listen+56, Psicraft+47, Sense Motive+56, Spot+56, Survival+56, Swim+47, Use Rope+49
Feats: Words of Creation(B), Zen Archery(1), Improved Unarmed Strike(CM1), Improved Grapple(CM1), Point-Blank Shot(F1), Psionic Shot(3), Precise Shot(F2), Rapidshot(F4), Greater Psionic Shot(6), Manyshot(F6), Ability Focus(Inspire Love)(9), Improved Rapidshot(F8), Far Shot(F10), Overchannel(12), Improved Precise Shot(F12), Talented(15), Weapon Focus(Longbow)(F14), Weapon Specialization(Longbow)(F16), Ranged Weapon Mastery(Piercing)(18), Greater Weapon Focus(Longbow)(F18), Greater Weapon Specialization(F20), Weapon Supremacy(Longbow)(24)
Epic Feats: Epic Manifesting(21), Epic Weapon Focus(Longbow)(F22), Epic Weapon Specialization(Longbow)(F24), Epic Zen Archery(27), Distant Shot(F26), Epic Rapidshot(F28), Epic Ability Focus(Inspire Love)(30), Swarm of Arrows(F30), Great Ability(Wisdom)(33), Uncanny Accuracy(F32), Legendary Wrestler(F34)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue. 3/day-blade barrier, earthquake, heal, mass charm monster, permanency, resurrection, waves of exhaustion. 1/day-greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 35th. The save DCs are 26 + spell level.  Any of Debonah's always active abilities may be dispelled, but she can reactive them as a free action on her turn.

Powers

Debonah manifests as a 35th level psychic warrior. The save DCs are 28 + power level.

Power Points: 742

[1 pp]1: Force ScreenA, Grip of IronA, Offensive PrescienceA, VigorA
[3 pp]2: Dissolving TouchA, Dissolving WeaponA, Hustle, Wall Walker
[5 pp]3: Empathic FeedbackA, Greater Concealing Amorpha, Ubiquitous Vision
[7 pp]4: ImmovabilityA, Psionic Dimension Door, Psionic Freedom of Movement
[9 pp]5: Adapt Body, Oak BodyA, Psychofeedback
[11 pp]6: Breath of the Black DragonA, Personal Mind Blank, Suspend Life
[13 pp]7: Energy Conversion, Psionic Moment of Prescience
[15 pp]8: Debonah's Physical AwakeningA, Psionic Greater Teleport
[17 pp]9: Debonah's Mental Awakening, Genesis, Reality Revision
[21 pp]10: Heavenly Glory

A - Power can be augmented.

Regeneration (Ex)

Debonah takes normal damage from cold iron, epic and evil aligned weapons, and from spells or effects with the evil descriptor.

Change Shape (Su)

Debonah can assume the form of any Small or Medium humanoid.

Lines of Love (Su)

As a free action, Debonah can see the lines of love. These manifest as red lines that reach from the heart of a creature towards those that they love. Debonah is able to discern romantic red (scarlet red lines), familial love (crimson red lines), the love of close friends (vermillion red lines), raw attraction-based love with no base in deeper feelings (lust red lines) and other types of love (auburn red lines).

The thickness of the lines corresponds to the degree of affection, with thicker cords signifying a stronger affection. Those that feel more than one type of love towards another have lines that band the different colors in proportion to the loves they feel. Returned loves connect to the other person, with another strand from that person going to the other. Unreturned loves wither and fade away just before they reach the object of their affection. Spurned loves or loves that inspire disdain or disgust cause a dull, blood red aura around the end of the crumbling line. In addition, loves caused by magic and other unnatural means appear unstable and shaky, allowing mental influence to be noticed.

Debonah does not need to see the other person to determine whom the creature she looks at loves, nor do they need to be close or even alive. Merely looking at the strings allows Debonah to know whom the affection is directed towards, though she must see the other person to determine if the affection is returned.

This sight is fully effective against all creatures, save for those protected by mind blank and greater magic that foils divinations. Debonah only uses the lines of love when she's not distracted with something else, as she finds them rather consuming.

Inspire Love (Su)

As one of the Guardians of Love, Debonah can inspire pure, true love in any creature she sees. As a standard action, Debonah may attempt to inspire love in up to ten creatures. She chooses the type of love she wishes to bestow from the types in lines of love (romantic, familial, close friends, raw attraction and other) and each target must make a DC 48 Will save or immediately feel that love to all other creatures targeted. They are aware they are in love but not that they have been enchanted, unless Debonah chooses to allow them to be aware. A creature that already feels that type of love to another of the targeted creatures is unaffected by that part of Inspire Love, save that they are now aware of that love if they were not previously so. The duration of Inspire Love can be 1 hour, 1 day or permanent at Debonah's discretion.

Inspire love cannot be dispelled, though a properly worded wish or miracle spell can end the effect. The natural drift of feelings over time can also slowly change the love felt or end it altogether, though the nature of those affected is to maintain the bonds created.

Unlike Villisa, Debonah embraces using her powers. She admits that her power would be problematic in other hands, but she has been entrusted with this power by Sune. With her wisdom she is able to use them correctly and for great good. Debonah believes that uniting two people in happiness is worthwhile, even if they needed the help of her powers. In any case, Debonah finds two suitable subjects and enchants them for a week or a month. If after that week or month of watching all looks well, she'll make it permanent.

The save DC is Charisma based and includes a +4 racial bonus. This is a mind-affecting ability.


Gear:
Spoiler: ShowHide


Cupid's Arrow

Cupid's Arrow is a red longbow with a heart motif, imbued with potent magic that allows Debonah to channel her inspire love ability. It is pleasing to the eye of all who see it. This is in spite of the rather gaudy colors, as the magic within encourages others to see it fondly.

Cupid's Arrow is a longbow+7. Whenever Debonah makes an attack (including each arrow in a full attack), she may instead choose to fire a special invisible arrow. This attack resolves as normal, except that it deals no damage. Unless the target sees Debonah fire and can see invisible objects, they are not even aware they were hit. If Debonah hits two or more targets in a single round with the invisible arrows, she may use her inspire love ability as a free action. This affects only those that were hit that round and they make the Will save with a -7 penalty. Failure results in permanent romantic love for any other creature struck by the arrows that round.

Beyond this, Debonah prefers not to trust armor. She's been in more than one circumstance where difficulties arose when she was wearing nothing at all. She does wear a ring of protection+5, a toe ring that grants a +7 resistance bonus to saving throws and a bellybutton piercing that functions as bracers of armor+8.

In addition, Debonah has a +8 enhancement bonus to Constitution and Wisdom. This was the result of a powerful ritual one of her lovers wrought for her.


Custom Material: [spoiler]

Epic Rapidshot [Epic]
Prerequisite: Rapidshot, Improved Rapidshot, dex 25
Benefit: When you use your rapidshot attack, you get a second extra attack. The attack is at your highest base attack bonus and follows all the rules for Rapidshot.

Epic Zen Archery [Epic]
Prerequisite: Zen Archery, wis 23
Benefit: You may apply your Wisdom modifier place of your Strength modifier for ranged attack damage rolls.

Debonah's Mental Awakening
Clairsentience
Level: Psychic Warrior 9
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level
Power Points: 17

This power awakens your mind and allows it to process information far faster than usual. This turns your a dynamo in battle, outpacing everyone else. You gain a +6 insight bonus to attack rolls, weapon damage rolls and armor class for the duration of this power.

Debonah's Physical Awakening
Psychometabolism (Healing)
Level: Psychic Warrior 8
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 15

When you invoke this power, your body's supernatural healing accelerates many times over. Your fast healing or regeneration (or both, if applicable) triples. For example, fast healing 10 becomes fast healing 30. Additionally, you heal 4 points of ability damage each round to each ability score that has been damaged, as well as recover from fatigue and exhaustion.

The benefits of this spell only apply if you have permanent fast healing or regeneration, such as a racial ability or the fast healing feat. If you do not have permanent fast healing or regeneration, you cannot select this power.

Augment

For every additional 10 power points you spend, you increase the multiplier to your fast healing or regeneration by 1 (quadruple, quintuple and so on).

Heavenly Glory
Psychometabolism [Good, Light]
Level: Psychic Warrior 10
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 21

When a celestial manifests heavenly glory, they temporarily destroy the barrier between themselves, the outer world and the pure Good they are connected to. This results in several effects as they are overtaken by powers beyond even them.

Firstly, they glow with intense light. This light is strong light equivalent to strong sunshine that reaches 700ft in all directions from the manifester. Areas of supernatural darkness are countered by this light. Effects of 8th level or less are suppressed and this power's light is unaffected. Effects of 9th level or higher are countered and counter the light of this power, allowing natural light conditions to prevail.

Secondly, any evil creature within the light or struck by the celestial's attacks takes 7d6 points of damage. Each round of exposure to the light or attack deals an additional 7d6 damage.

Thirdly, this light impedes any spell or power with the evil descriptor. The caster must succeed on a Spellcraft check (if a spell or a spell-like ability) or a Psicraft check (if a power or a psi-like ability); the DC is 49 + the celestial's Wisdom modifier. If the check fails, the spell is countered. If the spell has an equivalent good spell (such as unholy blight to holy smite, a summon monster spell to summon evil creatures to a summon monster spell to summon good creatures), the equivalent spell is cast instead.

Spells and powers changed in this way adjust to harm the caster or other evil creatures. For example, a converted unholy blight targeted on innocent creatures would become a holy smite targeted on the caster. Creatures summoned or called by spells changed in this manner are hostile to the creature that summoned them and attack the caster.

Finally, good creatures within the light cannot be reduced below one hit point. Good creatures at zero hit points to -9 hit points automatically stabilize. They cannot be reduced below their current hit points as long as they are within the light.

Manifesting this power is extremely hazardous to the manifester. The barrier between the celestial and pure Good is not meant to be destroyed, unless the celestial is to merge with a plane or deity. When this power ends, the celestial takes 10 points of ability burn to all six ability scores. This cannot reduce an ability score below 1. Additionally, they are unable to manifest powers of 7th level or higher for 1d4 days.

This power can only be selected by an outsider with the good subtype. If this power is somehow manifested by a creature without the good subtype, the power fails with no effect.
Title: Re: Characters and monsters
Post by: Anastasia on March 29, 2015, 12:45:02 PM
Paluze, Devoted to Levistus

Fluff:
Spoiler: ShowHide


Ice weirds are alien creatures, elementals who see the future and are obsessed with the battles of law and chaos. They care only to prevent themselves from melting, for they fear the caress of fire reducing them to a puddle. Paluze was once one such creature. She sought the deepest secrets of law and chaos so ensure she would be safe, so that she would never melt. It was these studies that were her downfall, that took her away from her coven and to the numbing embrace of Stygia.

Paluze's research lead her to cross paths with the renegade aspect of Levistus. She was seduced by his charm and enthralled with his promises of order. His poisonous words promised answers if she forsook chaos for pure law, means to ensure her icy state would never waver, for only law's unchanging nature could provide her with that. Yet all the order the renegade aspect taught her was tinged with evil, just as much as his touch was.

Paluze has grown dark and doomed her soul all at the behest of Levistus. She has shattered her coven, sacrificed countless innocents and wholly taken up the banner of everything Levistus stands for. She is hopelessly in love with the renegade aspect, obsessed with him as he holds the answers she craves. She has given him everything, all to secure her place at his side. She has worked hard to ensure that the futures she sees are futures that benefit Levistus.

Little does she know that the Traitor of Stygia is capable of deceiving even a weird's potent prescience. In truth, Levistus has many concubines elsewhere and grows bored of Paluze. She is a useful tool - and will be far more useful once he devours her mind and turns her into an unthinking, unquestioning thrall.

Paluze sees herself as the one and only princess for Levistus, while Levistus and his closest servants see her as little more than a disposable tool near the end of its usefulness. Amea in particular has barely hidden contempt for Paluze. He has dealt with many such as Paluze - useful tools enthralled by the Traitor's charisma, allowed to grow haughty with pride and delusions before consumed by Levistus. She is just another meaningless face not yet broken of the disgusting folly of free will.

For now, Paluze oversees Blue Stilling, a hidden fortress of the renegade aspect of Levistus. She coordinates its defenses with Amea and tends to Maggezal, a powerful kraken soul eater she turned into a thrall of Levistus. She watches the future and takes action should any threats to Blue Stilling or the renegade aspect be detected.


Notes:
Spoiler: ShowHide


- Paluze is a rather pitiable figure. All evil in the end tends to be such, but her case is a particularly sad one. Like any ice weird, she only wanted to make sure she'd be safe from melting. To come on the renegade aspect of Levistus is bad luck, as is her inability to see through his lies and her unwillingness to turn away from his beguiling nature.

- In combat, Paluze is a difficult opponent who is designed to get AoOs and use them to avoid attacks altogether. You trigger one and she gets a free move action. Monk's movement bonus goes well with this. She shuts down most melee threats on account of this. Her goal is to freeze her enemies solid and slaughter them, while minions keep enemies capable of harming her busy.

- Icedawn's armor is great for creatures vulnerable to fire. It's -5 AC compared to epic mage armor, but immunity to fire and an hour/level duration makes up for it.


Ice Weird 26//Monk 10/Frost Mage 16

Size/Type: Large Elemental (Cold, Evil, Lawful, Water)
Hit Dice: 26d8+182 (390 hp)
Initiative: +13
Speed: 80ft, swim 80ft
Armor Class: 64 (-1 size, +5 dex, +14 natural, +8 insight, +10 wis, +3 monk, +15 armor)
Base Attack/CMB/CMD: +19/+29/65
Attack: Aylesolia+41 (2d6+18 plus 1d6 cold plus 3d6 cold (9d6 on crit) 19-20 x3) or unarmed strike+35 (2d8+8)
Full Attack: Aylesolia+41/+36/+31/+26 (2d6+18 plus 1d6 cold plus 3d6 cold (9d6 on crit) 19-20 x3) or flurry of blows+35/+35/+30/+25/+20 (2d8+8)
Space/Reach: 10ft/10ft (20ft with ranseur)
Special Attacks: Chill, elemental command, spells, summon elementals, stunning fist 14/day(DC 33), ki strike(magic and lawful).
Special Qualities: Damage reduction 20/epic and good, immunity to cold and fire, regeneration 17, spell resistance 36, vulnerability to fire(overriden by icedawn's armor), darkvision 60ft, elemental ice pool, elemental traits, heat sense, ice mastery, prescience, searching gaze, improved evasion, purity of body, wholeness of body(20 hp), slow fall 50ft, paluze's insight, touch of levistus.
Saves: Fort +35, Ref +27, Will +32 (+2 vs enchantments)
Abilities: Str 28, Dex 20, Con 24, Int 26, Wis 30, Cha 28 
Skills: Concentration+36, Diplomacy+38, Intimidate+38, Knowledge(Arcana)+37, Knowledge(Planes)+37, Listen+39, Sense Motive+39, Spellcraft+37, Spot+39, Swim+46, Use Magic Device+38
Feats: Snowcasting(1), Improved Unarmed Strike(M1), Stunning Fist(M1), Combat Reflexes(M2), Frozen Magic(3), Cold Spell Specialization(6), Improved Disarm(M6), Cold Focus(9), Greater Cold Focus(12), Piercing Cold(FM4), Empower Spell(15), Supernatural Instincts(18)
Epic Feats: Epic Cold Focus(21), Improved Metamagic(24), Epic Spell Capacity(FM14)
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Spells

Paluze casts as a 26th level sorcerer (caster level 28th for spells with the cold or water descriptors) with access to the Cold, Evil and Law domains. The save DCs are 19 + spell level (23 + spell level for spells with the cold descriptor). In areas of cold, Paluze casts spells with the cold descriptor at +1 caster level and +1 point of damage per die. In areas of extreme cold, those bonuses rise to +2 and +2 points of damage per die. Her metamagic options are Empower Spell (+1) and Piercing Cold (+1). 

The following spells are cast every day (or when the duration expires, if longer) and are factored into the stat block above: Icedawn's Armor, Superior Resistance.

[6/day]0: Acid Splash, Arcane Mark, Daze, Detect Magic, Detect Poison, Light, Mending, Prestidigitation, Ray of Frost
[9/day]1: Chill Touch, Conjure Ice Beast 1Frost, Magic Missile, Protection from Good, SnowdriftFrost, Unseen Servant
[8/day]2: Calm Emotions, Conjure Ice Beast 2Frost, Desecrate, False Life, Web, Zone of Glacial ColdFrost
[8/day]3: Arctic HazeFrost, Conjure Ice Beast 3Frost, Crack IceFrost, Haste, Lightning Bolt
[8/day]4: Conjure Ice Beast 4Frost, MindfrostFrost, Order's Wrath, Unholy Blight, Wall of Ice
[8/day]5: Cone of Cold, Ice ShapeFrost, Sending, Wall of Force
[7/day]6: Animate SnowFrost, Freezing GlanceFrost, Greater Heroism, Superior ResistanceSC
[7/day]7: Blasphemy, Control Weather, Greater Teleport
[7/day]8: FimbulwinterFrost, Polar Ray, Shield of Law
[7/day]9: FrostfellFrost, Gate, Obedient AvalancheFrost, Wish
[6/day]10: Energy ImmunityHome, Telay's Ice HorrorHome, Telay's Ice ServantHome
[4/day]11: Dire WinterHome, Icedawn's ArmorHome, Superb DispellingHome

Chill (Ex)

Paluze deals an extra 1d6 points of cold damage with her melee attacks.

Elemental Command (Su)

DC 32, 100ft range, total control over the target elemental. Any elemental with the cold or water subtype is vulnerable to being controlled. This control lasts until Paluze dies, the elemental dies or Paluze dismisses it.

Summon Elemental (Sp)

Three times per day, Paluze may summon elementals as if by a summon monster 9 spell (caster level 26th). Unlike lesser weirds, she does not need access to her pool to do so.

Heat Sense (Su)

Paluze automatically detects heat sources within 60ft, as if by detect fire. As a standard action, she can determine the number and location of heat auras and the strength of each.

Regeneration

Paluze takes lethal damage from fire and from good and cold iron weapons.

Prescience (Sp)

At will and as as free action, Paluze can duplicate the effects of any of the following divinations: clairaudience/clairvoyance, contact other plane, detect thoughts, find the path, foresight, greater scrying, legend lore, locate creature, probe thoughts, tongues, vision. Caster level 26th.

Touch of Levistus (Ex)

The corruption of Levistus has wholly consumed Paluze's spirit. She gains the evil and lawful subtypes and is immune to the effects of the River Styx.

Paluze's Insight (Su)

Paluze constantly sees the immediate future around her, living several seconds ahead of others. She acts before others act and sometimes before they even think to act. This grants her an insight bonus to initiative, saving throws, attack rolls and armor class equal to her Intelligence modifier. Whenever a target's action would provoke an attack of opportunity from her, she may instead choose to take a move action. This move action does not count against her normal actions and counts as one of her attacks of opportunity for the round. Movement in this way never provokes attacks of opportunity, as Paluze can see the right path and the openings as they appear. She routinely uses this ability to avoid charging creatures or to move out of the radius of effects.

Creatures under the effect of mind blank or epic spells that stop divinations nullify much of this ability. Paluze loses her insight bonus to armor class and saving throws against them, as well as her insight bonus to attack rolls. Likewise, when these creatures provoke attacks of opportunity from her, she may not take a move action.


Monk powers:
Spoiler: ShowHide


Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Strike (Su)

At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)

At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.


Gear:
Spoiler: ShowHide


Aylesolia

On first glance, this weapon appears to be a mere icicle. When wielded by Paluze, the tip becomes razor sharp and veins of black water can be seen moving within. This weapon was created at the cost of Paluze's eternal soul, for she gathered 9 mortals dedicated to learning and held them down as the renegade aspect of Levistus devoured their minds, then executed them by freezing them alive. The bloodless slush left behind was formed into a weapon by the renegade aspect and was his first present to Paluze.

Aylesolia is a ranseur+6, keen, icy blast and mindfeeder. Paluze is automatically proficient with it and the weapon ignores any penalties for fighting underwater. Note that the mindfeeder weapon property is wasted on Paluze, it is simply the nature of Levistus given form.

In addition, Paluze wears a silver and pearl amulet that grants her a +6 enhancement bonus to ability scores, a sapphire ring that grants her a +2 bonus to the caster level of spells with the cold or water descriptor and a pair of soft shoes that allows her to treat her monk level as five higher for her unarmed speed bonus and armor class.
Title: Re: Characters and monsters
Post by: Anastasia on March 31, 2015, 03:39:26 PM
Blackwater Golem

Fluff:
Spoiler: ShowHide


All of the splendors of this entryway make the mere statue in the fountain barely worth a glance. It is made of solid black waters, in the shape of a fish-featured humanoid. A black mist surrounds it in a faint haze. It seems unremarkable and merely yet another symbol of wealth - until it rises from the statue and advances towards the party.


Notes:
Spoiler: ShowHide


- This is a unique golem created by Levistus before his imprisonment. The one depicted here is a custom model made by Olhydra, as the renegade aspect of Levistus traded this knowledge to the archomental. Part of this particular deal included making one for the renegade aspect. This one now sits in the entryway of Blue Stilling, a formidable guardian.

- In all truth, the golem is mostly a throwaway defense. Creatures who are able to break into Blue Stilling are either sneaky enough to bypass it, strong enough to easily dispatch it or protected against the Styx. It's useful and the renegade aspect keeps it as an additional defense, though it isn't expected to be a serious problem-stopper.

- Anyway, blackwater golems are nasty defenders who defeat their foes by rendering them into amnesiac shells, all while being seemingly invulnerable to normal attacks. Good-aligned attacks can take it down, but it's slow thanks to halving them plus damage reduction. If you're properly prepared, desiccation damage from Sandstorm can put a severe hurting on one. If you're assaulting a citadel deep in Water, it's the sort of thing that makes sense to bring. That's meant to reward that sort of thinking.


Size/Type: Large Construct (Evil, Lawful)
Hit Dice: 37d10+30+37+74 (511 hp)
Initiative: +14
Speed: 50ft, swim 150ft
Armor Class: 43 (-1 size, +14 dex, +20 natural)
Base Attack/CMB/CMD: +27/+42/66
Attack: Slam+40 (2d6+14)
Full Attack: 2 slams+40 (2d6+14)
Space/Reach: 10ft/10ft
Special Attacks: Amnesia aura, jet.
Special Qualities: Damage reduction 25/-, fast healing 25, flowing body, immunity to magic, darkvision 120ft, low-light vision, water's agility, epic construct, construct traits.
Saves: Fort +11, Ref +25, Will +11
Abilities: Str 27, Dex 39, Con -, Int -, Wis 11, Cha 1 
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Amnesia Aura (Ex)

The blackwater golem is surrounded by Styx-water, making it perilous to any creature close to it. Any creature within 10ft of the golem must make a DC 42 Will save or be momentarily dazed for 1d4 rounds due to a sudden burst of amnesia. A creature can be affected by this aura as many times a day they are exposed to it, but only once per round. Creatures immune to the effects of the Styx are immune to this ability. The save DC is Dexterity based.

Jet (Ex)

Once per round as a free action, the blackwater golem may emit a jet of pressurized water. The jet extends 50ft in any direction of the golem's choosing, or until it hits a solid surface, and is 10ft wide. Any creature within the jet's range takes 20d6 points of nonlethal damage and is knocked prone, a DC 42 Reflex save halves the damage and negates being knocked prone. Further, they treated as being exposed to water from the River Styx (MoP 86), a DC 42 Will save negates. The save DC is Dexterity based.

Flowing Body (Ex)

A blackwater golem is composed of Styx-water and the magic that binds it together. Being a liquid, it is almost impossible to damage by normal means. It is impervious to all forms of damage, except as noted here. Good-aligned weapons can damage a blackwater golem, but the damage is reduced by one half. Desiccation damage affects the golem normally and deals double damage.

A side effect of the blackwater golem's flowing body is that it will not freeze, no matter how cold it gets.

Immunity to Magic (Ex)

A blackwater golem is immune to any spell, spell-like ability or supernatural ability, with the following exceptions.

A spell that deals desiccation damage affects the golem as normal and deals double damage. This also applies to the spell horrid wilting.

A control water spell deals 4d6 points of damage and paralyzes the golem for 1d4 rounds. The golem gets no save against this.

A create water spell cast on the golem heals 1 point of damage. Spells that create water and that are cast on the golem heal 1d8 points of damage per caster level.

Water's Agility (Ex)

A blackwater golem uses its Dexterity modifier in place of its Strength modifier on all attack and damage rolls, as well as CMB checks. It applies its Dexterity modifier twice to CMD.

Epic Construct (Ex)

An epic construct gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.


Gear:
Spoiler: ShowHide


The blackwater golem does not carry any equipment or gear. Even if destroyed, all that remains is a puddle of Styx-water, which has no appreciable value.
Title: Re: Characters and monsters
Post by: Anastasia on April 03, 2015, 01:20:32 PM
Strength of Light, General of the Amber Army

Fluff:
Spoiler: ShowHide


The strongest thrive in Ysgard. A truism that is proven time and again, with one such case being that of Strength of Light. His origins are unclear, with his life before Ysgard being unknown. It is known that he was already an astral deva when he came to Ysgard and joined the endless battles there. Over the centuries he proved his strength time and time again, until he came to lead his own army and daily war games. He became known as a powerful and unrelenting teacher of the plane's denizens, as well as aiding worthy mortals who sought celestial training.

One day, Alicia Reynes, Antenora Reynes and Latha came to him. They sought to grow stronger to oppose evils that plagued Alicia's Prime Material world. Here Strength of Light laid before them many trials, such as finding and defeating a grandson of Jormugandr while without any equipment, overcoming the guardian of the Tree of Idun (Syala) and enduring an entire day of battle on floating hunks of obsidian in a vast sea of magma. Unlike almost all that came before him, the three excelled and did not die even once. They were his best students in countless millenia and grew mighty indeed.

In due time, Alicia and her friends returned to the Prime. There they vanquished the evils that opposed them and lived up to the potential shown. Alicia even grew close to the guardian of the Tree of Idun, winning some favor from Sharess (as well as an apple from the tree). So great were Alicia's successes that Strength of Light offered Alicia and Syala the chance to challenge one of the greatest trials of Ysgard: Triel's Furnace.

It is said that in the days before his darkness was exposed, Triel traveled to Ysgard. The soon to be Lord of the Flies found the chaos of Ysgard disdainful, and thus challenged its mighty warriors. He created a demiplane geared for the greatest conflict, a challenge so devious and difficult that none were able to overcome it. In time it became little known, an obscure relic and a holy grail of challenges, only offered to the most promising - for one could only challenge the demiplane once.

In all truth, Strength of Light did not expect Alicia and Syala to win. He believed that Triel left no means of victory, that it was merely a spiteful joke at the expense of chaos. Yet even the most miserable furnace can temper steel and strengthen it, so he extended the invitation.

Alicia and Syala triumphed. They at last passed the cruel test and the prize was Triel's Furnace. The demiplane became a lush paradise for Alicia and Syala to rule, the victory imbued them both with the beginnings of divinity. His greatest students had surpassed him, but Strength of Light was not upset. In them he saw the potential for great good and thus he willingly joined Sylica as the head of its army.  Since that day, he has focused on making the new realm's army the best it can be. He is not the most gifted commander ever, but he makes up for it through superbly trained troops.

Strength of Light is a wise, jovial teacher who embraces all life has to offer. He pushes his students as hard as he can - should they grow stronger and endure, all well and good. If not, then the broken remnants can be reforged into a greater warrior. No matter what, once he is done with a warrior, they will be an unbreakable force for good.



Notes:
Spoiler: ShowHide


- Strength of Light's backstory is as much about Alicia as himself. That's fine - his past isn't terrifically important. Warlords and army leaders are a dime a dozen in Ysgard, and while he grew strong, he was far from unique. As a teacher, he found his greatest triumph through his students.

- Marshal is there as a nod to Strength of Light's roll in both Ysgard and Sylica. It's a relatively new development for him. Anyway, he uses the strongman ACF since intimidate is more important than diplomacy for him.

- Overall, he's an overgrown astral deva. He's still all about SLAs and smashing things with his mace. The dash of marshal is just flavoring to that, as is angelic strength. Sometimes gestalt adds a great deal of depth to a creature, but other times it merely refines what they're already good at.

- How Strength of Light was soaked in the blood of Jormugandr is left to your imagination.



Astral Deva 28//Fighter 27/Marshal 1

Size/Type: Large Outsider (Angel, Chaotic, Good)
Hit Dice: 28d10+336 (496 hp)
Initiative: +13
Speed: 50ft, fly 120ft (perfect)
Armor Class: 51 (-1 size, +9 dex, +32 natural, +1 ws)(+4 deflection vs evil)
Base Attack/CMB/CMD: +28/+44/64
Attack: Overwhelm+55 (2d6+47 plus 2d6 holy plus 1d6 fire plus 1d10 fire on critical hit plus stun (DC 45))
Full Attack: Overwhelm+55/+50/+45/+40 (2d6+47 plus 2d6 holy plus 1d6 fire plus 1d10 fire on critical hit plus stun (DC 45))
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, stun.
Special Qualities: Damage reduction 20/epic and evil, immunity to acid, cold and petrification, resistance to electricity and fire 20, spell resistance 46, darkvision 120ft, low-light vision, change shape, protective aura, tongues, uncanny dodge, angelic strength, auras.
Saves: Fort +26, Ref +23, Will +26 (+8 racial vs poison, +4 resistance vs evil)
Abilities: Str 40, Dex 28, Con 34, Int 24, Wis 20, Cha 29 
Skills: Balance+40, Concentration+43, Craft(Weaponsmithing)+38, Diplomacy+40, Hide+40, Intimidate+43, Knowledge(A&E)+38, Knowledge(Dungeoneering)+38, Knowledge(Local:Ysgard)+38, Knowledge(Nature)+38, Knowledge(Planes)+38, Knowledge(Religion)+38, Listen+36, Move Silently+40, Profession(General)+36, Sense Motive+36, Spot+36, Swim+46, Tumble+40
Feats: Words of Creation(B), Endurance(1), Improved Initiative(F1), Power Attack(F2), Intimidating Strike(3), Weapon Focus(Heavy Mace)(F4), Brutal Strike(6), Spectral Skirmisher(F6), Weapon Specialization(Heavy Mace)(F8), Steadfast Determination(9), Melee Weapon Mastery(Bludgeoning)(F10), Greater Weapon Focus(Heavy Mace)(12), Greater Weapon Specialization(Heavy Mace)(F12), Crushing Strike(F14), Ability Focus(Stun)(15), Improved Bull Rush(F16), Quicken Spell-Like Ability(Greater Invisibility)(18), Weapon Supremacy(Heavy Mace)(F18), Combat Reflexes(F20), Skill Focus(Intimidate)(M1)
Epic Feats: Great Ability(Strength)(21), Epic Weapon Focus(Heavy Mace)(F22), Epic Ability Focus(24), Epic Weapon Specialization(F24), Spellcasting Harrier(F26), Pulverize(27)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-see invisibility. At will-aid, bull's strength, continual flame, cure light wounds, detect evil, dispel evil, greater dispel magic, greater invisibility, greater plane shift, greater teleport, holy aura, holy smite, holy word, remove fear. 3/day-blade barrier, heal, mass bull's strength, righteous might. Caster level 28th. The save DCs are 19 + spell level.

Change Shape (Su)

Strength of Light can assume the form of any Small, Medium or Large humanoid.

Stun (Su)

If Strength of Light strikes an opponent with his mace, that creature must succeed on a DC 45 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength based.

Uncanny Dodge (Ex)

Strength of Light retains his Dexterity bonus to AC when flatfooted, and he cannot be flanked except by a rogue of at least 32nd level. He can flank characters with the uncanny dodge ability as if he were a 32nd level rogue.

Angelic Strength (Su)

Strength of Light is a personification of the might of both Ysgard and the angelic host. He can channel this power to greatly enhance himself, much as a cleric of strength can. Three times per day, Strength of Light can use the granted power of the Strength domain as a 28th level cleric. This grants him a +28 enhancement bonus to Strength for one round.


Marshal powers:
Spoiler: ShowHide


Strength of Light manifests auras as a 1st level marshal.

Minor Auras (+9): Motivate Strength



Gear: [spoiler]

Overwhelm

This heavy mace has been at Strength of Light's side longer than anyone can recall. It is said that it is the heart of a volcano beaten into submission, and that Strength of Light defeated an erupting volcano in combat. This is only half true. Strength of Light was part of an army that defeated a massive titan of fire, one that lived in a volcano. His previous weapon, the mace given to all astral devas, was melted during the confrontation. Afterwards, a friendly cleric of Tempus helped Strength of Light reforge the weapon from its remnants and imbue the glory of that battle into it.

Overwhelm is a large heavy mace+7, holy and flaming burst. Further, the mace empowers his crushing strike feat. In addition to the stated benefit of the feat, the target also suffers a -1 penalty to armor class. These penalties stack with each other and last until the beginning of Strength of Light's next turn.

While Strength of Light usually wears no armor, he has been soaked with the blood of Jormungandr. This grants him a +4 enhancement bonus to all ability scores and increases his racial bonus against poison to +8. This bonus applies against epic poisons.

Strength of Light carries no other gear normally. He sometimes wears full plate armor+5, soulfire when overseeing ceremonies with the Amber Army.
Title: Re: Characters and monsters
Post by: Anastasia on April 07, 2015, 02:35:49 PM
Yuki-onna

Yuki-onna are women lost in blizzards, but instead of dying, they are embraced by winter's chill touch. They become spirits of winter, distant from all the world. Most stay in mountainous retreats where winter never abates, where legends say they will take in lost travelers. Some claim that they prey on and ultimately consume the travelers, while others paint them in a genuinely altruistic light.

Creating a Yuki-onna

"Yuki-onna" is an acquired template that can be added to any living female humanoid (referred to hereafter as the base creature).

Size and Type

The base creature's type changes to fey with the cold subtype. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged.

Armor Class

The base creature gains a deflection bonus to armor class equal to her Charisma modifier.

Attacks

A yuki-onna has a freezing touch as a melee touch attack. If the base creature can use weapons, the yuki-onna retains this ability. A yuki-onna fighting without weapons uses a touch attack when making an attack action. When she has a weapon, she usually uses whichever is more beneficial. A creature that already has a slam attack or similar natural attack may use whichever is better.

Full Attacks

A yuki-onna fighting without weapons makes two freezing touches as a full attack. She may not add a freezing touch attack when using a weapon to full attack.

Damage

A yuki-onna's touch deals 1d6 points of cold damage per 3 hit dice of the base creature.

Special Attacks

A yuki-onna retains all the special attacks of the base creature and also gains the following special abilities.

Spell-Like Abilities (Sp)

At will-charm person, disguise self, hold monster, ice darts, silent image, snowdrift. 1/day-cone of cold. The save DCs are Charisma based.

Confusion (Su)

The touch of a yuki-onna can doom a creature to wander with no hope of escape. As a standard action, the yuki-onna may make a touch attack against a creature. If it succeeds, they must make a Will save or be cursed to be lost for 24 hours. A creature affected by this wanders and cannot find their way to anything.  To others, they seem to wander in aimless circles and paths, while to them they strive to navigate in a world that doesn't make sense. An affected creature may follow another or be directly lead.

The save DC is Charisma based.

Special Qualities

A yuki-onna has all the special qualities of the base creature, plus the following special qualities.

- Low-light vision
- Immunity to cold
- Vulnerability to fire
- Damage reduction 5/cold iron

Blizzard Maiden (Ex)

A yuki-onna can travel through snow and icy conditions with no risk of slipping. She is not slowed down or impeded by wintry conditions in any way. She can see normally in a blizzard, ice storm or similar conditions.

Abilities

Increase from the base creature as follows: Dex +4, Int +2, Wis +2, Cha +4.

Alignment

Usually any chaotic. Yuki-onna tend towards chaotic alignment, but may be of any alignment.

Level Adjustment

+4
Title: Re: Characters and monsters
Post by: Anastasia on April 28, 2015, 03:28:16 PM
Eldath, Mother Guardian of the Groves

Fluff:
Spoiler: ShowHide


Eldath
Goddess of Singing Waters, Mother Guardian of the Groves, the Green Goddess
Lesser Power
Symbol: Waterfall plunging into a still pool
Home Plane: House of Nature
Alignment: Neutral Exalted
Portfolio: Quiet places, springs, pools, peace, waterfalls
Worshipers: Druids, pacifists, rangers, swanmays
Cleric Alignments: CG, LG, NG
Domains: Charity, Community, Family, Good, Plant, Protection, Water
Favored Weapon: A net (Net)


Notes:
Spoiler: ShowHide


- Eldath is largely unchanged from canon FR. She picks up swanmays as worshipers and has expanded domains, but that's it.

- Eldath's relationship with Istishia is left open ended. It's safe to say that for whatever reason, the Water Lord respects Eldath. Those sort of dalliances happen, though it's extremely rare for one of the elemental deities to grow close to anyone else. The fact that Eldath has Water and it allows her to freely command primal elementals is incredibly rare and a sign of the high regard Istishia holds her in.

- Druid/monk is a strange combination, but it's one that works well enough for her. Shapeshift lets her become a colossal sized water elemental, which is a nice form for her if she really needs to wreak havoc.

- Eldath is a pacifist, though there are a few exceptions. Constructs aren't alive and are fair game to her. Likewise, undead are acceptable to attack, though she rarely has need to do so. She would rather soothe the spirit of the undead, try to get it to repent (if intelligent) and restore it to life instead. Fiends are rarely fought - she works to convert them or at least make them forswear what they were doing when she crossed their path. She sincerely believes violence is only an absolute last resort. A calm word, soothing presence and serenity can do more than a thousand blows.

- On that note, Eldath is barely a lesser power. Pacifism just isn't well suited to D&D or Balmuria. The fact that she's a lesser power is mainly a testament to her extraordinary will. She truly believes non-violence is the correct path and will face down horrors with nothing but her own words. It's commendable, albeit a tough path to follow.

- Eldath doesn't use vow of peace/non-violence. She follows the spirit behind them, but I don't feel using those feats benefits her. I generally prefer to leave the vow feats away from deities. They're the examples and what the vows draw from. Also the mechanics of those feats are a bit troublesome, and she has enough going on without them.

- Eldath's plant companion ACF is from Dragon. It'll be in the next post.


Druid 42//Monk 42

Size/Type: Medium Outsider (Good)
Divine Rank: 6
Hit Dice: 42d8+588 (924 hp)
Initiative: +21
Speed: 200ft, swim 200ft, fly 340ft (perfect)
Armor Class: 100 (+15 dex, +6 divine, +29 natural, +14 deflection, +18 wis, +8 monk)(+6 if touching water)
Base Attack/CMB/CMD: +42/+60/131
Attack: Net+69 ranged touch (entangled) or unarmed strike+66 (2d10+18)
Full Attack: Net+69/+64/+59/+54 (entangled) or unarmed strike+66/+66/+66/+59/+54/+49 (2d10+18)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, shapeshift, ki strike(magic, good, adamantine), stunning fist 42/day(DC 50), net.
Special Qualities: Damage reduction 20/adamantine and epic, immunity to acid and cold, spell resistance 79, divine traits, animal companion, wild empathy, woodland stride, trackless step, venom immunity, a thousand faces, timeless body, improved evasion, slow fall(any), purity of body, wholeness of body(84 hp), diamond body, abundant step, mastery of the stunning fist, tongue of the sun and moon, empty body, perfect self, fast healing 6.
Saves: Fort +53, Ref +54, Will +63 (+4 vs fey, +2 vs enchantment)
Abilities: Str 35, Dex 40, Con 38, Int 37, Wis 46, Cha 39
Skills: Balance+66, Concentration+65, Diplomacy+67, Handle Animal+65, Heal+69, Hide+66, Knowledge(Arcana)+64, Knowledge(Dungeoneering)+64, Knowledge(Geography)+64, Knowledge(Nature)+66, Knowledge(Planes)+64, Knowledge(Religion)+64, Listen+69, Move Silently+66, Ride+66, Sense Motive+69, Spellcraft+64, Spot+69, Survival+71, Swim+71, Tumble+66
Feats: Exalted Shapeshift(1), Iron Will(H) Improved Unarmed Strike(M1), Stunning Fist(M1), Deflect Arrows(M2), Animal Friend(3), Ability Focus(Aura of Calm)(6), Improved Disarm(M6), Intuitive Attack(9), Extend Spell(12), Nonlethal Substitution(15), Purify Spell(18)
Epic Feats: Epic Will(21), Exceptional Deflection(M23), Improved Intuitive Attack(24), Epic Spell Capacity(D24), Infinite Deflection(M26), Epic Disarm(27), Improved Elemental Fury Form(D28), Reflect Arrows(M29), Great Ability(Wisdom)(30), Improved Shapeshift Size(D32), Armor Skin(M32), Improved Spell Resistance(33), Fast Healing(M35), Great Ability(Wisdom)(36), Improved Shapeshift Size(D36), Armor Skin(M38), Epic Ability Focus(Aura of Calm)(39), Fast Healing(D40), Armor Skin(M41), Armor Skin(42)
Salient Divine Abilities: Area Divine Shield, Aura of Calm, Automatic Metamagic(Nonlethal Substitution), Command Plants, Divine Shield, Divine Water Mastery, Extra Domain(Community), Extra Domain(Family), Extra Domain(Protection), Increased Spell Resistance, Still Waters
Alignment: Neutral Exalted

Racial powers:
Spoiler: ShowHide


Net (Su)

Eldath can conjure nets to throw as a free action. These nets are treated as being +6 ghost touch nets and have a maximum range of 100ft. Eldath can conjure them fast enough to make a full attack, with each attack being a different net thrown. A creature caught in one of Eldath's nets is reduced to 1/4th normal movement speed instead of 1/2, and they cannot fly, swim, run or charge. The Concentration check DC to cast a spell while entangled by one of Eldath's nets is 49, as is the Escape Artist check to escape the net or the Strength check to burst the net.

Nets created by this ability last for one hour.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-acid fog, aid, animate plants, antimagic field, barkskin, bless, blade barrier, command plants, cone of cold, control plants, control water, create food and water, dispel evil, elemental swarm, entangle, fog cloud, goodberry, greater plane shift, greater teleport, helping hand, heroes feast, holy aura, holy smite, holy word, horrid wilting, ice storm, imbue with spell ability, mage's magnificent mansion, magic circle against evil, mass cure light wounds, mass heal, mind blank, obscuring mist, plant growth, prayer, prismatic sphere, protection from energy, protection from evil, protection from spells, refuge, repel wood, sanctuary, shambler, shield other, spell immunity, spell resistance, status, summon monster 9 (good creatures only), telepathic bond, tongues, wall of thorns, water breathing. Caster level 42nd. The save DCs are 40 + spell level.

Alter Reality (Su)

Eldath 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. Eldath can use limited wish when doing so can help her peace, quiet places and pacifism. Note that in the situation where Eldath 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)

Eldath 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:

Charity: 6/day, take 42 hp in damage, give ally the same amount of temp hp. Full round action to use.
Community: Can use calm emotions as an SLA once per day, gain a +2 bonus to diplomacy.
Family: 6/day, grant up to 14 creatures a +4 dodge bonus to armor class. Must be within 10ft of you. Lasts 21 rounds, free action to use.
Good: +1 caster level to good spells.
Plant: 17/day command plants.
Protection: 6/day grant a touched target a +21 resistance bonus to their next saving throw. Lasts for one hour.
Water: 17/day channel water, deal 11d6 damage to fire creatures. DC 34.

Divine Aura (Ex)

The save DC against Eldath's divine aura is 30 and the radius is 600ft.

Immunities: Eldath 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, Eldath 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: Eldath gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Eldath does not automatically fail on a natural attack roll or saving throw roll of 1. Eldath may take 10 on any check.

Communication: Eldath 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, Eldath 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 the crashing of a waterfall. In this case, anyone within earshot of the sound can hear it.

Create Items: Eldath can create any wondrous item with power related to pacifism, peace and water; the maximum is 30,000 gold.

Portfolio Sense: Eldath is aware of any act of pacifism, peace-making or water that involves 500 or more people.


Druid powers:
Spoiler: ShowHide


Eldath casts as a 42nd level druid (caster level 43rd for spells with the good descriptor). The save DCs are 28 + spell level. All of her spells that deal energy damage are automatically modified by nonlethal substitution. Her metamagic options are Extend Spell (+1) and Purify Spell (+1).

[6/day]0: Detect Magic, Detect Poison, Guidance, Light, Resistance, Virtue
[10/day]1: Calm Animals, Charm Animals, Detect Animals or Plants, Endure Elements, Hide From Animals, Jump, Pass Without Trace, Speak With Animals, Summon Nature's Ally 1x2
[10/day]2: Animal Messenger, Animal Trace, Barkskin, Delay Poison, Gust of Wind, Hold Animal, Owl's Wisdom, Reduce Animal, Tree Shape, Warp Wood
[9/day]3: Daylight, Diminish Plants, Dominate Animal, Neutralize Poison, Plant Growth, Protection From Energy, Quench, Sleet Storm, Water Breathing
[9/day]4: Air Walk, Antiplant Shell, Command Plants, Control Water, Ice Stormx2, Reincarnate, Rusting Grasp, Summon Nature's Ally 4
[9/day]5: Animal Growthx3, Awaken, Call Lightning Storm, Tree Stride, Wall of Thornsx3
[8/day]6: Antilife Shell, Ironwoodx2, Liveoak, Repel Wood, Transport via Plantsx3
[7/day]7: Animate Plants, Healx2, Sunbeam, Transmute Metal to Wood, True Seeingx2
[7/day]8: Control Plants, Earthquake, Reverse Gravity, Sunburstx4
[7/day]9: Foresightx2, Regeneratex2, Shambler, Sympathyx2
[7/day]10: Cleansing Rainx2Home, Energy Immunityx3Home, Extended Rain of TulipsBoED, True Meteor SwarmHome
[6/day]11: Dire WinterHome, Power of the HuntressHome, Shardread WeaponHome, SunlanceHome, Superb Dispellingx2Home
[6/day]12: Extended Shardread Weapon, Mass RegenerateHome, Purified Sunlancex2Home, Rain of Desolationx2Home,
[6/day]13: Mass Energy Immunityx3Home, Purified Rain of Desolationx3
[6/day]14: Mass Power of the Huntressx3Home, Morwel's Blessingx3Home,
[5/day]15: Call Primal Elementalx3Home, Greater Foresightx3Home
[5/day]16: Extended Greater Foresightx5Home
[2/day]17: Domiel's Spread of Lifex2Home

BoED - Book of Exalted Deeds
Home - Homebrew

Shapeshift

Eldath shapeshifts as a 42nd level druid. All of her shapeshift forms gain the benefits of the celestial creature template. She can choose to increase the size of her shapeshifted forms by up to two size categories.

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.

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.

A Thousand Faces (Su)

At 13th level, a druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid's body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid's appearance, within the limits described for the spell.

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.


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.

Ki Strike (Su)

At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)

At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

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.


Gear:
Spoiler: ShowHide


Eldath carries no weapon, though she is able to generate nets as described above.

Water

Eldath is surrounded by white, misty water. This mist can take the form of any clothing Eldath wishes, or none at all if she desires. Water provides its benefits regardless of the form it takes. It is said that this mist is the mist from the first waterfall to be made in Creation, a gift from Istishia to Eldath during a brief relationship the two had. This is primarily known due to Letisa, a unique and non-divine outsider that was the result of that union. Letisa holds a high position in Istishia's court and is not shy about discussing her parentage.

Water causes all melee and ranged attacks against Eldath to be treated as if they were made underwater. Freedom of movement and similar effects do not overcome this effect. Spells and spell-like abilities with the fire descriptor require a Spellcraft check if they target or affect Eldath, with a DC of 50 + spell level. Failure results in the spell failing.

Once per day as a full round action, Eldath may invoke Water to create an enormous waterfall. The waters of this waterfall come from a portal to the Elemental Plane of Water. This waterfall is 1000ft tall and 400ft wide, and the ground beneath it is converted to a lake 1 mile in diamater and 500ft deep. Eldath can create this waterfall wherever she wishes, terrain and buildings around it are changed to permit it. The works of deities require Eldath to make an opposed rank check to overcome in this manner. This waterfall lasts for 1 hour, though Eldath can choose to make a waterfall permanent if she wishes.

As a standard action, Eldath can call water elementals into the waterfall from the portal to the Elemental Plane of Water. She can summon 1 primal elemental, 2 elemental monoliths, 4 elder elementals, 8 greater elementals or 16 huge or lesser elementals per summoning. The elementals automatically obey Eldath and serve her every command. The elementals summoned by this last for 1 hour or until the waterfall ends.

The waters of this waterfall are pure and cannot be polluted or corrupted in any way, and impurities introduced into the water are immediately disintegrated. Creatures who drink the waters or are immersed in them are cured of all poisons and diseases.

Beyond this, Eldath has a great deal of treasure. Any non-epic item and most epic items are trivial for her to obtain, as well as many artifacts.


Custom Material: [spoiler]

Cleansing Rain
Evocation [Acid, Good]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (80ft radius, 80ft high)
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

A drenching rain falls from above, washing away filth while dissolving evil. Non-evil creatures are cleansed by the rain, any dirt and grim washed away. Evil creatures are affected by the rain as if were acid, taking 20d6 points of acid damage per round of exposure. Evil outsiders are particularly vulnerable, suffering a -4 penalty to the Reflex save.

Evil creatures slain by this spell are reduced to a puddle of clean, clear water.

Sacrifice

1d4 points of Strength drain.

Improved Elemental Fury Form [Epic, Shapeshift]
Prerequisite: Shapeshift ability, Elemental Fury form with great cleave, wis 27
Benefit: Your elemental fury form gains even greater powers. While in elemental fury form, the bonuses to Strength, Fortitude saves, Reflex saves, Will saves and natural armor rise by 4.

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.

Improved Shapeshift Size [Epic, Shapeshift]
Prerequisite: Shapeshift ability
Benefit: When you shapeshift, you may choose to become one size larger than normal. This stacks with any size increases a shapeshift grants, up to a maximum size of Colossal.
Special: You can select this feat more than once. Its benefits stack.

AURA OF CALM
Prerequisite: Pacifism as a portfolio element, wis 35
Brenefit: Eldath is surrounded by an aura of gentle calm that stills aggression of all kinds. All creatures within 600ft of Eldath are unable to commit acts of violence unless they succeed on a Will save (DC 10 + 1/2 Eldath's hit dice + Eldath's Wisdom modifier; DC 55). A creature that fails the save cannot attempt it again for 24 hours, while a creature that succeeds on the save is immune to Eldath's aura of calm for 24 hours.

Should a creature succeed on the saving throw and make an attack against a creature, they suffer 20d6 points of damage each time they deal damage to a creature. This damage can be lethal or nonlethal damage at Eldath's discretion. Eldath can also choose to exempt a creature from this damage, and she is immune to effects of her aura of calm. Creatures outside of the aura are free to attack creatures within it, nor are they subject to taking damage if they deal damage to a creature within it.

This is a mind-affecting ability. Creatures immune to mind-affecting effects are not immune to this, though they gain a +10 bonus to the saving throw.

STILL WATERS
Prerequisite: Water domain, monk level 20th
Benefit: Eldath's still waters not only reflect her peaceful serenity, but how she stops those who wish to harm her. In response to a melee attack against her, Eldath may make a CMB check against the attacker's CMD. If she succeeds, the attack is stopped and countered, dealing no damage to her or any other creature who would be affected (such as if the attacker was using the whirlwind attack feat).  A creature who has an attack stopped cannot attack Eldath until the beginning of its next turn.
Title: Re: Characters and monsters
Post by: Anastasia on April 29, 2015, 10:54:27 AM
Maralla, Eldath's Plant Companion

Fluff:
Spoiler: ShowHide


Maralla was once a mere seedling, an unremarkable daisy that would grow, blossom and wither away. It was then that fate intervened, for Eldath chose that little seedling to be her plant companion. It gained awareness from this gift and has grown greatly under Eldath's protection. It is unswervingly loyal to Eldath, who it sees as its mother.

Maralla's form is that of an 10ft tall, androgynous green humanoid covered in daisy blossoms. It is beautiful without being attractive, a work of art rather than an object of desire. It abhors violence in all forms and wishes only to serve Eldath while tending to its own gardens in the House of Nature. Only Eldath's orders or the protection of forestcreatures will rouse it to such, and only if there is no other option. Unlike Eldath, Maralla does not waste much time talking. It knows it does not have Eldath's skill at oratory.


Notes:
Spoiler: ShowHide


- Plant companion is from Dragon. This takes the bones of it and fills it out, as well as adds in various modifications Eldath has made over time. It is quite capable and often serves as a guardian of holy places to Eldath on the Prime Material.

- The companions, familiars and mounts of deities tend to be epic creatures in their own rights. Nothing wrong with that, as deities are served by a great many powerful creatures.

- Eldath refrains from bestowing the proxy template onto Maralla, as that would turn it into an outsider. Maralla is naturally immortal so long as it is tied to Eldath, so there's no need for it on those grounds. Being a plant instead of an outsider makes it much easier for Maralla to deal with the Prime Material. Eldath would be capable of reversing the type change if the template was given, but it's not a pleasant process. It's far easier to become an outsider than to cease being one, as the natural progression of souls in Creation is to become an outsider.


Size/Type: Large Plant
Hit Dice: 38d8+456+38+228 (1026 hp)
Initiative: +17
Speed: 30ft, swim 30ft
Armor Class: 63 (-1 size, +9 dex, +34 natural, +1 dodge, +10 armor)
Base Attack/CMB/CMD: +28/
Attack: Slam+43 (1d6+15)
Full Attack: Slam+43/+38/+33/+28 (1d6+15)
Space/Reach: 10ft/10ft
Special Attacks: Sleep pollen, shapeshift, smite evil 1/day.
Special Qualities: Damage reduction 20/epic and evil, immunity to fire, resistance to acid, cold and electricity 20, spell resistance 43, blindsight 30ft, darkvision 120ft, blunting mold, plant traits.
Saves: Fort +40, Ref +37, Will +32
Abilities: Str 41, Dex 29, Con 35, Int 10, Wis 18, Cha 18
Skills: Hide+49, Listen+44, Move Silently+49, Spot+44
Feats: Toughness(1), Improved Initiative(3), Darkstalker(6), Ability Focus(Sleep Pollen)(9), Dodge(12), Rapidstrike(Slam)(15), Weapon Focus(Slam)(18), Improved Rapidstrike(Slam)(21)
Epic Feats: Epic Ability Focus(Sleep Pollen)(24), Superior Initiative(27), Epic Toughness(30), Epic Toughness(33), Epic Toughness(36)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Shapeshift

Maralla shapeshifts as a 20th level druid.

Sleep Pollen (Ex)

As a standard action, Maralla can emit a 50ft cloud of green pollen centered on itself. Creatures within the radius of the pollen must make a DC 49 Fortitude save or be knocked unconscious for 1d4 hours.

The save DC is Constitution based and includes a +2 racial bonus.

Blunting Mold (Ex)

Maralla is covered in thick green mold, which naturally coats any piercing or slashing weapon used to deal damage to it. Any weapon coated in this mold suffers a -4 penalty to attack rolls and only deals half damage. A full round action can remove the mold and restore the weapon to normal.


Gear: [spoiler]

Maralla is a plant and wears no gear. However, it has been extensively enchanted and modified by Eldath, granting it several benefits. It has a +8 enhancement bonus to ability scores, a +10 armor bonus to armor class, a +10 resistance bonus to saving throws, immunity to fire, the celestial creature template and damage reduction 20/epic and evil. In addition, Maralla can shapeshift as a 20th level druid. Finally, Maralla has good base save progression for all three saving throws.
Title: Re: Characters and monsters
Post by: Anastasia on May 15, 2015, 12:18:49 AM
This shows what the majority of mercane look like. Wizardly studies make sense for them, so here they are. They focus or defensive and non-combat options. Fighting is what they pay bodyguards for.

Mercane 7//Wizard 7

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/+10/22
Attack: Masterwork Falchion+9 (2d6+3 18-20 x2)
Full Attack: Masterwork Falchion+9/+4 (2d6+3 18-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Spells, spell-like abilities.
Special Qualities: Spell resistance 19, telepathy 100ft, darkvision 60ft, familiar.
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15
Skills: Appraise+24, Bluff+12, Concentration+13, Craft(Alchemy)+15, Craft(Armorsmithing)+15, Craft(Weaponsmithing)+15, Decipher Script+17, Diplomacy+12, Forgery+15, Gather Information+12, Knowledge(Arcana)+15, Knowledge(Planes)+15, Listen+13, Profession(Merchant)+13, Sense Motive+13, Spellcraft+15, Spot+13
Feats: Combat Expertise(1), Scribe Scroll(W1), Skill Focus(Appraise)(3), Craft Magic Arms and Armor(W5), Diligent(6)
Epic Feats: -
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

3/day-dimension door, invisibility. 1/day-plane shift, secret chest. Caster level 7th. The save DCs are 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.


Wizard powers:
Spoiler: ShowHide


Mercane wizards cast as 7th level wizards. The save DCs are 15 + spell level.

0: Arcane Mark, Detect Magic, Detect Poison, Mending
1: Alarm, Detect Secret Doors, Mage Armor, Shield, Silent Image, Unseen Servant
2: Arcane Lock, Glitterdust, See Invisibility, Web
3: Fly, Major Image, Tongues
4: Remove Curse, Scrying



Gear:
Spoiler: ShowHide


Mercane carry masterwork falchions. Mercane wizards carry a variety of scrolls and magical weapons, many of which they crafted themselves. They generally strike a balance between utility and salable items, as mercane quickly learn that gold isn't (usually) worth getting killed over.
Title: Re: Characters and monsters
Post by: Anastasia on May 31, 2015, 02:09:59 PM
Rilhansana, Great Wyrm of Winter

Fluff:
Spoiler: ShowHide


When the Archcoven of Holmarge struck at Auril, they used many dominated slaves to attack while they bombarded her with magic. One of these slaves was Rilhansana, a great wyrm white dragon ripped from his home in the mortal world. it is said he lasted through the summoning of the great northern wind, only to be torn apart by Auril's axe and his soul tossed into the Styx.

The fact that he protected his mind and memories from the Styx was small consolation, as the rest of his soul was drenched with the river's power.


- An excerpt from the Dragon Codex, a study of famous dragons.

Winter would not be denied, as it knew its queen. Those who think that the Queen of Air and Darkness does not support Auril are fools, for the ease on which she cut through the Archcoven of Holmarge could only be with her favor. The frostwind viragos were slain to the last, the covenstone shattered and the souls of those foolish fey ripped from The Cycle to serve Auril - forever.

- An excerpt from Unseelie Luminaries, a study of famous Unseelie fey.

It is known that a dead dragon ceases to grow. Left alone, the spirit of a dragon will ponder perfection until the final day of Creation. Rilhansana's spirit was not granted this luxury. Auril forced him to materialize a body and join her court as yet another slave to winter. He joined the Frozen Brood, a clique of white dragons that serve Auril. They are opposed by the Snowfall Brood, a clique of white dragons who also serve Auril.

The Frozen Brood is larger but comprised of those dragons that died and thus cannot grow further. The Snowfall Brood is much smaller, but comprised of those white dragons who have earned Auril's favor, fully resurrected and allowed to continue to grow. They do battle in the endless blizzards of Auril's realm, for the Frozen Brood seeks to slay the Snowfall Brood. A dragon of the Snowfall Brood that is slain is forced to join the Frozen Brood, for in death they can grow no further.


- An excerpt from the Dragon Codex, a study of famous dragons.

To properly summon Rilhansana, no summoning circle is required. It must be managed without it, for the dragon has a deep hatred of anything that confines or limits his actions. It is said he was dominated in life and lead to his death by powerful wizards, so no enchanter or serious student of enchantment can safely summon him. Those that do are greeted by the ever-frost of his breath, then the savage fury of his claws.

- A note from Invoking Ancient Wyrms, a tome written by a excommunicated priest of Tiamat.

He hates and rages because he has nothing left. Is that not the point of winter? For those who serve it, spring never comes.

- An unknown fey, remarking on Rilhansana to a mortal sage.



Notes:
Spoiler: ShowHide


- Rilhansana is mostly a vehicle to explore a few bits of flavor around him. The archcoven was mentioned in passing in B3, while the structure of Auril's court has never been elaborated on. The idea of opposing groups of white dragons in Auril's court interests me, as the dead and frozen ones fight to destroy the spark of life in the living ones. It is winter's savage fury made manifest, Auril's hate for anything with any life or warmth. Those few white dragons she allows to keep growing face long odds to stay this, an eternal and inexorable tide of competing dragons that threaten to overwhelm them at any time. Winter isn't fair.

- White dragons (and brass) get the short end of the stick with breath weapons. I raised his breath weapon to 2d6 per age category to match the other true dragons. White dragons are already weak enough without making their breath weapon trivial. Freezing fog is a nice trick, though, and now it's part of his breath weapon.

- As for Rilhansana's personality, it's not hard to deduce it based on the flavor. It's left open so that one can draw conclusions from the material provided.

- To touch briefly on the advancement rules for dragons in the ELH/SRD: They exist in a fashion. Age isn't the only factor for a great wyrm dragon to advance. Much like outsiders, they often cease to advance or advance indescribably slow once they reach great wyrm age. Dragons in Balmuria never die of old age. They instead become more like outsiders in that regard. These rules aren't directly relevant to Rilhansana, as dead dragons cannot advance in any way. Lateral changes are possible, as he lost 3 levels of barbarian for the styx-corrupted template, but quite rare.



White Dragon 36//Barbarian 33/Styx Corrupted 3

Size/Type: Gargantuan Dragon (Cold)
Hit Dice: 36d12+360+36+72 (900 hp)
Initiative: +0
Speed: 70ft, fly 250ft (clumsy), burrow 30ft, swim 60ft
Armor Class: 53 (-4 size, +43 natural, +4 armor)
Base Attack/CMB/CMD: +36/+55/65
Attack: Bite+52 (4d6+20 plus 1 vile int damage)
Full Attack: Bite+52/+47/+42/+37 (4d6+20 plus 1 vile int damage) and 2 claws+52 (2d8+12 plus 1 vile int damage) and 2 wings+52 (2d6+12 plus 1 vile int damage) and tail slap+52 (2d8+27 plus 1 vile int damage)
Space/Reach: 20ft/20ft
Special Attacks: Spell-like abilities, spells, breath weapon (24d6; DC 38), frightful presence (DC 33), freezing fog, erosion of the mind, mighty rage 9/day.
Special Qualities: Damage reduction 27/-, spell resistance 27, fast healing 18, immunity to cold, resistance to fire 10, icewalking, styxian body, trap sense+11, improved uncanny dodge, indomitable will, tireless rage.
Saves: Fort +33, Ref +23, Will +29
Abilities: Str 41, Dex 10, Con 31, Int 18, Wis 19, Cha 20
Skills: Appraise+43, Balance+39, Hide+39, Knowledge(Arcana)+43, Knowledge(Local:Fury's Heart)+43, Knowledge(Nature)+43, Knowledge(Planes)+43, Listen+43, Move Silently+39, Spellcraft+43, Spot+43, Survival+43, Swim+62
Feats: Clinging Breath(1), Heighten Breath(3), Multiattack(6), Improved Multiattack(9), Toughness(12), Rapidstrike(Bite)(15), Improved Rapidstrike(Bite)(18), Iron Will(21), Suppress Weakness(24), Overcome Weakness(27), Combat Reflexes(30), Power Attack(33), Quicken Breath(36)
Epic Feats: Epic Toughness(B24), Epic Rage(B28), Chaotic Rage(B32)
Alignment: Anarchic Vile

Racial powers:
Spoiler: ShowHide


Spells

Rilhansana casts as a 13th level sorcerer. The save DCS are 15 + spell level.

The following spells are kept up at all times and are factored into the statblock above: Frost Armor, Superior Resistance.

[6/day]0: Chaos RippleHome, Detect Poison, Detect Magic, Mage Hand, Mending, Message, Prestidigitation, Ray of Frost, Read Magic
[8/day]1: Protection from Law, Ray of Enfeeblement, Shield, Silent Image, True Strike
[7/day]2: Blur, Mirror Image, See Invisibility, Summon Swarm, Touch of Idiocy
[7/day]3: Frost ArmorHome, Haste, Slow, Tongues
[7/day]4: Charm Monster, Fear, Ice Storm, Wall of Ice
[7/day]5: Hold Monster, Teleport, Wall of Force
[4/day]6: Greater Heroism, Superior ResistanceSC

Home - Homebrew

Spell-Like Abilities

3/day-fog cloud, gust of wind, wall of ice. 1/day-control weather. Caster level 36th. The save DCs are 15 + spell level.

Breath Weapon (Su)

Once every 1d4 rounds, Rilhansana can breath a 60ft cone of cold. This deals 24d6 points of cold damage. A DC 40 Reflex save halves the damage. In addition, the area affected by the breath weapon is affected as if by freezing fog (see below for 5 rounds. The save DC is Constitution based and includes a +2 racial bonus.

Icewalking (Ex)

This ability works like the spider climb spell, but the surfaces Rilhansana climbs must be icy. It is always in effect.

Freezing Fog (Sp)

Rilhansana can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. Rilhansana is immune to the grease effect because of his icewalking ability. This ability is the equivalent of a 5th level spell.

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.


Barbarian powers:
Spoiler: ShowHide


Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Greater Rage (Ex)

At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Indomitable Will (Ex)

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex)

At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex)

At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.


Gear:
Spoiler: ShowHide


Rilhansana does not use equipment, as he is a dragon and prefers to collect treasure for his horde instead. However, his natural weapons enjoy a +5 enhancement bonus.
Title: Re: Characters and monsters
Post by: Anastasia on June 07, 2015, 05:23:06 PM
Tributes are animals sacrificed by Auril's clergy in her name. This sacrifice causes the animal's spirit to fly to Auril's realm instead of the Beastlands. Here the animal is embraced in winter's power and is condemned to wander the wastelands around Auril's palace for all time. They become one with winter and Auril's frigid rage.

Mechanically, these animals gain the ice elemental creature template, shift to evil alignment due to Auril's touch and gain the ability to rage as a barbarian. Herds of these serve as flavor as well as potential encounters to those who explore Auril's blizzards. Tributes cannot breed and the only source of them is from sacrifices. Her faithful routinely sacrifice animals to her on her unholy days.


Tribute, Dire Boar

Size/Type: Large Elemental (Air, Cold, Water)
Hit Dice: 7d8+21+7 (62 hp)
Initiative: +2
Speed: 40ft, swim 20ft, fly 40ft (perfect)
Armor Class: 17 (-1 size, +2 dex, +6 natural)
Base Attack/CMB/CMD: +5/+14/26
Attack: Gore+13 (2d6+12 plus 2d6 cold)
Full Attack: -
Space/Reach: 10ft/10ft
Special Attacks: Ferocity, rage 2/day.
Special Qualities: Damage reduction 5/magic, immunity to cold, vulnerability to fire, low-light vision, scent, elemental traits.
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 8 
Skills: Listen+11, Spot+11, Swim+8
Feats: Toughness(1), Weapon Focus(Gore)(3), Improved Natural Attack(Gore)(6)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Ferocity (Ex)

A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Rage (Ex)

This ability is identical to the barbarian class feature of the same name, except that the creature exchanges the +2 morale bonus to Will saves for fire resistance 10.


Gear: [spoiler]

Tributes do not have any gear or possession, as they are simple animals imbued with elemental power.
Title: Re: Characters and monsters
Post by: Anastasia on June 13, 2015, 01:52:55 PM
Arctinal, Beast of the North Wind

Fluff:
Spoiler: ShowHide


The old man smiles at your request for knowledge. "Too many only care about how to defeat a threat, when real power can be found by understanding it. Sit down a spell and I'll tell you about Arctinal and Auril's victory over an entire world."

You know the prime material as one world. A world bigger than you know, full of fantastical adventure. But in truth, the prime material is many. Like a prism, there are countless refractions and reflections, each being a different world. Worlds are created, bloom, thrive and finally die in the fullness of time. Like the eternal leaves of the Yggdrasil, forever blooming and then withering.

When a world dies, it is because a deity or force has claimed it as their own. Once...Once there was a world where Auril triumphed. Her clergy created an endless winter across the entire world, one so fierce that all others succumbed to it. Horizon to horizon was silent, save for the howling of blizzard winds and the chanting of the Frostmaiden's minions. When at last the world itself succumbed to Auril, a portal was thrown open and she entered the world. At the same moment, it plunged into her realm in Fury's Heart, forever more her treasure.

Hah! Do not doubt it a moment. I see the disbelief in your eyes. It is the nature of mortal things to pass, and what is more mortal than the prime material? Do not doubt for a moment that this can come to pass should good men do nothing. Mark this well, for it is only by the grace of good and the sacrifices of the heroic that evil is held at bay on your world.

Now then, Auril traveled to the highest peak of her new treasure. Here she made a throne of ice to forever lord over her victorious servants - but as she sat, the throne melted. Defiance! Even now, something survived to challenge her rule. Yes, I see you shiver. Auril's rage at this slight can bring about winter's touch, even in mentioning. She took her axe, the Frostmaiden's Caress that has never known warmth, and sundered the mountain in twain. In the glowing heart of the mountain she found a cluster of ley lines, and within it a beast of legend, the tarrasque.

Few know this and fewer of them are mortal, so listen well. The tarrasque is what your sages call the Great Ravager. But it is not a singular beast, no. It is a beast of the world itself, created when conditions are right. In this case, I believe the world sought to create the tarrasque as an emergency measure against Auril's chosen. But it was too late, for the tarrasque was not yet born. It feasted on the dying ley lines, growing ever larger but not fast enough.

Auril raised her axe high, ready to destroy this final insult, but her hand stayed. Do you see me sigh here? For all Auril was in the grip of her rage, winter's rage is a cold one. It is not the unbridled passion of fire's fury, but instead a cold hatred capable of calculation. Were it not so...ah, but possibilities are meaningless, for we deal in facts and realities. The fact is that Auril saw possibilities beyond merely slaying the affront before her.

The Frostmaiden summoned thousands of fiends with but a word. At her command, they threw themselves before the tarrasque. Know that the tarrasque always hungers, and even unborn, it devoured them without a second thought. The blood of these fiends stained it, tainted it. This stirred the ravenous beast before her. Auril baptized it as it awoke, calling on the great arctic winds to transform it into a creature of ice and snow. She then washed away the ley lines in the blood of white dragons and then suckled it on the poisonous essence of her own hatred.

Yet the tarrasque knew what it had been created for. Even as it suckled on the Frostmaiden's finger, a second head grew! Its hunger would not be denied and it bit at Auril. Yes, I see you shiver again, for this struck Auril's rage anew. Know that for all the power a tarrasque has Auril is stronger yet. Imagine it! Auril is naught but our size, standing before the mountainous tarrasque. Yet size was no matter, for she moved as swiftly as a gale wind and mercilessly as a blizzard. Under this assault even the tarrasque was laid low.

Defeated and battered, the tarrasque was informed of its fate. It would serve Auril as an avenger of winter. She named it Arctinal, the Beast of the North Wind. She declared it a man, a warrior baptized in winter and unable to feel anything but cold fury and gnawing hunger. It rampages across the fallen world, devouring all it can. It is the supreme guardian of that world - for any who wish to invade Auril's realm must pass through that world, for she made it the gate. To pass through the gate without Auril's blessing, Arctinal must be slain.

This has brought you to me. Understand that the beast is stronger than the Great Ravager you know. It has grown potent in the powers Auril fed it. Know that it may be destroyed in the same way as your sages think the Great Ravager can be. But...listen well. In this story is the seed of how to subvert this challenge. Do you see how?

Yes. Ah, I knew you were a wise one. Arctinal is not a willing minion but a slave. He has grown smarter from the power Auril has forced on him. Know that he fears and hates Auril, and will not lightly turn against her. But with the right persuasion, the right words, the right offering? Yes, you see now. He still remembers his true purpose. Provide him with this and you may yet see Arctinal live up to his potential.

Go forth now, armed and armored against your coming trial. Wield knowledge as your weapon and you may yet triumph as Auril triumphed long ago.


Notes:
Spoiler: ShowHide


- Most tarrasques never reach the vaunted 10 Intelligence (see the tarrasque's fluff and notes section for information) to gestalt. Those that improve do so by picking up templates. In this case, Auril forced many templates onto Arctinal.

- Arctinal can't technically qualify for ice elemental creature since it doesn't allow outsiders to take it. This is handwaved since Auril herself did it during its formative stages. That's sufficient for a deity to override the normal prerequisite. If Auril really wants one of her servants to be an ice or cold elemental creature, it will be.

- Arctinal isn't grossly different than a normal tarrasque. It's a bit tougher and a bit stronger, but it isn't fundamentally changed. Its bite is far nastier now, and rending bite is painfully vicious. Then again, if you're fighting the tarrasque and don't have sufficient AC, losing limbs is likely anyway. Like with any tarrasque, the best way to stop it is to have a high AC or other anti-melee tactics. Do watch out for the SLAs, though.

- It's worth noting that Arctinal doesn't fight alone. He's surrounded by a special type of incorporeal undead created by Auril. He'd eat most minions, so these are used since he can't eat incorporeal creatures. They also cover his weaknesses and will be described in another post. What, do you think Auril would let people fight her pet tarrasque without supporting it? No, that really isn't fair, but at the level and power you'd be to challenge Arctinal, you should be able to roll with it.


Tarrasque 40//Half Fiend 4/Ice Elemental Creature 5/Draconic 1/Poisonous 3/Multiheaded 2

Size/Type: Colossal Outsider (Air, Cold, Dragonblood, Native, Water)
Hit Dice: 40d20+960+40+240 (2040 hp)
Initiative: +15
Speed: 50ft, swim 50ft, fly 50ft (perfect)
Armor Class: 61 (-8 size, +7 dex, +52 natural)
Base Attack/CMB/CMD: +40/+73/90
Attack: Bite+65 (6d8+33 plus 2d6 cold plus poison plus improved grab 15-20 x3)
Full Attack: 2 bites+65 (6d8+33 plus 2d6 cold plus poison plus improved grab 15-20 x3) and 2 horns+65 (2d10+33 plus 2d6 cold plus 2 Con) and 2 claws+65 (2d12+33 plus 2d6 cold) and tail slap+65 (4d8+33 plus 2d6 cold plus knockdown)
Space/Reach: 30ft/30ft
Special Attacks: Augmented critical, frightful presence, improved grab, knockdown, overwhelming power attack, rush, swallow whole, trample, wounding, smite good 1/day, spell-like abilities, poison, rending bite.
Special Qualities: Vast power, carapace, regeneration 100, damage reduction 25/epic, spell resistance 50, immunity to cold, fire, poison, disease, energy drain, ability damage, ability drain, stunning, dazing, mind affecting, sleep, paralysis and critical hits, resistance to acid, electricity and sonic 60, scent, mettle, darkvision 120ft, low-light vision.
Saves: Fort +67, Ref +50, Will +39
Abilities: Str 61, Dex 24, Con 58, Int 7, Wis 14, Cha 18
Skills: Listen+55, Spot+55 
Feats: Combat Reflexes(B), Improved Initiative(B), Improved Multiattack(B), Power Attack(B), Cleave(1), Great Cleave(3), Run(6), Ability Focus(Frightful Presence)(9), Toughness(12), Improved Critical(Bite)(15), Improved Natural Attack(Bite)(18)
Epic Feats: Improved Combat Reflexes(21), Epic Speed(24), Superior Initiative(27), Epic Toughness(30), Epic Toughness(33), Epic Toughness(36), Spellcasting Harrier(39)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

3/day-darkness, poison, unholy aura. 1/day-blasphemy, contagion, desecrate, horrid wilting, summon monster 9 (evil creatures only), unhallow, unholy blight. Caster level 40th. The save DCs are 14 + spell level.

Vast Power (Ex)

Arctinal possesses a degree of might unknown to lesser creatures. He uses d20s for all hit dice, adds his Strength modifier to his saving throws, gains maximum HP per hit die and uses his full Strength modifier to determine damage on his secondary natural weapons.

Augmented Critical (Ex)

Arctinal's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. On a successful critical hit, Arctinal's bite also severs a limb. He may choose which limb to sever.

Overwhelming Power Attack (Ex)

Arctinal deals two points of damage for each point of attack he sacrifices with power attack. This stacks to 3 for 1 in the event he uses an attack that already gets a 2 to 1 return on power attack.

Frightful Presence (Ex)

Arctinal can inspire terror by charging or attacking. Affected creatures must succeed on a DC 44 Will save or become shaken, remaining in that condition as long as they remain with 60ft of him. The save DC is Charisma based and includes a +8 racial bonus.

Improved Grab (Ex)

To use this ability, Arctinal must hit a Gargantuan or smaller opponent with his bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the CMB check, he establishes a hold and can try to swallow the foe the following round.

Rending Bite (Ex)

If Arctinal hits with both bite attacks on the same creature, he tears and pulls the creature apart. This deals an extra 12d8+66 points of damage and severs the creature's legs (or similar appendages).

Wounding (Ex)

The horns of Arctinal deal jagged wounds that do not cease bleeding, causing 2 points of Constitution damage per successful hit.

Knockdown (Ex)

A creature struck by Arctinal's tail slap must make a DC 63 Fortitude save or be knocked prone. The save DC is Strength based and includes a +8 racial bonus.

Rush (Ex)

Once per minute, Arctinal can move at a speed of 250ft.

Swallow Whole (Ex)

Arctinal can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 4d10+24 points of crushing damage plus 4d10+22 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Arctinal's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Arctinal's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium or 512 Small or smaller creatures.

As Arctinal has two heads and gullets, he can swallow twice the number of creatures. Track each gullet's swallowed creatures separately.

Carapace (Ex)

Arctinal's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Regeneration (Ex)

No form of attack deals lethal damage to Arctinal. He regenerates even if he fails a saving throw against a disintegrate spell or a death effect. If Arctinal fails his save against a spell or effect that would kill him instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to his full normal hit points +10. Arctinal is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

Arctinal can be slain only by raising his nonlethal damage total to his full normal hit points +10 and using a wish or miracle spell to keep him dead.

If Arctinal loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). He can reattach the severed member instantly by holding it to the stump.

Trample (Ex)

As a full round action, Arctinal can move up to twice his speed and literally run over any opponents at least one size category smaller than himself. This deals 8d10+37 damage, with a Reflex save DC 63 for half damage. This may be used in conjunction with his rush ability. The save DC is Strength based and includes a +8 racial bonus.

Poison (Ex)

DC 54 injury; 1d4 Intelligence damage primary and 1d4 Intelligence damage secondary. The save DC is Constitution based.

Skills

The tarrasque has a +10 racial bonus on Listen and Spot checks.


Gear: [spoiler]

Arctinal carries no gear. However, his natural attacks have a +8 enhancement bonus. This is a natural occurrence due to the potency of the tarrasque.
Title: Re: Characters and monsters
Post by: Anastasia on June 15, 2015, 01:38:30 PM
Arctinal's Shades are undead spirits bound to the Beast of the North Wind. They are servants of Auril who fell into disfavor before death, but not so much that they are beyond re-earning her favor. Excellent service in this position can result in regaining Auril's favor and promotion into a new form, while a failure to do so results in forced unison with Fury's Heart.

While powerful, these shades are completely without authority and prestige. Most promotions from this caste results in a loss of personal power and hit dice, as the shades are only so powerful because they are bolstered by Arctinal's life force. This is reflected in the lifebond feat - note that Arctinal can support as many shades as he desires without harm, as a tarrasque's life force is far superior to that or a mortal's. This isn't something reflected in the text of the feat, but just a note since it's the sort of ruling I might make.

Arctinal's Shades almost all gestalt as fighters/blackguards or variant paladins. The shades lack sufficient favor to take levels in cleric or favored soul of Auril, but paladins are allowed as this applies a strict code to them. Upholding the bitterly cold code they take is another step to regaining Auril's favor.

Anyway, Arctinal's Shades cluster around him. The tarrasque finds he cannot touch them in any way, so they are safe from being devoured. At the same time, they monitor Arctinal and aid him in battle against any serious threat. They have ranged options to compensate for the tarrasque's weakness there, as well as a good fly speed and an option to slow down creatures. It's all things Arctinal can't do himself.


Arctinal's Shades

Size/Type: Large Undead (Cold, Incorporeal)
Hit Dice: 23d12+184 (339 hp)
Initiative: +13
Speed: 30ft, fly 180ft (perfect)
Armor Class: 26 (-1 size, +9 dex, +8 deflection)
Base Attack/CMB/CMD: +11/+21/39
Attack: Touch+19 (10d6 frostburn damage)
Full Attack: 2 touches+19 (10d6 frostburn damage)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, winter's touch.
Special Qualities: Immunity to cold, unholy toughness, undead traits.
Saves: Fort +7, Ref +16, Will +17
Abilities: Str -, Dex 29, Con -, Int 15, Wis 15, Cha 27
Skills: Concentration+26, Hide+37, Knowledge(Arcana)+28, Knowledge(Local: Fury's Heart)+28, Knowledge(Nature)+28, Knowledge(Religion)+28, Listen+28, Move Silently+37, Spellcraft+28, Spot+28
Feats: Iron Will(1), Suppress Weakness(3), Overcome Weakness(6), Improved Initiative(9), Lifebond(Arctinal)(12), Lifesense(15), Quicken Spell-Like Ability(Haste)(18), Empower Spell-Like Ability(Polar Ray)(21)
Epic Feats: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

3/day-greater dispel magic, haste(Arctinal and Arctinal's Shades only), polar ray, slow. Caster level 23rd. The save DCs are 18 + spell level.

Winter's Touch (Su)

At will as a standard action, an Arctinal's Shade can create a frigid field of cold at any point within 500ft. This is identical to solid fog, except that creatures within the fog take 3d6 points of frostburn damage per round. Arctinal's Shades, Arctinal and Auril are immune to the effects of winter's touch, able to see through it as if it was not there and move through it without penalty.

Unholy Toughness (Ex)

Arctinal's Shades use their Charisma modifier to determine bonus hit points.


Gear:
Spoiler: ShowHide


Arctinal's Shades are not permitted any treasure. Should they obtain any, it is immediately confiscated by clerics of Auril.
Title: Re: Characters and monsters
Post by: Anastasia on June 24, 2015, 04:57:45 PM
Dragonborn Spirit

Fluff:
Spoiler: ShowHide


The dragonborn of Bahamut live dangerous lives, ones of adventure and heroism. These lives rarely see the promise of an extended draconic lifespan, instead coming to an end in heroism and bloodshed. Those dragonborn that die in Bahamut's service become dragonborn spirits, exemplars of the dragonborn who serve as a vast honor guard to Bahamut.

Ecology

Dragonborn spirits are outsiders and thus have no need to eat, drink or sleep. They do not participate in any natural cycle. They are dedicated to Bahamut instead and serve him. They are relatively removed from the rest of Celestia's affairs, though an individual dragonborn can choose to climb Mount Celestia if they wish.

Environment

Dragonborn spirits are native to Bahamut's Palace* and can be found about it, serving Bahamut's will, practicing or otherwise enjoying their hard-won afterlife. Individual ones can be found all about Mount Celestia, either under Bahamut's command or pursuing personal interests.

Typical Physical Characteristics

A typical dragonborn spirit is anywhere from 4 to 7 feet tall, depending on what the spirit's base race in life was. They have dark scales with metallic tints and otherwise resemble mortal dragonborn. As the millenia pass, a dragonborn spirit's eyes become orbs of glowing platinum.

Alignment

Always lawful good. A dragonborn spirit has been enlightened by Bahamut and Mount Celestia, and thus has the good and lawful descriptors.

Advancement

A typical dragonborn spirit advances slowly, even by the pace of outsiders. Many fall into the same sort of reflections the spirits of true dragons do, further hampering their progress. Exceptional dragonborn spirits, those who retain memories of their mortal life or begin with more than 5 hit dice, tend to be exceptions to this rule.

Gestalt

Dragonborn spirits overwhelmingly gestalt as paladins, clerics, favored souls and prestige classes tied to Bahmaut (such as vassal of Bahamut).

*It's worth mentioning that this is the actual name of his divine realm and not merely an allusion to his personal palace.



Notes:
Spoiler: ShowHide


Added note: The dragonborn spirits will get revised at some point. They need a revision, but that's in the future. See the notes section of the ux for more information.

- This is the afterlife of a typical dragonborn of Bahamut. They become part of the Platinum Dragon's entourage for eternity, unless they choose to seek Chronias. Some do, some don't. It's just the way Celestia works. Anyway, it's not a bad lot at all. While there's things to do if the dragonborn spirit wishes, there's also the freedom to do other things should a spirit wish. The life of a dragonborn is a hard one, and many simply crave rest after mortal life, even shorn of memories.

- It's also worth noting that dead dragonborn don't immediately incarnate into this form. When they first arrive, they spend anywhere from 7 weeks to 7 years as a lantern archon in Bahamut's Palace. This is known as the childhood after death and is viewed as a reward for serving Bahamut. It is a chance to return to true innocence and the simple joys of childhood, all the pressures of maturity relieved. Dragonborn that retain their mortal memories skip this step.

- Dragonborn spirits seldom promote into another form. A rare few are personally remade into metallic dragons by Bahamut, but this is an honor reserved for the greatest heroism. Those that pursue Chronias sometimes incarnate into the form of an archon as they do so. Those that do have Bahamut's blessing and retain the dragonblood subtype, as well as their breath weapon. After all, it's only natural for a resident of Celestia to seek the path to Chronias. Bahamut understands this.

- As far as mechanics go, dragonborn spirits are straightforward. They're outsiders who have various dragonborn traits, protection from evil and a few SLAs. They're low power celestials to start with, around hound archons.



Size/Type: Medium Outsider (Dragonblood, Good, Lawful)
Hit Dice: 5d8+20 (48 hp)
Initiative: +1
Speed: 30ft, fly 30ft (average)
Armor Class: 20 (+1 dex, +4 natural, +5 armor)(+2 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +5/+8/19
Attack: Masterwork scimitar+10 (1d6+5 18-20 x2)
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 5/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 15, darkvision 60ft, low-light vision, protection from evil.
Saves: Fort +8, Ref +5, Will +6 (+2 resistance vs evil)
Abilities: Str 17, Dex 12, Con 19, Int 12, Wis 14, Cha 16 
Skills: Appraise+9, Climb+11, Craft(any two)+9, Diplomacy+11, Intimidate+11, Knowledge(Arcana)+9, Knowledge(Planes)+9, Knowledge(Religion)+9, Listen+10, Spot+10, Swim+11, Survival+10
Feats: Power Attack(1), Weapon Focus(Scimitar)(3)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, detect evil. 1/day-consecrate, cure light wounds, holy smite. Caster level 5th. The save DCs are 13 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides. The save DC is 16. The save DC is Constitution based.

Protection from Evil (Su)

A dragonborn spirit is under a constant protection from evil effect (caster level 5th).


Gear:
Spoiler: ShowHide


Dragonborn spirits carry masterwork scimitars and masterwork breastplates. They usually carry a few useful potions as well, though these vary over time. Many collect valuable trinkets and gemstones as well, as dragons and those touched by them tend to do.
Title: Re: Characters and monsters
Post by: Anastasia on June 25, 2015, 02:34:27 AM
Dragonborn Spirit, Aujir

Fluff:
Spoiler: ShowHide


Bahamut's dragonborn spirits naturally have their own organization. The common dragonborn spirits are lead by aujir, who obey the orders of the rach above them. They are the sergeants of Bahamut's dragonborn forces, leading the charge when Bahamut calls his children to war. Aujir, which means bronze in draconic, take bronze dragons as their totem.

Beyond leading the common dragonborn, aujir are inquisitive and full of questions. They seek and enjoy knowledge of all types, a trait they learn from the bronze dragons they emulate. Aujir seek to find themselves through knowledge of the world. This seeking determines their fate - to stay an aujir, to eventually become a rach or to walk the path towards Chronias. The vast majority of dragonborn spirits that transmigrate to an archon or angelic form are aujir.

An aujir that transmigrates keeps the dragonblood subtype, breath weapon and the ability to breath underwater. It is an honorable choice to seek Chronias, one Bahamut respects. It is said that the Platinum Dragon has seen deeply into the unfathomable light of the summit and finds it a worthy place for his children.

Aujir gain a bronze cast to their scales, which always seem polished and bright.


Notes:
Spoiler: ShowHide


- Aujir are dragonborn spirits+1 1/2 or so. They're a general upgrade on them, though they do get new tricks to increase their lethality. Fog cloud lets them control the battlefield, detect thoughts and speak with animals grant improved information gathering abilities and a swim speed and waterbreathing lets them challenge evil even if it hides beneath the waves.

- Any dragonborn spirit can become an aujir. It's a matter of desire more than anything else. Many find themselves content as mere dragonborn spirits. There's nothing wrong with that, as some aren't meant to be leaders. 


Size/Type: Medium Outsider (Dragonblood, Good, Lawful)
Hit Dice: 7d8+35 (74 hp)
Initiative: +1
Speed: 30ft, swim 30ft, fly 30ft (average)
Armor Class: 24 (+1 dex, +6 natural, +7 armor)(+2 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +7/+11/22
Attack: Scimitar+13 (1d6+6 plus 1d6 electricity 18-20 x2)
Full Attack: Scimitar+13/+8 (1d6+6 plus 1d6 electricity 18-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 10/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 17, darkvision 60ft, low-light vision, protection from evil, aujir.
Saves: Fort +10, Ref +6, Will +8 (+2 resistance vs evil)
Abilities: Str 19, Dex 12, Con 21, Int 14, Wis 16, Cha 18 
Skills: Appraise+12, Climb+14, Craft(any two)+12, Diplomacy+14, Intimidate+14, Knowledge(Arcana)+12, Knowledge(Planes)+12, Knowledge(Religion)+12, Listen+13, Sense Motive+13, Spot+13, Swim+14, Survival+13
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, detect evil, speak with animals. 1/day-consecrate, control water, cure light wounds, detect thoughts, fog cloud, holy smite. Caster level 7th. The save DCs are 14 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides. The save DC is 20. The save DC is Constitution based.

Protection from Evil (Su)

A dragonborn spirit is under a constant protection from evil effect (caster level 7th).

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed equal to their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.


Gear:
Spoiler: ShowHide


Aujirs carry a scimitar+1, shocking and wear a breastplate+2. They have a collection of potions, minor magical items and valuables beyond this, though it varies from aujir to aujir. Battle mementos are common.
Title: Re: Characters and monsters
Post by: Anastasia on June 26, 2015, 02:40:56 PM
Dragonborn Spirit, Rach

Fluff:
Spoiler: ShowHide


Rach are the low officers of Bahamut's dragonborn spirit army. They coordinate them and see to the lives of all of the spirits beneath them. They are leaders that liason with the higher orn and aurix castes, who in turn communicate the will of the ux and Bahamut himself. Rach, which means copper in draconic, take copper dragons as a totem. From them, they gain wit and wisdom, as well as an appreciation of humor.

A typical rach softens the aujir's harsher measures with a kind word and a bit of humor. The knowledge learned from their time as an aujir leads to a taste for intellectual jokes, often at the expense of less well read aujir. Rach in general are seen as a kindly, humorous grandparents by common dragonborn, who often see aujir as sterner parental figures. This belies the wisdom and knowledge a rach has won, which they put to good use. Oftentimes the jests of a rach serve a greater purpose, from soothing allies to inflaming the ire of enemies.

When a common dragonborn spirit or aujir commits an crime or offense against Bahamut, rach are called to judge them. Here they apply all they have learned to render a wise verdict. A rach's verdict can be appealed to the ux and Bahamut himself, but this is even rarer.

Few rach leave to seek Chronias, for they have already answered that question. When one does transmigrate, they keep the dragonblood subtype, breath weapon, the ability to breath underwater and spider climb as an always active spell-like ability.

A rach's scales have a distinctly coppery glint with hints of green. They are less shiny than the scales of other dragonborn, as the green accents tend to undercut this.


Notes:
Spoiler: ShowHide


- Rach further establish how dragonborn spirits advance. Those that rise higher in Bahamut's service gain abilities from all the metallic dragons.

- Mechanically, rach are generally deadlier and continue to pick up improved means of mobility. There isn't a lot to say here - they have more options and ways to do things, but no great and fundamental change. Yet.


Size/Type: Medium Outsider (Dragonblood, Good, Lawful)
Hit Dice: 11d8+66 (122 hp)
Initiative: +1
Speed: 30ft, swim 30ft, fly 30ft (average)
Armor Class: 28 (+1 dex, +10 natural, +7 armor)(+2 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +11/+16/27
Attack: Scimitar+19 (1d6+9 plus 1d6 electricity 15-20 x2)
Full Attack: Scimitar+19/+14/+9 (1d6+9 plus 1d6 electricity 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 10/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 21, darkvision 60ft, low-light vision, protection from evil, aujir, rach.
Saves: Fort +13, Ref +8, Will +11 (+2 resistance vs evil)
Abilities: Str 21, Dex 12, Con 23, Int 14, Wis 18, Cha 20 
Skills: Appraise+16, Climb+19, Craft(any two)+16, Diplomacy+19, Intimidate+19, Knowledge(Arcana)+16, Knowledge(Planes)+16, Knowledge(Religion)+16, Listen+18, Sense Motive+18, Spot+18, Swim+19, Survival+18
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6), Improved Critical(Scimitar)(9)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-spider climb. At will-aid, consecrate, detect chaos, detect evil, speak with animals. 1/day-atonement, control water, cure light wounds, detect thoughts, fog cloud, hallow, holy smite, stone shape, wall of stone. Caster level 11th. The save DCs are 15 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides. The save DC is 23. The save DC is Constitution based.

Protection from Evil (Su)

A dragonborn spirit is under a constant protection from evil effect (caster level 11th).

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed equal to their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.

Rach (Sp)

Rach build on what they have learned as Aujirs and take on copper dragons as a totem. They gain spider climb as an always active spell-like ability. It can be dispelled, but the rach can reactivate it as a free action.



Gear:
Spoiler: ShowHide


Rach use a scimitar+2, shocking and a breastplate+2, light fortification. Most have several other items, with ability score boosting items being common. Battle mementos are also extremely common. Unlike lesser dragonborn spirits, Rach do not rely on potions. .
Title: Re: Characters and monsters
Post by: Anastasia on June 28, 2015, 09:45:33 PM
Dragonborn Spirit, Orn

Fluff:
Spoiler: ShowHide


Orn are the first of the high castes of dragonborn spirits. They command great forces and serve as generals in Bahamut's dragonborn spirit army. They are cheerful and wise, overseeing great forces while having a penchant for mortals. They often sponsor promising mortals, especially those who may become dragonborn in the future. As the first of the high castes, they command the rach and ensure Bahamut's will is understood by them.  Orn, which mean means silver in draconic, deal with the aurix and the ux, but rarely with Bahamut himself.

A typical orn enjoys the company of mortals. They see potential in them and love to see it realized. While orn are often busy with their duties at Bahamut's Palace, they usually spend their free time roaming the planes, especially the mortal worlds. Many an orn has become a legendary figure, a righteous avenger of evil who leaves behind champions to carry on that legacy. Like silver dragons, this sometimes results in romance and love. The child of an orn and a mortal is either a half celestial with the draconic creature template or a half dragon (silver) with the celestial creature template.

Few orn transmigrate into another form. They are devoted to Bahamut in total, and even those that feel the call to Chronias rarely change form, instead remaining an orn as they walk towards the Bridge of Al-Sihal.

An orn's scales are dark blue, but little cracks in them hint at an inner body of pure silver.


Notes:
Spoiler: ShowHide


- Orn are a considerable upgrade over rach and only a small step below aurix. They gain a great number of improvements across the board. While the first three dragonborn spirits are relatively linear upgrades, orn gain a lot more perks. As 18 hit dice outsiders, this is expected.

- Speaking of linear upgrades, the reason dragonborn spirits don't have more weapon variety is because (one of) Bahamut's favored weapons is the scimitar. It's the default for them. Individual dragonborn spirits are free to choose other ones. But as favored servants of the Platinum Dragon, it's safe to assume that a typical one will be wielding a scimitar.

- As far as Bahamut's favored weapons go, I'm informally using scimitars and claws/unarmed strikes. Favored weapons, barring really unique situations, should be a single weapon rather than a choice. It's supposed to be something iconic and a way for the clergy to come closer to the deity. Having three favored weapons weakens that, as well as encourages others to take the same liberty. At the same time, I'm not worrying about it, as it wasn't my call. Whenever I get to Bahamut's stat block I'll sort it out.


Size/Type: Large Outsider (Dragonblood, Good, Lawful)
Hit Dice: 18d8+180+18 (275 hp)
Initiative: +4
Speed: 30ft, swim 30ft, fly 80ft (average)
Armor Class: 38 (-1 size, +20 natural, +9 armor)(+4 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +18/+28/38
Attack: Scimitar+31 (1d8+17 plus 1d6 electricity plus 1d6 cold 15-20 x2)
Full Attack: Scimitar+31/+26/+21/+16 (1d8+17 plus 1d6 electricity plus 1d6 cold 15-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 15/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 28, blindsight 60ft, darkvision 60ft, low-light vision, magic circle against evil, change shape, aujir, rach, orn.
Saves: Fort +21, Ref +11, Will +17 (+2 resistance vs evil)
Abilities: Str 29, Dex 10, Con 31, Int 18, Wis 22, Cha 24 
Skills: Appraise+25, Climb+30, Craft(any two)+25, Diplomacy+28, Intimidate+28, Knowledge(Arcana)+25, Knowledge(Nature)+25, Knowledge(Planes)+25, Knowledge(Religion)+25, Listen+31, Sense Motive+27, Spot+31, Swim+30, Survival+27, Use Magic Device+28
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6), Improved Critical(Scimitar)(9), Improved Initiative(12), Toughness(15), Hover(18)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-spider climb. At will-aid, atonement, consecrate, detect chaos, detect evil, hallow, holy smite, speak with animals. 1/day-control water, control weather, control winds, detect thoughts, fog cloud, heal, reverse gravity, stone shape, wall of stone. Caster level 18th. The save DCs are 17 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides, except that it deals 1d8 points of damage per two hit dice the orn has. The save DC is 33. The save DC is Constitution based and includes a +2 racial bonus.

Magic Circle Against Evil (Su)

A dragonborn spirit is under a magic circle against evil effect (caster level 18th).

Change Shape (Su)

An orn can take the form of any Medium or Large humanoid.

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed equal to their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.

Rach (Sp)

Rach build on what they have learned as Aujirs and take on copper dragons as a totem. They gain spider climb as an always active spell-like ability. It can be dispelled, but the rach can reactivate it as a free action.

Orn (Su)

The orn are blessed by silver dragons, and from that they take them as a totem. They gain the ability to walk on clouds as if they were solid, this ability can be negated or resumed at will. They gain the alternate form ability.

Skills

Orn gain a +4 racial bonus to Listen and Spot checks.



Gear:
Spoiler: ShowHide


Orn use a scimitar+4, shocking and frost and a breastplate+4, medium fortification. All orn have other items to empower them, such as ability score boosting items and wondrous items that allow them to use various spells and spell-like abilities. Wands, staves and rods are also common, as orn can invoke Use Magic Device to use them.
Title: Re: Characters and monsters
Post by: Anastasia on July 03, 2015, 04:06:23 PM
Dragonborn Spirit, Aurix

Fluff:
Spoiler: ShowHide


Aurix are the second high caste of dragonborn spirits. They do not command the armies of lesser spirits but instead serve as diplomats, sages and warriors for Bahamut's cause. They are heroes with words and wisdom just as readily as the sword, a fact many fiends have found out first hand. With wisdom, power and sheer versatility in movement, an aurix is almost impossible to escape. Aurix, which means gold in draconic, are often seen in the courts of various planar powers, either as a diplomat or a hunter.

Most aurix have far less interest in mortals than the orn. They are instead interested in a scale of centuries, millenia and vaster time scales. They are as patient as they are wise, naturally talented at the long game. They only show interest in those that in fellow outsiders and other immortal creatures, for even the lifespan of elves is but a blink to them. The sole exception are living dragonborn, who they nurture and pay attention to by Bahamut's command.

The few wizards and sorcerers amid the dragonborn spirits are almost invariably aurix. This is not a position in great demand, for true dragons fill this need for Bahamut. Nonetheless, they are afforded respect and seen as the foremost aurix sages.

The aurix aid the ux when matters require additional manpower, or when Bahamut raises all his dragonborn spirits to war.

A typical aurix has gold-tinted scales. As they age, these scales become dominated by the golden highlights, eventually becoming fully golden.



Notes:
Spoiler: ShowHide


- Aurix take gold dragons as a totem. They're the strongest non-epic dragonborn spriits, with only the ux standing stronger.

- Aurix are a small, linear upgrade from orn. Ux are a fair bit stronger than either, they're the elite of Bahamut's elite.

- Bardic knowledge is a small boost for aurix. Like dragons, aurix have learned a great deal and it shows.


Size/Type: Large Outsider (Dragonblood, Good, Lawful)
Hit Dice: 20d8+220+20 (335 hp)
Initiative: +4
Speed: 50ft, swim 50ft, fly 100ft (average)
Armor Class: 41 (-1 size, +22 natural, +10 armor)(+4 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +20/+31/41
Attack: Scimitar+35 (1d8+20 plus 1d6 electricity plus 1d6 cold plus 1d6 fire 15-20 x2)
Full Attack: Scimitar+35/+30/+25/+20 (1d8+20 plus 1d6 electricity plus 1d6 cold plus 1d6 fire 15-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 15/evil and magic, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 10, spell resistance 30, blindsight 60ft, darkvision 60ft, low-light vision, magic circle against evil, change shape, aujir, rach, orn, aurix.
Saves: Fort +23, Ref +12, Will +18 (+2 resistance vs evil)
Abilities: Str 31, Dex 10, Con 33, Int 18, Wis 22, Cha 24 
Skills: Appraise+27, Climb+33, Concentration+34, Craft(any one)+27, Diplomacy+30, Intimidate+30, Knowledge(Arcana)+27, Knowledge(Nature)+27, Knowledge(Planes)+27, Knowledge(Religion)+27, Listen+33, Sense Motive+29, Spot+33, Swim+33, Survival+29, Use Magic Device+30
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6), Improved Critical(Scimitar)(9), Improved Initiative(12), Toughness(15), Hover(18)
Epic Feats: -
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-spider climb. At will-aid, atonement, bless, consecrate, detect chaos, detect evil, greater teleport, hallow, holy smite, speak with animals. 1/day-control water, control weather, control winds, detect thoughts, fog cloud, foresight, geas/quest, heal, reverse gravity, stone shape, sunburst, wall of stone. Caster level 20th. The save DCs are 17 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides, except that it deals 1d10 points of damage per two hit dice the aurix has. The save DC is 35. The save DC is Constitution based and includes a +2 racial bonus.

Magic Circle Against Evil (Su)

A dragonborn spirit is under a magic circle against evil effect (caster level 20th).

Change Shape (Su)

An aurix can take the form of any Medium or Large humanoid.

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed equal to their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.

Rach (Sp)

Rach build on what they have learned as Aujirs and take on copper dragons as a totem. They gain spider climb as an always active spell-like ability. It can be dispelled, but the rach can reactivate it as a free action.

Orn (Su)

The orn are blessed by silver dragons, and from that they take them as a totem. They gain the ability to walk on clouds as if they were solid, this ability can be negated or resumed at will. They gain the alternate form ability.

Aurix (Sp)

The aurix learn from gold dragons and take them as a totem. They absorb the wisdom of gold dragons and combine it with all they have learned in the previous castes. This grants an aurix a great deal of knowledge. They have bardic knowledge as a 20th level bard.

Skills

Aurix gain a +4 racial bonus to Listen and Spot checks.



Gear:
Spoiler: ShowHide


Aurix carry a scimitar+5, shocking, frost and flaming and wear a breastplate+5, heavy fortification. An aurix has an extensive collection of treasures and items, they are adept at using any and all to strengthen themselves further.
Title: Re: Characters and monsters
Post by: Anastasia on July 07, 2015, 10:45:34 PM
Gloom

Fluff:
Spoiler: ShowHide


Gloom are humanoids who seek to emulate the nature of the yugoloths. This path ends in the rise of a gloom, a humanoid transformed into a monster that feeds on other humanoids. They are faceless nightmares, undetectable and nigh unstoppable evil.

Ecology

A gloom is a predator of humanoids. They stalk and slay them. To humanoids they are the reaper, a nightmare that can strike anywhere and at any time. Once a humanoid is slain, a gloom immediately devours them whole. This extends the gloom's life span by taking the life force of its victim. In this fashion, a gloom can live indefinitely, in a manner akin to vampires.

Environment

Glooms prefer urban areas for ease of finding prey and the benefits of civilization. Cities with large sewers, dungeons or caverns beneath it are preferred, and underground cities are even better. A gloom is capable of living in any terrain where humanoids can be found, however. Dense forests with settlements, places in the shadows of mountains and areas with ties to death are also popular with glooms who prefer something different than a city.

A gloom's lair is a dark place where light rarely reaches. They are barren places full of traps and grotesque things.

Typical Physical Characteristics

Normal gloom are around 5 to 6 feet tall. They are shrouded in shadow and any clothing they wear appear as the same. They have long, spindly limbs and longer fingers. A gloom's fingers lack fingerprints as well as fingernails. These fingertips are smooth, fleshy nubs. However, a gloom's face is naught by a mass of shadows and a mouth full of needle-like teeth, curled up in an eternal grin.

Mortals, and especially humanoids, find a gloom's appearance unsettling. It is profoundly unnatural and the typical mortal reaction is revulsion. Most immortals react the same, save for evil outsiders. Evil outsiders find a gloom's appearance rather pleasing.

Alignment

Gloom are always of evil alignment. They have no ethical restrictions and may choose between law and chaos as they please. As they are creatures that have subsumed themselves in the vile evil of the daemons, they are unwavering in their devotion to evil.

Advancement

Most gloom advance slowly. It's not uncommon for experienced gloom to reach 30 hit dice and even 35, but beyond that is rare. Glooms who are this long-lived and successful are often called to Hades, where they are transformed into daemons. The majority of glooms of 30+ hit dice are ones sworn to an evil deity or non yugoloth power, as this protection prevents the daemons from taking them.

Gestalt

The vast majority of gloom gestalt as rogues. While the sneak attack progression of rogue does not stack with the sneak attack gloom get as a racial power, the other abilities of a rogue are highly beneficial to them. The minority that eschews rogue are usually unique and have no particular tendency. A gloom who chooses this path can be particularly dangerous, as it is impossible to predict what abilities they will have to call on.



Notes:
Spoiler: ShowHide


- This is primarily prettying up and tweaking the ELH monster. There's not a ton of changes beyond that. It tries to provide them with a little more of a background, playing off the excellent illustration they have. It gives them a few motives and ties them to the daemons. This is purely to provide more grist to their nightmarish appearance and a reason for them to kill.

- They're a low epic monster, probably CR 21-23. Greater shadow evocation and conjuration gives them a lot of flexibility, which helps ensure they're an epic encounter. Mind blank, darkstalker and the racial bonus to hide/move silently ensure they're capable of surprising even epic characters. Most of those changes were giving them depth as well as allowing them to accomplish what they're supposed to do. That takes some support in epic. Tangentially, darkstalker is an awesome feat and is near mandatory for any sneaky type in high/epic levels. Old news but worth repeating.

- Gloom's racial hit dice provide sneak attack progression identical to a rogue's.

- The ritual at the bottom provides a possible way for an enterprising character to become a gloom. There's other ways, as the 'loths are able to spread it as well. It's one way to test and tempt powerful mortals, a taste of power and a promise of immortality.



Size/Type: Medium Monstrous Humanoid
Hit Dice: 26d8+208 (416 hp)
Initiative: +18
Speed: 30ft
Armor Class: 40 (+10 dex, +20 natural)
Base Attack/CMB/CMD: +26/+32/52
Attack: Gloom's Dagger+42 (1d4+16 plus 13d6 sneak attack plus 4/+4d6 dread vs humanoids 17-20 x2)
Full Attack: Gloom's Dagger+42/+37/+32/+27 (1d4+16 plus 13d6 sneak attack plus 4/+4d6 dread vs humanoids 17-20 x2) plus bite+36 (3d10+10 plus 13d6 sneak attack x3)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+13d6, spell-like abilities, fear aura.
Special Qualities: Damage reduction 15/epic and good, spell resistance 36, darkvision 120ft, telepathy 200ft, faceless, silent and shadowed, devour.
Saves: Fort +16, Ref +24, Will +21
Abilities: Str 23, Dex 31, Con 27, Int 25, Wis 24, Cha 27 
Skills: Balance+39, Climb+35, Concentration+37, Hide+59, Intimidate+37, Knowledge(Planes)+36, Listen+36, Move Silently+59, Search+36, Sleight of Hand+39, Spot+36, Swim+35, Use Magic Device+37
Feats: Mindsight(1), Weapon Finesse(3), Darkstalker(6), Ability Focus(Fear Aura)(9), Improved Initiative(12), Telling Blow(15), Mortalbane(18)
Epic Feats: Superior Initiative(21), Improved Weapon Finesse(24)
Alignment: Always any evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-mind blank, true seeing. At will-greater shadow conjuration, greater shadow evocation, shadow walk. Caster level 26th. The save DCs are 18 + spell level.

Fear Aura (Su)

Any creature within 60ft of a gloom must make a Will save (DC 33) or be be affected as if by a fear spell (caster level 26th). Humanoids suffer a -6 penalty to the saving throw. A creature that succeeds on the save is immune to that gloom's fear aura for 24 hours. A gloom can suppress or activate this aura as a free action. The save DC is Charisma based.

Faceless (Su)

A gloom has a face of shadow and needle-like teeth. Any creature that sees the face of a gloom must make a Fortitude save (DC 31) or contract the gloom's smile disease. Humanoids suffer a -6 penalty to the saving throw. Other glooms and evil outsiders are immune to this ability. The save DC is Charisma based.

Devour (Su)

A gloom can devour a humanoid it has recently slain, its mouth opening up large enough to swallow it in one gulp. This is a full round action that provokes attacks of opportunity and may only be used on a humanoid slain within the past three rounds. The humanoid's corpse is devoured completely, through any clothes, equipment or possessions are left behind. A gloom has no limit to the number of humanoids it can consume.

A gloom's maximum age increases by 1 week per hit die of the consumed humanoid. This allows gloom to live indefinitely as long as they continue to consume humanoids. Note that a gloom suffers no penalties nor gains any bonuses to ability scores from aging.

Silent and Shadowed (Ex)

A gloom is naturally silent and makes no noise, nor can it speak. This grants a +20 racial bonus to Move Silently checks. Likewise, the gloom's shadowy nature allows it to hide extremely well. This grants a +20 racial bonus to Hide checks.


Gear:
Spoiler: ShowHide


Gloom's Dagger

A gloom carries a dagger+6, keen. This dagger counts as a dread weapon against any humanoid.

A gloom's dagger is only a dagger+3, keen in the hands of a non-gloom, though a DC 45 Use Magic Device check can allow a creature to use the dagger's full powers for 24 hours.

Glooms carry more treasure than this, with a focus on defensive items in case they're pinned down or otherwise caught. Many also pack potent staffs to use with Use Magic Device.


Custom Material: [spoiler]

Gloom's Smile

DC 31; immediate onset, 1d4+1 Intelligence, Wisdom and Charisma damage.

Gloom's smile is the result of seeing the faceless horror of a gloom. It is a spiritual malady that corrupts the mind and soul. The disease turns an affected creature's face into a mass of empty shadows, while its mouth twists into the needle-teeth of a gloom. A creature reduced to zero Intelligence, Wisdom or Charisma by this disease immediately recovers from the ability damage and is cured of the disease. Its alignment shifts to evil (if it is not already) and it becomes an inhuman monster solely interested in slaughtering humanoids of all types.

This disease cannot be recovered from naturally. A heal spell or greater magic is required to cure the disease and reverse the changes. A creature reduced to zero Intelligence, Wisdom or Charisma by gloom's smile is harder to restore. If they have not yet killed a humanoid, a heal spell reverses the changes. Once the victim has slain a humanoid, a wish or miracle spell is required to bring the creature back to sanity. A good or neutral character also requires an atonement spell within 7 days or their alignment slips back to evil.

Glooms and evil outsiders are immune to this disease. Outsiders with the good subtype are not immune to it, but they are not subject to transformation if they reach zero Intelligence, Wisdom or Charisma. They instead suffer the normal effects of that ability being reduced to zero in place of the transformation and alignment change.

It is worth noting this disease is not an intentional part of the gloom transformation. It is instead a side-effect of a mortal creature embracing the faceless evil of the ultroloths. The sheer spiritual corruption it represents spreads from them like a plague. It is common for a gloom to wear a mask when hunting prey, as the unique nature of this disease makes it easy to identify a gloom as the cause.

Embrace Gloom
Transmutation [Evil]
Effective Level: 9th
Skill Check: Knowledge (Planes) DC 39, 10 successes.
Failure: 20d6 acid damage on caster
Components: V, S, M, F, Special
Casting Time: 1 day
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This incantation turns the caster into a gloom. The caster's body crumbles to shadows and rubbery black flesh as the incantation is finished, causing choking clouds of darkness to spread from the point of the ritual. On completing the ritual, the caster's alignment shifts to evil if it is not evil already. It must replace all the levels on one side of its gestalt with monstrous humanoid racial hit dice, which grants the various powers of a gloom.

Special

The caster must have at least 26 hit dice.

Material Components

Rare gemstones, ash and blood arranged into a ritual circle. The total cost of these components are no less than 50,000 gold.

Focus

A dagger. This dagger becomes the gloom's dagger.
Title: Re: Characters and monsters
Post by: Anastasia on July 09, 2015, 12:35:55 AM
Mithral Golem

Fluff:
Spoiler: ShowHide


Mithral golems first appeared eons ago. It is said that they came from Arborea, though the exact source is disputed. Some sages hold that they were a gift from Corellon Larethian to the eladrin. Others claim the eladrin crafted them out of dreams and mithral to serve as guardians in the example of the quasar. Still others assert that a wizard associated with Arborea first created them, drawing on the eladrin's speed and love of freedom as inspiration. Regardless of which story is true, the means to create mithral golems has trickled and spread throughout the cosmos.

Most mithral golems are potent guards or servants. In Arborea, the majority are awakened golems. These golems are friends of the eladrin and chaotic good in alignment. The freedom granted to them by awakening allows them to gestalt and train themselves, making an awakened mithral golem a far deadlier foe.


Notes:
Spoiler: ShowHide


- I did mithral golems back in B1. This is an update and mild retweaking. There aren't any great changes from that incarnation here. They're fairly different than the SRD incarnation, so it's worth reviewing if you aren't familiar with that.

- Mithral golems are tough to fight solely because they're fast for golems and hit fairly hard. Stun combos well with this maneuverability.



Size/Type: Huge Construct
Hit Dice: 36d10+36+72+40 (508 hp)
Initiative: +14
Speed: 70ft, fly 70ft (perfect)
Armor Class: 43 (-2 size, +4 dex, +30 natural, +1 dodge)
Base Attack/CMB/CMD: +27/+43/58
Attack: Slam+40 (4d10+14 plus stun)
Full Attack: 3 slams+40 (4d10+14 plus stun)
Space/Reach: 15ft/15ft
Special Attacks: Pierce damage reduction, stun.
Special Qualities: Damage reduction 20/adamantine and epic, fast healing 10, darkvision 120ft, alacrity, uncanny dodge, true freedom, magic immunity, constructed toughness, construct traits.
Saves: Fort +11, Ref +16, Will +11
Abilities: Str 39, Dex 19, Con -, Int –, Wis 11, Cha 1
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Stun (Su)

A creature struck by a mithral golem's slam attack must succeed on a Fortitude save (DC 42) or be stunned for 1d6 rounds. Each hit requires a save, though multiple stuns do not stack. The save DC is Strength based.

Alacrity (Su)

A mithral golem is constantly under the effects of a haste spell (caster level 36th). It gains a +10 racial bonus to initiative checks.

Pierce Damage Reduction (Ex)

A mithral golem's natural attacks count as mithral, silver and epic to bypass damage reduction. In addition, the golem's shifting nature allows it to emulate one other metal to bypass damage reduction. This is automatic and applies to each attack it makes.

Uncanny Dodge (Ex)

This is identical to the rogue ability of the same name. A mithral golem counts as a 36th level rogue to flank creatures with uncanny dodge.

True Freedom (Su)

A mithral golem is constantly under the effects of a freedom of movement spell. It can pass through walls of force or similar force based effects as if they were not there. Other magical barriers are subject to being dispelled if the mithral golem comes in contact with them. Treat this as a superb dispelling with a +36 dispel check modifier. If the effect is dispelled, the mithral golem suffers no negative effects from coming in contact with it.

Magic Immunity (Ex)

A mithral golem is immune to all spells and supernatural effects that allow spell resistance or a saving throw, except as noted here. A haste or freedom of movement spell restores 1d6 hit point per caster level and counters the effects of a slow spell on it. A slow or hold monster spell negates its alacrity ability for 1d4 rounds and deals 1d6 points of damage per caster level.

Constructed Toughness (Ex)

A mithral golem gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.


Gear:
Spoiler: ShowHide


A mithral golem carries no equipment. If destroyed, a mithral golem's scrap is worth 6d4*1000 gold in scrap mithral.
Title: Re: Characters and monsters
Post by: Anastasia on July 09, 2015, 01:35:58 AM
Mithral Golem, Arborean

Fluff:
Spoiler: ShowHide


The majority of the mithral golems in Arborea are awakened golems. These creatures are granted awareness and a soul, able to grow as any other creature. These golems are fast friends to the eladrin as they explore what it is to be a thinking being. They are of average intelligence and of blunt, open disposition. They lack the natural wit and social graces of most eladrin, though they do slowly learn these traits over time. However, even the most learned golem is held back by natural inclination, as most are relatively uncreative.

Arborean mithral golems are used as elite guardians. They are as likely to guard important revels and celebrations as they are treasure and important places. They are well taken care of and treated right, for no eladrin wiould think of treating a willing guardian as a slave.

Aborean mithral golems gestalt with no preference for any particular class. It comes down to an individual choice, though all but the most gifted find Intelligence, Wisdom and Charisma based classes unrewarding. Many dabble in two to four classes, choosing to diversify rather than specialize.


Notes:
Spoiler: ShowHide


- The only mechanical differences from a standard mithral golem as skills, feats and the ensouled special quality. It's fairly straightforward. Ensouled is purely because the thought of making an intelligent but soulless creature is abhorrent to the eladrin.


Size/Type: Huge Construct
Hit Dice: 36d10+36+144+40 (580 hp)
Initiative: +14
Speed: 70ft, fly 70ft (perfect)
Armor Class: 46 (-2 size, +4 dex, +32 natural, +2 dodge)
Base Attack/CMB/CMD: +27/+43/59
Attack: Slam+40 (4d10+14 plus stun)
Full Attack: 3 slams+40 (4d10+14 plus stun)
Space/Reach: 15ft/15ft
Special Attacks: Pierce damage reduction, stun.
Special Qualities: Damage reduction 20/adamantine and epic, fast healing 10, darkvision 120ft, alacrity, uncanny dodge, true freedom, magic immunity, ensouled, constructed toughness, construct traits.
Saves: Fort +11, Ref +16, Will +18
Abilities: Str 39, Dex 19, Con -, Int 10, Wis 12, Cha 10
Skills: Knowledge(Arcana)+39, Listen+40, Move Silently+43, Spot+40, Swim+53, Tumble+43
Feats: Toughness(B), Dodge(1), Mobility(3), Spring Attack(6), Ability Focus(Stun)(9), Iron Will(12), Power Attack(15), Improved Sunder(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Stun)(21), Epic Sunder(24), Epic Will(27), Dire Charge(30), Epic Toughness(33), Armor Skin(36)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Stun (Su)

A creature struck by a mithral golem's slam attack must succeed on a Fortitude save (DC 48) or be stunned for 1d6 rounds. Each hit requires a save, though multiple stuns do not stack. The save DC is Strength based.

Alacrity (Su)

A mithral golem is constantly under the effects of a haste spell (caster level 36th). It gains a +10 racial bonus to initiative checks.

Pierce Damage Reduction (Ex)

A mithral golem's natural attacks count as mithral, silver and epic to bypass damage reduction. In addition, the golem's shifting nature allows it to emulate one other metal to bypass damage reduction. This is automatic and applies to each attack it makes.

Uncanny Dodge (Ex)

This is identical to the rogue ability of the same name. A mithral golem counts as a 36th level rogue to flank creatures with uncanny dodge.

True Freedom (Su)

A mithral golem is constantly under the effects of a freedom of movement spell. It can pass through walls of force or similar force based effects as if they were not there. Other magical barriers are subject to being dispelled if the mithral golem comes in contact with them. Treat this as a superb dispelling with a +36 dispel check modifier. If the effect is dispelled, the mithral golem suffers no negative effects from coming in contact with it.

Magic Immunity (Ex)

A mithral golem is immune to all spells and supernatural effects that allow spell resistance or a saving throw, except as noted here. A haste or freedom of movement spell restores 1d6 hit point per caster level and counters the effects of a slow spell on it. A slow or hold monster spell negates its alacrity ability for 1d4 rounds and deals 1d6 points of damage per caster level.

Constructed Toughness (Ex)

A mithral golem gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Ensouled (Ex)

When an Arborean golem is awakened, the nature of Arborea ensures that it is not a soulless construct. The awakened golem is imbued with a soul, which allows it to be resurrected as if it were a living creature. If slain and not resurrected, a mithral golem's spirit is reborn as an eladrin.


Gear: [spoiler]

A mithral golem carries no equipment. If destroyed, a mithral golem's scrap is worth 6d4*1000 gold in scrap mithral.
Title: Re: Characters and monsters
Post by: Anastasia on July 10, 2015, 01:45:17 AM
Beyalhut, Mechanus Bruiser

Fluff:
Spoiler: ShowHide


Beyalhuts, also known as Mechanus bruisers, are powerful inevitables build to track down chaotic creatures that flout the laws of Creation. Unlike other inevitables, they are not dedicated to a single task or realm of responsibility. They assist other inevitables in dealing with threats and accrue experience in many different matters. They are of dim intelligence but eager to preform their duties at the command of another inevitable.

Sometimes Mechanus needs a bigger hammer to pound chaotic nails down. That's really the purpose of this. They're an alternative to advanced hit dice inevitables and golems. Most outsiders cap around 18-20 hit dice and have advanced specimens from that point on, rather than making new epic outsiders. This is an exception to that, in part by choice and part because construct hit dice offer less power than outsider hit dice.

Mechanus bruisers first appeared in Balmuria 1.



Size/Type: Large Construct (Lawful)
Hit Dice: 25d10+25+50+30 (355 hp)
Initiative: +3
Speed: 40ft
Armor Class: 42 (-1 size, +3 dex, +30 natural)
Base Attack/CMB/CMD: +18/+34/47
Attack: Right fist+32 (3d6+15 plus paralysis)
Full Attack: Right fist+32 (3d6+15 plus paralysis) and left fist+32 (3d6+15 plus binding) and headbutt+32 (4d6+22 plus dictum)
Space/Reach: 10ft/10ft
Special Attacks: Enchanted body, energy beam.
Special Qualities: Damage reduction 15/adamantine and epic, fast healing 40, darkvision 120ft, constructed toughness, immunity to magic, ambidextrous, construct traits.
Saves: Fort +7, Ref +10, Will +9
Abilities: Str 40, Dex 16, Con -, Int 6, Wis 14, Cha 10
Skills: Intimidate+28, Listen+30, Move Silently+31, Spot+30
Feats: Toughness(B), Combat Reflexes(1), Power Attack(3), Improved Sunder(6), Improved Bull Rush(9), Awesome Blow(12), Supernatural Instincts(15), Improved Overrun(18)
Epic Feats: Epic Toughness(B), Epic Sunder(21), Epic Bull Rush(24)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Enchanted Body (Su)

A mechanus bruiser's body is enchanted to bestow powerful secondary effects to the creatures it strikes. The caster level of the spells from this ability is 25.

Right Fist: Affected as if by a hold monster spell (DC 37 negates).
Left Fist: Affected as if by a dimensional anchor spell.
Headbutt: Affected as if by a dictum spell (DC 37 negates).

Additionally, a mechanus bruiser can deal non-lethal damage with its natural attacks, suffering no penalty to the attack roll. When dealing non-lethal damage, any damage it deals is non-lethal. It can change between lethal and non-lethal damage as a free action.

The save DCs are Strength based.

Energy Beam (Su)

As a standard action, a mechanus bruiser can emit a torrent of powerful energy in a line 400ft long, 50ft wide and 20ft tall. This deals 25d10 points of damage to all non-lawful creatures within the line (Reflex DC 37 halves). Chaotic creatures within the beam are also slowed (Will DC 37 to negate). The save DC is Strength based.

Ambidextrous (Ex)

Beyalhut are naturally skilled at fighting with any and all parts of its body. It suffers no penalty to attack rolls with secondary natural weapons and adds its full Strength modifier to damage with them (1.5 times with its headbutt).

Immunity to Magic (Ex)

A Mechanus bruiser is immune to any spell or supernatural ability with the following exceptions. A rusting grasp spell deals 1d12 points of damage per caster level with no save. Spells with the lawful descriptor heal 10 points of damage per level of the spell. For example, a dictum spell would heal a mechanus bruiser 70 hit points.

Constructed Toughness (Ex)

A beyalhut gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.


Custom Material: [spoiler]

Epic Bull Rush [Epic]
Prerequisite: Improved Bull Rush, str 21
Benefit: You gain a +6 bonus on the CMB check you make to bull rush your opponent, as well as a +6 bonus to CMD to resist being bull rushed. This stacks with the bonus from improved bull rush. When you bull rush an opponent, you do not need to travel with them to move them more than 5ft. If you choose to move with your opponent, you do not provoke attacks of opportunity and you are not at risk of being accidentally targeted. Your opponent still triggers attacks of opportunity from the bull rush as normal. If you beat your opponent's CMD by 10 or more, they fall prone at the end of the bull rush.
Title: Re: Characters and monsters
Post by: Anastasia on July 12, 2015, 01:22:52 PM
Dragonborn Spirit, Ux

Fluff:
Spoiler: ShowHide


Ux are the ultimate dragonborn spirits and stand atop the high caste. They are Bahamut's personal guardians and avengers, called on when the Platinum Dragon wishes to personally correct a wrong. They are gifted with the experiences of all the previous castes, granting them the ability to serve in any role needed. Ux, which means platinum in draconic, are the ultimate exemplars of Bahamut.

The exact goals and interests of the ux varies. Each is an individual primed for different tasks and specialties. They tend to work on a cosmic time scale, guided by Bahamut to see Creation in unfathomable time spans. They often lose track of years while fixated on a mission, for such are like mere hours to mortals. Mortals who deal with them find them as alien as the oldest dragons, attuned to things a typical mortal cannot comprehend.

Unlike other dragonborn spirits, there is a great deal of variety in class choice for the ux. Each is a unique agent with a skill set cultivated by Bahamut. While paladin is still the most common class for an ux to take, there are ux of virtually every class and most prestige classes.

Should Bahamut take the field of battle or lead a crusade, the ux are his personal bodyguard. They either attack before Bahamut takes the field to soften his foes, or afterwards to mop them up.

A typical ux shines with platinum white scales. They lack the darker colors of other dragonborn spirits. They shine to the point that some mistake them for golems at first glance, for they lack any imperfections and appear fully metallic.



Notes:
Spoiler: ShowHide


- The ux are the last caste of dragonborn spirits. The dragonborn spirits have been an experiment on my part - every caste beyond the standard dragonborn spirit is something of a gimmick. The idea to build incrementally more powerful spirits based around metallic dragons struck me as a good one. I'm not sure how it turned out in practice, as parts strike me as highly improvable now that the entire set of them are done. I'll likely edit them sometime in the future.

- Likewise, the ux will be extensively edited. I'm not quite happy with them, but since I realize edits are coming, greatly changing them doesn't make sense. They don't feel epic as written. By the way, they lack an ux special ability. Instead, they just get boost to all their other racial powers. I had that written out an ux ability, but it was completely redundant.

- I'm not unhappy with how they turned out, but I'm not happy. In retrospect they feel like a first draft to me. Fixing some consistency issues and a few tweaks should fix this.

- Anyway, an ux breathes for lots of damage and melees you. They're draconic like that. The SLAs replace true dragon's spellcasting, but otherwise they hit a lot of the same notes.

- An ux isn't a platinum dragon. They're inspired by them, but there's cosmological reasons why Bahamut is the only platinum dragon. This came up during the whole Baleruk thing in B3.



Size/Type: Large Outsider (Dragonblood, Good, Lawful)
Hit Dice: 25d8+325+25 (550 hp)
Initiative: +8
Speed: 50ft, swim 100ft, fly 100ft (average)
Armor Class: 48 (-1 size, +27 natural, +12 armor)(+8 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +25/+38/48
Attack: Scimitar+43 (1d8+24 plus 1d6 electricity plus 1d6 cold plus 1d6 fire 15-20 x2)
Full Attack: Scimitar+43/+38/+33/+28 (1d8+24 plus 1d6 electricity plus 1d6 cold plus 1d6 fire 15-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 20/epic and evil, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 20, spell resistance 35, blindsight 120ft, darkvision 120ft, low-light vision, magic circle against evil, change shape, aujir, rach, orn, aurix.
Saves: Fort +26, Ref +13, Will +21 (+2 resistance vs evil)
Abilities: Str 35, Dex 10, Con 37, Int 22, Wis 26, Cha 28 
Skills: Appraise+34, Climb+40, Concentration+41, Craft(any three)+34, Diplomacy+37, Intimidate+37, Knowledge(Arcana)+34, Knowledge(Nature)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+44, Sense Motive+36, Spot+44, Swim+48, Survival+37, Use Magic Device+37
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6), Improved Critical(Scimitar)(9), Improved Initiative(12), Toughness(15), Hover(18)
Epic Feats: Epic Ability Focus(Breath Weapon)(21), Superior Initiative(24)
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-spider climb. At will-aid, atonement, bless, consecrate, detect chaos, detect evil, greater teleport, hallow, holy smite, speak with animals. 3/day-control water, control weather, control winds, detect thoughts, fog cloud, foresight, geas/quest, heal, reverse gravity, stone shape, sunburst, wall of stone. 1/day-miracle. Caster level 25th. The save DCs are 19 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides, except that it deals 1d10 points of damage per hit die the ux has. The save DC is 43. The save DC is Constitution based and includes a +2 racial bonus.

Magic Circle Against Evil (Su)

A dragonborn spirit is under a magic circle against evil effect with a radius emanation of 30ft (caster level 25th).

Change Shape (Su)

An ux can take the form of any Small, Medium or Large humanoid.

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed double their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.

Rach (Sp)

Rach build on what they have learned as Aujirs and take on copper dragons as a totem. They gain spider climb as an always active spell-like ability. It can be dispelled, but the rach can reactivate it as a free action.

Orn (Su)

The orn are blessed by silver dragons, and from that they take them as a totem. They gain the ability to walk on clouds as if they were solid, this ability can be negated or resumed at will.

Aurix (Sp)

The aurix learn from gold dragons and take them as a totem. They absorb the wisdom of gold dragons and combine it with all they have learned in the previous castes. This grants an aurix a great deal of knowledge. They have bardic knowledge as a 25th level bard and gain a +4 competence bonus to the check.

Skills

Ux gain a +8 racial bonus to Listen and Spot checks.



Gear:
Spoiler: ShowHide


Ux carry a scimitar+6, shock, frost, flaming. An ux's scimitar ignores one half of a chromatic dragon's natural armor bonus. An ux also wears a breastplate+7, heavy fortification. Most have a great deal of treasure beyond that as well as potentially access to artifacts. Bahamut is not stingy with giving his ux what they need to succeed.
Title: Re: Characters and monsters
Post by: Anastasia on July 14, 2015, 12:17:53 AM
Adamantine Golem

Fluff:
Spoiler: ShowHide


Adamantine golems are the creations of long-forgotten dwarven golemsmiths. It is said that they sought an unbreakable and unstoppable golem, and that this dream lead them to creating the first adamantine golem. Indeed, it is said that the first adamantine golem is the only survivor of that long-forgotten clan, still guarding the greatest treasures of the realm.

The art of constructing adamantine golems has trickled throughout Creation. The sheer expense and difficulty in creating on renders them an extreme rarity, only employed by those with both power and wealth to spare. They are long-lasting and difficult to slay, rendering them a virtually eternal defense. They are well suited to defending underground passage, being an unmovable obstacle to stymie opponents.


Notes:
Spoiler: ShowHide


- Not a lot here, since golems aren't the most interesting creatures. I have more to say about their design than the fluff behind them. There's a few ways I could spice up the fluff, but I always feel lots of fluff is wasted on unintelligent golems. That's half the reason I've been doing constructs lately, as I haven't felt like writing fluff.

- Mithral and adamantine golems are both build to reflect the metal they're made of. Mithral is light and useful, treasured for its lightened load. Adamantine is a heavy, powerful metal used for defense and destruction. Both golems are designed to reflect this. Mithral golems are products of the eladrin and are thus light, freedom-oriented and somewhat complex. Conversely, adamantine golems are heavy, a bit unimaginative and mighty since they come from dwarven hands. I feel mithral golems are much more interesting, but adamantine golems have a brutal effectiveness to them.

- Project barrier is the best power the golem has. It lets it control the battlefield stop opponents under a tide of iron walls. The rest of its abilities ensure it is tough and hits really hard. It's a powerful suite of abilities, albeit ones that aren't the most interesting. Sure, high DR, fast healing, top tier magic immunity and crushing blows is a good combo, but it's a bit dull.

- Unlike mithral golems, adamantine golems are rarely awakened. Those that do tend to be dwarf-esque in personality.



Size/Type: Huge Construct
Hit Dice: 42d10+126+42+84+40 (712 hp)
Initiative: -1
Speed: 20ft
Armor Class: 57 (-2 size, -1 dex, +50 natural)
Base Attack/CMB/CMD: +31/+55/64
Attack: Slam+49 (6d10+40 15-20 x3)
Full Attack: 2 slams+49 (6d10+40 15-20 x3)
Space/Reach: 15ft/15ft
Special Attacks: Trample 6d10+30, project barrier.
Special Qualities: Damage reduction 40/adamantine and epic, fast healing 25, magic immunity, unmovable, crushing blows, toughness, constructed toughness, construct traits.
Saves: Fort +33, Ref +12, Will +13
Abilities: Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1 
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Project Barrier (Sp)

As a swift action, an adamantine golem can mimic the effects of a wall of iron spell (caster level 42nd), except that the wall and any iron from it vanishes after 10 minutes.

An adamantine golem automatically succeeds on the Strength check to tip a wall of iron over.

Trample (Ex)

Reflex DC 55 half. The save DC is Strength based and includes a +4 racial bonus.

Crushing Blows (Ex)

The slams of an adamantine golem hit with bone-shattering force. An adamantine golem applies double its strength modifier to damage rolls with its slam attack. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit.

Unmovable (Ex)

The bulk of an adamantine golem is almost impossible to push, trip or move. It cannot be tripped, bull rushed or knocked prone, nor can effects move it back.

Toughness (Ex)

An adamantine golem is noted for its sheer toughness and rugged endurance. It gains a +20 bonus to Fortitude saves and may substitute a Fortitude save for a Reflex save. It has an additional 3 hit points per hit die.

Magic Immunity (Ex)

An adamantine golem is immune to all spells, spell-like abilities and supernatural abilities.

Constructed Toughness (Ex)

An adamantine golem gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.


Gear: [spoiler]

An adamantine golem carries no equipment. If destroyed, the scrap is worth 6d8*1000 gold.
Title: Re: Characters and monsters
Post by: Anastasia on August 12, 2015, 02:32:13 AM
Glasya, Lord of the Sixth

Fluff:
Spoiler: ShowHide


Glasya
Princess of Hell, The One Behind the Throne
Lord of the Sixth
Symbol: A short sword on a copper medallion
Home Plane: Malbolge, the 6th Hell
Alignment: Axiomatic Vile
Portfolio: Corruption, manipulation, lies, unseen power
Worshipers: Rogues, manipulators, powers behind the throne, royalty, temptresses
Cleric Alignments: LE, LN, NE
Domains: Corruption, Diabolic, Evil, Law, Life, Temptation, Trickery
Favored Weapon: Sublime (Short Sword)


Notes:
Spoiler: ShowHide


- I've struggled with Glasya for ages. She's a funny case, as she is completely uninteresting mechanically but interesting for her role in the fluff. Both the GoH and FC2 incarnations use straight racial hit dice, so finding an interesting and fitting class was hard. So hard that I ended up making a new PrC for her. Even then, she was like squeezing blood from a stone. I worry she's not my best effort, but sometimes you just have to call something done and move on.

- I think Glasya's more interesting for Hell and for her character, rather than anything else. I personally think Lixer offers more to work with as far as the Heirs of Hell go. Also yes, her position is 100% nepotism. What she represents (especially if Lixer also takes rule of a layer) is Asmodeus making his control over Hell even more unbreakable. Yet as a Lord of the Nine, any action against her is incredibly difficult and regulated to eon-spanning schemes at best.

- Mechanically, Glasya's defense oriented with a side dose of skills. She can fight alright and her weapon's extremely strong, but her main talent isn't being a front line combatant. She does best commanding her thralls, all while debilitating or corrupting her enemies. Princess Loyalty makes her hard to damage, since any Lord of the Nine has thralls and minions to spare and can summon more. It's also a nice way of showing that she's safe because Daddy says so. She'll be protected, even if her thralls don't want to. Notably, any devil can be used for this ability. Loyalty to Glasya is not required.

- Death's metal is really strong and really rare. It's a backhanded insult at Glasya, but her new powers over life let her control the blade safely. This infuriates Lixer to no end. Incidentally, death's metal was also found in B3 during the raid on Castle Crumbling. The ingots there were leftovers from what Lixer used to make Sublime. Also, death's metal is posted in homebrew if you're curious to what it does. Making it's another matter and a ritual to do so will be posted later.

- I'm not sure who is next. I'm not in the mood for a devil, maybe something chaotic or good to cleanse the palate.


Malefircariem 45//Rogue 10/Temptress 35

Size/Type: Medium Outsider (Abomination, Devil, Evil, Lawful)
Divine Rank: 6
Hit Dice: 45d8+630 (990 hp)
Initiative: +23; always goes first
Speed: 60ft, fly 200ft (perfect)
Armor Class: 105 (+13 dex, +6 divine, +16 deflection, +34 natural, +16 charisma, +10 armor)
Base Attack/CMB/CMD: +45/+62/117
Attack: Sublime+69 (1d6+11 plus 17d6 and 2 str sneak attack plus 3d6 unholy and 1 negative level (12d6 and 4 negative levels on crit) plus 3d6 negative energy damage (12d6 on crit) plus 1 cha (drain on critical hit) plus 6d6 on crit 17-20 x4)
Full Attack: Sublime+69/+64/+59/+54 (1d6+17 plus 17d6 and 2 str sneak attack plus 3d6 unholy and 1 negative level (12d6 and 4 negative levels on crit) plus 3d6 negative energy damage (12d6 on crit) plus 1 cha (drain on critical hit) plus 6d6 on crit 17-20 x4) and 2 wings+69 (2d6+11 plus 17d6 and 2 str sneak attack) and bite+69 (4d6+11 plus 17d6 and 2 str sneak attack plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, aura of hell, sneak attack+17d6, crippling strike, temptation (51/encounter; all).
Special Qualities: Damage reduction 40/anarchic, epic, good and silver, immunity to acid, fire and poison, resistance to cold, electricity and sonic 50, spell resistance 60, regeneration 50, see in darkness, true seeing, telepathy 500ft, summon devils, princess allure, divine traits, trapfinding, evasion, penetrating strike, improved uncanny dodge, tempting body, passionate aura, eternal control.
Saves: Fort +56, Ref +55, Will +55
Abilities: Str 33, Dex 36, Con 38, Int 45, Wis 36, Cha 43
Skills: Bluff+74, Concentration+68, Diplomacy+105, Disable Device+71, Disguise+70, Forgery+71, Gather Information+74, Hide+67, Intimidate+76, Knowledge(All)+71, Listen+67, Move Silently+67, Perform(Act)+74, Perform(Dance)+74, Search+71, Sense Motive+67, Spellcraft+71, Spot+67, Tumble+67, Use Magic Device+70,
Feats: Dark Speech(B), Persuasive(1), Ability Focus(Diplomacy)(3), Master Manipulator(6), Telling Blow(9), Improved Critical(Short Sword)(12), Multiattack(15), Improved Multiattack(18), Improved Initiative(21), Maiming Strike(24), Weapon Focus(Short Sword)(27), Mindsight(42)
Epic Feats: Epic Skill Focus(Diplomacy)(T24), Epic Reputation(T28), Overwhelming Critical(Short Sword)(30), Divine Temptation(T32), Devastating Critical(Short Sword)(33), Improved Passionate Aura(36), Improved Temptation(T36), Extra Thralls(39), Improved Temptation(T40), Improved Temptation(T44), Extra Thralls(45)
Salient Divine Abilities: Divine Blast, Divine Glibness, Divine Shield, Divine Skill Focus(Diplomacy), Extra Domain(Diabolic), Extra Domain(Life), Extra Domain(Trickery), Lay Curse, Mass Divine Blast, Princess Loyalty, Supreme Initiative
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Princess Allure (Su)

Glasya naturally allures, a corrupt flower that draws in even those that know better. Creatures that attempt Sense Motive checks against her suffer a -6 penalty. Creatures she attempts to charm do not gain a +5 bonus to the save if they are being threatened or attack by her or her allies. Her suggestion spells and abilities, except for ones that are obviously harmful, always seem highly reasonable and inflict a -6 penalty on the saving throw.

Poison (Ex)

Injury DC 52; 2d6 Wis/4d6 Wis. The save DC is Constitution based and includes a +6 racial bonus.

Aura of Hell (Ex)

The presence of Glasya is so vile that it causes lesser beings to cower or pay homage to the might of her evil. All within 900ft of Glasya must succeed in a Will save equal to 10 + 1/2 hit dice + Charisma modifier + divine rank (DC 54). Those who succumb to the evil Glasya represents suffer one of the two following effects as determined by her (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of Glasya. 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 Glasya makes them frightened, and they flee from her as quickly as they can.

Glasya can make her 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 Glasya 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)

Glasya may call up to 45 hit dice of devils three times per day. Alternately, she can call the same another three times per day. Finally, once per day, she may call a Duke of Hell in her service. The Duke is aware of the situation but must answer the summons.

True Seeing (Su)

Glasya sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level equal to her hit dice.

Regeneration

Glasya takes normal damage froom good, anarchic, epic and silvered weapons, and from spells or effects with the good descriptor.



Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-animate objects, animate plants, beckoning call, befoul, blasphemy, blindness/deafness, calm emotions, charm monster, charm person, confusion, contagion, create undead, death ward, demand, desecrate, despoil, devil's ego, devil's eye, dictum, disguise self, dispel chaos, dispel good, dominate monster, dominate person, doom, false vision, feeblemind, hellfire, hellfire storm, hide from undead, hold monster, insanity, investiture of the pit fiend, invisibility, irresistible dance, lesser planar binding, lesser restoration, magic circle against chaos, magic circle against good, mass heal, mass suggestion, mislead, morality undone, nondetection, order's wrath, pox, planar binding, plant growth, protection from chaos, protection from good, reincarnate, regenerate, screen, shield of law, soul link, suggestion, summon monster 9 (lawful evil only), sympathy, time stop, unholy aura, unholy blight. Caster level 45th. The save DCs are 42 + spell level.

Alter Reality (Su)

Glasya 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. Glasya can use limited wish when doing so can help her promote manipulation, control, temptation and corrupted life. Note that in the situation where Glasya 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)

Glasya 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:

Corruption: 6/day ignore the hardness of an object when you attack.
Diabolic: 6/day add a +22 bonus to one Bluff, Diplomacy, Intimidate or Sense Motive check as an immediate action.
Evil: +1 bonus to the caster level of evil spells.
Law: +1 bonus to the caster level of lawful spells.
Life: 6/day grant 1d6+22 temp hp to a creature you touch. Lasts 22 hours.
Temptation: +2 competence bonus on Charisma checks opposed by males and a +1 bonus to the save DC of enchantment spells. Must not be wearing armor.
Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Immunities: Glasya 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, Glasya 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: Glasya gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Glasya does not automatically fail on a natural attack roll or saving throw roll of 1. Glasya may take 10 on any check.

Communication: Glasya 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, Glasya 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 conspiratorial whisper, speaking of plots and plans. In this case, anyone within earshot of the sound can hear it.

Create Items: Glasya can create any wondrous item with power related to temptation, corruption or manipulation; the maximum is 30,000 gold.

Portfolio Sense: Glasya is aware of any act of manipulation, corruption or life that involves 500 or more people.



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.

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 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.



Temptress powers:
Spoiler: ShowHide


Temptation

The save DCs of Glasya's temptations is 54.

Honeyed Words (Su)

As a swift action, the temptress may spend 1 temptation point to gain a bonus to a Bluff, Diplomacy or Gather Information check equal to one half of her temptress level (round up, not down, to determine the total bonus). She may use this ability as often as she has temptation points to power it, but if she fails a Charisma based skill check against a creature when using honeyed words, she suffers a -5 penalty to any further Charisma based skill checks against them for the rest of the encounter.

Charm (Sp)

As a standard action, the temptress may spend 2 temptation points to affect a creature as if by a charm monster spell. A creature that succeeds on the save is immune to further charm attempts from that temptress for the rest of the encounter.

Suggestion (Sp)

As a standard action, the temptress may spend 3 temptation points to affect a creature as if by a suggestion spell. A creature that has been successfully charmed by the temptress suffers a -2 penalty to the saving throw.  A creature that succeeds on the save is immune to further suggestion attempts for the rest of the encounter.

Adjust Morality (Sp)

As a standard action, the temptress may spend 4 temptation points to affect a creature as if by a morality undone spell. Unlike a normal morality undone spell, the creature's alignment changes to that of the temptress, including the law/chaos axis. The alignment descriptor of the spell changes to match the alignment of the temptress. A creature that has been charmed or that is under a suggestion from the temptress suffers a -2 penalty to the saving throw (these stack to -4 if the creature is under both). A creature that succeeds on the save is immune to further adjust morality attempts for the rest of the encounter.

Domination (Sp)

As a standard action, the temptress may spend 5 temptation points to affect a creature as if by a dominate monster spell. A creature that has been charmed, under a suggestion from the temptress or has had its morality adjusted by the temptress suffers a -2 penalty to the saving throw (these stack, to a maximum of -6). A creature that succeeds on the save is immune to further domination attempts for the rest of the encounter.

Sneak Attack (Ex)

This is identical to the rogue ability of the same name. Sneak attack from this class and other classes stack.

Tempting Body (Ex)

A temptress is a master of using her looks to distract her foes. She may apply her Charisma modifier as a bonus to armor class.

Passionate Aura (Su)

Creatures the temptress manipulates enjoy the experience, so enthralled by her charms. When a creature affected by any of the temptress's temptations fights with her as an ally and is within 30ft of the temptress, they gain a +2 morale bonus to attack rolls, weapon damage rolls and saving throw.

Eternal Control (Ex)

A master temptress can enthrall a creature forever, caught in a web of manipulation that allows no escape. She must spend 1 hour with a creature already affected by her charm, adjust morality or domination ability, plying them with the sweetest words and promises. At the end of this, the creature is allowed a second save against the temptation(s) they are under. If they succeed, the temptations end. If they fail, the duration of the temptations becomes permanent.

A temptress can use this ability at will, but can only have up to two creatures affected at a time. If she affects a third with this, one of the other two (chosen at random) is released from the effect of the temptations they are under. A temptress can release a creature from eternal control as full round action. The temptress must be in the creature's presence to do so.

A creature is allowed only one save no matter how many temptations they are affected by. This save covers success or failure for all of the temptations they are under.



Gear:
Spoiler: ShowHide


Sublime

Sublime is a short sword that appears to be made of adamantine. The black metal that composes it is not adamantine and is instead ice cold to the touch. It is a gift from Lixer, her brother. When Glasya became Lord of the Sixth, Asmodeus decreed that all the Lords of the Nine and unbanished archdevils give Glasya a present in honor of her ascension. Lixer was coldly furious that his sister obtained the position while he was passed over, so he forged a short sword of death's metal. He knew full well the weapon would harm Glasya each time she held it, a subtle refutation of her claim over the domain of life. However, Glasya was most pleased by the blade and took it in her hand, wrapping it with the strange, throbbing life left in the wake of the Hag Countess. It protects Glasya from the effects of the sword, and she has taken to wielding it as her favored weapon or when her brother is around.

Sublime is a death's metal short sword+6, humiliating and unholy power. When Glasya holds the blade, the hilt is covered in a thin layer of flesh that constantly dies and regenerates. This protects Glasya from the negative energy damage of death's metal.

Glasya's Silks

Glasya wears a silken, transparent dress that accents her beauty without hiding anything. It is said that it was once owned by Bensozia or made by her for her daughter, just before she died at the hands of Levistus. While commonly accepted as true, this is in fact inaccurate. This dress is the soul of the first mortal she tempted to damnation. She promised that poor soul that he would be at her side after death. Indeed, much like her father, she did not speak a lie. On his death, the mortal's soul was forged by Glasya's hand into this dress. Since that time, a small bit of every soul Glasya damns flies to the dress on death.

Glasya's silks grants Glasya a +10 armor bonus to armor class. Three times per day as an immediate action, Glasya can draw on the energy of the souls within it to to restore her as if by a heal spell (400 hit points healed, caster level 40th).

In addition to this, Glasya wears priceless jewelery and other finery. While not all of it is magical, some is. These benefits may or may not be of any benefit to the Princess of Hell, as she wears what she likes based on appearances rather than functionality. The sole exception to that is a bracelet that grants her unarmed attacks a +6 enhancement bonus. Beyond that, it is known that she has nine pieces of jewelry from her father and each one is enchanted. The powers of that jewelry is unknown, save to Asmodeus and Glasya.



Custom Material: [spoiler]

PRINCESS LOYALTY
Prerequisite: Princess of Hell, Temptation Domain, cha 37
Benefit: Glasya's thralls and allies will protect her to the death, no matter if they want to or not. Any time Glasya takes damage, she may shift the damage to a creature within 600ft and avoid taking the damage. The creature the damage is shifted to must be a devil or an ally (creatures under the effects of charm or domination by Glasya count as allies for this). The creature takes the damage instead of Glasya. The damage is calculated based on Glasya's defenses, the creature's own defenses do not apply to damage shifted to them (with the exception of regeneration, which determines if the damage is lethal or non-lethal damage normally). Archdevils and Lords of the Nine cannot have damage shifted to them. Ability damage and drain can be shifted with this ability, but other conditions (such as stunned, sickened and so forth) cannot.
Title: Re: Characters and monsters
Post by: Anastasia on August 14, 2015, 01:30:41 AM
Adrian Barnan, General of Aurora

Fluff:
Spoiler: ShowHide


Adrian Barnan is a hagspawn native to the world of Lifasa. A former guard of the Ascended Throne of Heaven on Lifasa, he was cast into the planes as a result of Hell's invasion. A simple soldier left to endure the plains, he survived and thrived. This was paired with a mission from Elder Magi Tepen, one of the surviving mages of Lifasa. He was tasked to find the lost fortress Medicant, a mobile castle that could travel the planes and defy Hell itself.

In time, Adrian found reliable companions and they ultimately recovered Medicant. Renamed Aurora, the fortress became the foundation of the crusade to free Lifasa from Hell's domination. Adrian took a place as one of the generals of Lifasa. He has devoted his energies to this, learning the secrets of the planes and strengthening himself with the blood of dragons. He stands now as a champion against the tide of diabolical forces, ready to do his part in freeing Lifasa.

Unlike most hagspawn, Adrian is blessed with relatively human looks and can pass as one. He has dark hair and brooding looks, ones that served him well at Aurora, as they helped lead to his marriage to Misalea, a warrior of the Graceful Blow school of swordsmanship.


Notes:
Spoiler: ShowHide


- Adrian's adaptation required some class re-jiggling. Considering that B3 uses an old version of gestalt saves/BAB, this is inevitable. He comes out alright in the end, with more feats and less skills. He loses some sneak attack and gains better to hit odds, as well as better armor class. In other words, he's more of a fighter with rogue elements than a balanced mix now. That fits how he tends to fight. Anyway, these sort of tweaks will be standard for B3 conversions.

- Adrian would love artificial moonlight. It's not impossible to do with magic, though it's possible Gaelach is powerful enough to discern the difference. Gaelach's powered up mode is pretty great when he can unlock it. If he ever ends up worshiping Selune, he'd probably take or retrain a feat into Moon Devotion.

- Really, Adrian's a good example of a mortal that manages to hack it at the outer planes. He's far from 'normal' now - he sees the invisible as easily as the visible, can cut planar portals with his sword and has adapted the blood of dragons into himself. Mortals that succeed like he does usually end up something like this, able to accomplish deeds far beyond typical mortals. Most mortals who end up this powerful get a divine patron if they don't have one already, as they're too promising and powerful to pass up. In this case, Adrian's position in Aurora relieves him of that pressure.

That being said, Adrian isn't the religious type to begin with. However, he does pay his respects to Selune. The Moonmaiden has supported Aurora's crusade and passed on the means to strengthen Gaelach. He knows that Selune has treated them well and pays her respect in turn. It's not really worship, though it could potentially turn that way some day. The interesting thing is that Adrian knows full well how the afterlife works. He has a vested interest in swearing himself to a favorable power, as he has the rare luxury of being able to knowingly choose his afterlife. Selune makes a certain amount of sense for that reason as well.

- Adrian's fluff is brief. This is on purpose, as he's a testrun for B3 conversions. I'm more concerned with the mechanics than the fluff here. I'll fix this when and if I do more. I think I will as this turned out well, though not right away.



Fighter 23//Hagspawn 2/Rogue 3/Dragon Devotee 5/Planar Champion 13

Size/Type: Medium Monstrous Humanoid (Dragonblood)
Hit Dice: 23d10+184+23 (342 hp)
Initiative: +13
Speed: 30ft
Armor Class: 44 (+5 dex, +10 natural, +11 armor, +6 deflection, +1 dodge, +1 ws)
Base Attack/CMB/CMD: +23/+35/58
Attack: Gaelach+45 (2d6+30 plus 4d6 sneak attack (+2 hit/damage on sneak attack and staggering strike) 17-20 x2)
Full Attack: Gaelach+45/+40/+35/+30 (2d6+30 plus 4d6 sneak attack (+2 hit/damage on sneak attack and staggering strike) 17-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+4d6, spells, attack ethereal, sunder portal.
Special Qualities: Damage reduction 15/epic, spell resistance 34, darkvision 120ft, low-light vision, trapfinding, evasion, penetrating strike, ignore spell failure, favored plane(Baator+3, Hades+2, Abyss+1), see invisibility, planar survival, ethereal jaunt, rip portal, draconic aura.
Saves: Fort +27, Ref +19, Will +24 (+4 vs paralysis and sleep)
Abilities: Str 34, Dex 20, Con 26, Int 19, Wis 20, Cha 14   
Skills: Appraise+9, Climb+38, Concentration+18, Disable Device+9, Hide+18, Knowledge(Arcana)+10, Knowledge(Planes)+30, Listen+35, Move Silently+18, Sense Motive+31, Spot+37, Swim+38, Use Magic Device+28
Feats: Endurance(1), Weapon Focus(Greatsword)(F1), Power Attack(F2), Telling Blow(3), Weapon Specialization(Greatsword)(F4), Steadfast Determination(6), Improved Initiative(F6), Melee Weapon Mastery(Slashing)(F8), Draconic Aura(Senses)(9), Improved Critical(Greatsword)(F10), Staggering Strike(12), Greater Weapon Focus(Greatsword)(F12), Greater Weapon Specialization(Greatsword)(F14), Combat Reflexes(15), Toughness(F16), Cleave(18), Weapon Supremacy(Greatsword)(F18), Dodge(F20)
Epic Feats: Great Ability(Strength)(21), Spellcasting Harrier(F22), Shared Planar Survival(PC13)
Alignment: Neutral

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

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.


Dragon Devotee powers:
Spoiler: ShowHide


Adrian casts as a 2nd level sorcerer. His save DCs are 12 + spell level.

[6/day]0: AmanuensisSC, Arcane Mark, Detect Poison, Mending, Prestidigitation.
[5/day]1: Golem StrikeSC, Lesser Orb of ColdSC.

SC - Spell Compendium.


Planar Champion:
Spoiler: ShowHide



Favored Plane (Ex)

The planar champion has studied the natives of a particular plane extensively. She gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against a native of that plane. Likewise, the planar champion gets the same bonus on weapon damage rolls against creatures native to the favored plane. The planar champion only gets the damage bonus with ranged weapons if the target is within 30 feet. The damage bonus does not apply to creatures immune to critical hits.

The champion chooses only one favored plane, and even identical creatures from other planes are not affected. For example if a planar champion chooses the Nine Hells as her favored plane, she would gain the bonus against devils native to that plane, but not devils from the adjacent plane of Acheron. The planar champion's studies help in noncombat settings as well. The planar champion gets a +1 bonus on Diplomacy and Gather Information checks when interacting with natives of the favored plane. Survival checks get a +1 bonus when performed on the favored plane.

The planar champion gains a second favored plane when reaching 5th level and a third favored plane when reaching 10th level. When gaining a new favored plane, the bonuses for previous favored planes increase by +1. For example, a 5th-level planar champion could choose Acheron as a new favored plane, earning a +1 bonus against its natives, and her bonus against natives of the Nine Hells would increase to +2. The planar champion may not choose her native plane as a favored plane.

The bonuses from this ability stack with the ranger's favored enemy ability. A ranger/planar champion with a favored enemy of devils and a favored plane of the Nine Hells adds both bonuses together when fighting a devil native to the Nine Hells.

See Invisibility (Su)

Upon reaching 2nd level, a planar champion is treated as being under the effect of a see invisibility spell at all times, with a caster level equal to her hit dice. This ability allows her to see (but not affect) ethereal creatures.

Attack Ethereal (Su)

A planar champion of 3rd level or higher weapons are considered to be ghost touch weapons at all times. This allows her to attack ethereal creatures.

Planar Survival (Su)

At 4th level, a planar champion becomes attuned to the nature of the planes she visits and personally immune to their natural planar effects. She is treated as being under a constant a constant avoid planar effects spell with a caster level equal to her hit dice.

Ethereal Jaunt (Su)

A planar champion of 6th level or higher may step onto the Ethereal Plane three times per day. This functions as an ethereal jaunt spell with a caster level equal to her hit dice.

Rip Portal (Sp)

Once per day, a planar champion of 7th level or higher can rip a portal through the Astral Plane to another plane of existence. By tearing a hole in the fabric of the plane she's on, the champion may open a portal onto the Astral Plane or any plane that the Astral Plane touches that the champion has visited before. As per the plane shift spell, the planar champion has no control over the precise destination on whatever plane she rips a portal to. The portal appears as a ragged hole in space adjacent to the planar champion and lasts for 1d4+1 rounds before healing over.

Sunder Portal (Sp)

Once per day, a planar champion of 8th level or higher has the ability to seal a dimensional gate or portal by severing the connection to the destination. She may do with a successful level check (DC 5 + the caster level of the gate or portal). The gate spell is destroyed as if dispelled, while portals are suppressed for 1d6 days.


Gear: [spoiler]

Gaelach

This sword's origins are lost in the mists of ancient planar times. It is known that in recent eons, it was in the hands of Mistfall, a Shard of Selune. Nothing else is known of it, as Mistfall spoke little of it when it was won in a contest of strength. The blade appears to be made of mithral and never dulls or loses its shine. It is of high quality craftsmanship and possesses no identifying mark or maker's signature. The only sign on it is an invisible symbol engraved on the pommel stone, a rune from a forgotten language that roughly translates to silver cloud.

Gaelach is a greatsword+4, though it functions as a greatsword +6 with Geal (see below). It strikes as a silvered weapon but does not suffer a -1 penalty to damage. When the wielder fights in moonlight with Gaelach, the bearer gains a +5 bonus to attack rolls, weapon damage rolls, saving throws, armor class, skill checks and ability checks. A cloud of silvery dust surrounds the bearer, resembling silver colored glitterdust. Indeed, it spoils any invisibility effect for the wielder, just like glitterdust. However, these motes spread out and show the truth of all things to the wielder, granting them true seeing with a range of 30ft.

In addition, thanks to Geal, the bearer of Gaelach glows with bright moonlight when under Selune's light. This radiance is blinding to any who attempt to do the holder of Gaelach harm. This grants them total concealment against attacks, including area and radius attacks that would not normally be subject to this.

Gaelach is paired with Geal, an enchanted ring. This ring raises Gaelach's enhancement bonus by 2 points and causes the bearer to glow with bright moonlight when under Selune's light, as explained above. The connection between Geal and Gaelach is unclear, though Geal was a gift from Selune to Aurora through a group of favored lycanthropes.

Mother's Amulet

This amulet is said to contain the soul of Adrian's mother, the hag that gave birth to him on Lifasa. It is not known if this is true, though Adrian seems certain of it. It grants Adrian a +6 enhancement bonus to all ability scores. It has great sentimental value to Adrian.

In addition to these, Adrian is extremely well equipped thanks to Aurora's resources and the works of Afina Devilsbane. He wears a mithral breastplate+6, heavy fortification. This is paired with the deadman's helmet, a grotesque skull mask that grants a +10 bonus to Intimidate checks and a permanent healer's vision effect, caster level 15th. He also wears a cloak of resistance+6, a ring of protection+6 that also grants a +7 enhancement bonus to natural armor and winged boots.

As a General of Aurora, Adrian has access to a considerably higher amount of treasure should he need it. As a mere mortal striving to survive in the planes, he does not hesitate to use any magical item.
Title: Re: Characters and monsters
Post by: Anastasia on September 26, 2015, 10:20:08 PM
Terror wolves are the result of a long-ago sorcerer's interest in creating stronger dire wolves. He crossbred the strongest dire wolves he could get with hell hounds, then improved on the results with generations of selective breeding. The end result was terror wolves, a stronger and more capable threat than dire wolves. They are tinged with evil but are fortunately rare, as they have spread slowly. However, terror wolves breed true with dire wolves, so introducing even a single terror wolf to a region can cause them to replace dire wolves over time.

The majority of terror wolves gestalt as scouts. The scout skill set synergies well with typical pack tactics. Older terror wolves advance to 12, 13 or even 14 hit dice, but advancement beyond that is rare.


Terror Wolf

Size/Type: Large Outsider (Native)
Hit Dice: 11d8+55 (111 hp)
Initiative: +3
Speed: 50ft
Armor Class: 22 (+3 dex, +9 natural)
Base Attack/CMB/CMD: +11/+21/34
Attack: Bite+20 (1d8+13 plus trip)
Full Attack: Bite+20/+15 (1d8+13 plus trip)
Space/Reach: 10ft/10ft
Special Attacks: Fear, maul, trip.
Special Qualities: Damage reduction 10/magic, resistance to fire 10, darkvision 60ft, low-light vision, scent.
Saves: Fort +12, Ref +10, Will +11
Abilities: Str 29, Dex 16, Con 20, Int 5, Wis 14, Cha 12
Skills: Balance+16, Climb+23, Hide+17, Jump+31, Listen+16, Move Silently+17, Spot+16, Survival+16, Swim+23   
Feats: Track(B), Combat Reflexes(1), Weapon Focus(Bite)(3), Rapidstrike(Bite)(6), Iron Will(9)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Fear (Su)

As a standard action, a terror wolf may emit a bone-chilling howl. This affects all creatures within 60ft as if by a fear spell (DC 18 Will save negates). Other terror wolves are immune to this ability. A creature that successfully saves against a terror wolf's howl is immune to that wolf's howl for 24 hours. The save DC is Charisma based and includes a +2 racial bonus.

Trip (Ex)

A terror wolf that hits with its bite attack may immediately make a free trip combat maneuver. Doing so does not provoke an attack of opportunity. A failed attempt does not allow the target to attempt to trip the terror wolf.

Maul (Ex)

A creature tripped by a terror wolf provokes an attack of opportunity from any terror wolves within range to bite it. Terror wolves gain a +4 bonus to this attack roll.


Gear:
Spoiler: ShowHide


Terror wolves do not carry any treasure. Most are intelligent enough to recognize the value of gold and similar things, and may have caches of valuable things in their den.
Title: Re: Characters and monsters
Post by: Anastasia on October 13, 2015, 02:13:15 AM
Ubalukk

Fluff:
Spoiler: ShowHide


Don't look. Stop looking.

Ubalukk are obyriths from ancient times, lost for eons in the chaos of the Abyss. They are known as fiend of 'blood madness', who destroy the 'sanity of blood' and create nightmares. Little is known of them, save that they serve the First Vampire through an ancient pact. They are unknown and perhaps unknowable, hideous things that serve no purpose in Creation save that of the Abyss.

I told you to stop looking.

An UbaluKk appeaRS as a MaSS of blooDY intestines connected and looped through torn, bloODY fACES. tHey MOVe with unNatural speed anD GRacE, they fLY Through no mECHANIsM that cAn be diSCERnED. THeY are blOOdy buT do NOT BLEED. The faces SCreAm. ThEY NeveR stop screamIng. No screaM is eVER heaRd. EVEr.

Damn you, stop! Listen to me!

Like a6y obyr6th, the6cause 6adnes6.

Please, stop!


- Lost Lore of the Abyss: Ubalukk Obyriths. This tome has unfortunately been corrupted by the chaotic lore held within.


Notes:
Spoiler: ShowHide


- Ubalukks were mentioned during B3 as allies of the First Vampire. They are meaningless, horrible things that exist for no reason. Unfortunately, that's how obyriths are.

- Mechanically, they're high HP and low damage, but put foes down through blood madness and leech. They can lock down an opponent and inflict unpleasant conditions on them, but direct damage isn't their strong suit.

- Speaking of, blood madness replaces the normal form of madness that obyriths get. They get plenty of chances to apply it, but it's not an automatic aura.

- Ubalukks usually gestalt as sorcerers that specialize in corrupt spells as well as madness inducing magic.


Size/Type: Large Outsider (Chaotic, Evil, Obyrith)
Hit Dice: 26d8+260+26+52 (546 hp)
Initiative: +9
Speed: 10ft, fly 100ft (perfect)
Armor Class: 46 (-1 size, +9 dex, +28 natural)
Base Attack/CMB/CMD: +26/+45/55
Attack: Tentacle+44 (2d6+9 plus blood madness plus improved grab)
Full Attack: 6 tentacles+44/+39 (2d6+9 plus blood madness plus improved grab)
Space/Reach: 10ft/10ft
Special Attacks: Blood madness, improved grab, leech, spell-like abilities.
Special Qualities: Damage reduction 20/epic, good and slashing, immunity to mind affecting and poison, resistance to acid, cold, electricity and fire 20, spell resistance 37, fast healing 35, telepathy 200ft, true seeing, unnatural dexterity.
Saves: Fort +24, Ref +23, Will +24
Abilities: Str 28, Dex 29, Con 31, Int 14, Wis 17, Cha 21 
Skills: Bluff+34, Concentration+39, Hide+38, Intimidate+34, Knowledge(Arcana)+31, Knowledge(Nature)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Listen+32, Move Silently+38, Search+31, Sense Motive+32, Spot+32, Swim+38
Feats: Ability Focus(Blood Madness)(1), Weapon Focus(Tentacle)(3), Toughness(6), Mindsight(9), Rapidstrike(Tentacle)(12), Endurance(15), Steadfast Determination(18)
Epic Feats: Epic Ability Focus(Blood Madness)(21), Epic Toughness(24)
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-blasphemy, chaos hammer, insanity, unholy blight, word of chaos. Caster level 26th. The save DCs are Charisma based.

Blood Madness (Su)

Any creature that is struck by an ubalukk's tentacles must make a DC 45 Fortitude save or suffer the curse of blood madness. This causes a part of the creature's blood to become an alien entity, erupting out from the creature's flesh as a demonic head the size of a fist. The location the head comes out from is random, but regardless this trauma deals 1d4 points of Constitution damage. Each round at the start of the creature's turn, this head attempts a bite attack on the creature. The to hit modifier is the creature's base attack bonus plus the creature's Strength modifier, while the damage is 1d8 plus one and one half times the creature's Strength modifier. A creature can have more than one head active, each tentacle hit forces a save against blood madness.

The head lasts indefinitely, tirelessly biting the creature until death (which causes the death of the head as well). A head can be removed by a dispel evil or dispel chaos spell on the affected creature, with each head requiring a separate spell. Alternately, a wish or miracle spell can remove any heads affecting a creature at once. Attacks targeted at the head can destroy it, a head has 20 hit points. However, any damage a head takes is also taken by the creature.

Immunity to Constitution damage prevents the heads from forming. Creatures that do not have blood are immune to this ability. The save DC is Constitution based and includes a +6 racial bonus.

Improved Grab (Ex)

If an ubalukk hits a creature with a tentacle attack, it may attempt a grapple as a free action without provoking an attack of opportunity. If it succeeds, it automatically leeches from the target.

Leech (Su)

Whenever an ubalukk successfully grapples a creature and each round that it holds the grapple, it automatically leeches blood from the creature. Treat this as a vampiric touch spell that deals 26d6 damage. Creatures that do not have blood are immune to this ability.

True Seeing (Su)

An ubalukk is under the effects of a true seeing spell at all times. The caster level equals the ubalukk's hit dice.

Unnatural Dexterity (Ex)

An ubalukk is unnaturally coordinated and applies its Dexterity modifier as well as its Strength modifier to attack rolls and CMB.


Gear:
Spoiler: ShowHide


Ubalukks have no need or desire for gear or treasure. Some do collect it, but more to use it as a bargaining chip than any real desire.
Title: Re: Characters and monsters
Post by: Anastasia on October 19, 2015, 03:19:16 AM
Fluff and notes:
Spoiler: ShowHide


Normally I'd write fluff for elder treants, but I feel that their powers nicely explain what they are. So I'll eschew that in favor of being direct. So I'd recommend reading the stat block and racial abilities first. Anyway, elder treants are meant to evoke concepts like Yggdrasil and other life giving world trees. Trees are often linked with life in mythology, so the they have their strongest ability devoted to that.

An elder treant creates a zone of protection and life for 41 miles around it in all directions, or until the forest ends. This makes them instantly have an impact on the forest they choose to live in. You get creatures that live ten times as long, heal fast and are immune to the ravages of poison and disease. Freed from most means of death, the denizens of it have the time and leeway to grow strong. An elder treant's forest naturally becomes home to powerful creatures. A place with this naturally attracts powerful fey, who in turn attract those who seek the fey.

Simply put, an elder treant is meant to be the root of a 'dungeon' forest. They provide an excellent reason for one to exist, for more powerful than usual monsters to be there and grants the denizens bonuses in combat. All of this helps in designing an epic challenge for epic characters. Generally, I try and make at least one power of an epic creature feel epic in some way. In this case, the sheer scope and range of guardian of the forest's powers is it. It's far beyond what a normal creature could ever produce.

There's largely two class options for gestalting elder treants: ranger and druid. Ranger is for those who want to focus on their melee talents, otherwise it's druid. Exceptions exist but are both rare and situational.

Finally, the feats of the elder treant are fairly generic. Most specialize more.


Elder Treant

Size/Type: Colossal Plant
Hit Dice: 41d8+615+41+82 (1066 hp)
Initiative: +7
Speed: 60ft
Armor Class: 51 (-1 dex, -8 size, +50 natural)
Base Attack/CMB/CMD: +30/+59/68
Attack: Slam+43 (8d8+30)
Full Attack: 2 slams+43 (8d8+30) and 4 root whips+38 (6d6+10 and improved grab)
Space/Reach: 30ft/30ft
Special Attacks: Animate trees, improved grab, object breaker, sap, spell-like abilities.
Special Qualities: Damage reduction 30/epic and slashing, spell resistance 53, fast healing 30, vulnerability to fire, guardian of the forest, plant traits.
Saves: Fort +34, Ref +12, Will +30
Abilities: Str 52, Dex 8, Con 41, Int 20, Wis 33, Cha 25 
Skills: Climb+65, Concentration+59, Diplomacy+51, Hide+43, Intimidate+51, Knowledge(Nature)+49, Listen+55, Move Silently+41, Sense Motive+55, Spot+55, Survival+55
Feats: Toughness(1), Power Attack(3), Improved Sunder(6), Improved Bull Rush(9), Awesome Blow(12), Ability Focus(Trample)(15), Iron Will(18), Improved Initiative(21)
Epic Feats: Epic Toughness(24), Epic Sunder(27), Epic Ability Focus(Trample)(30), Epic Will(33), Superior Initiative(36), Improved Spell Resistance(39)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-control plants, control weather, move earth, plant growth, repel wood, transmute metal to wood, transport via plants, wall of thorns. Caster level 41st. The save DCs are 17 + spell level.

Animate Trees (Su)

As a standard action, an elder treant can animate trees within 1000ft. It can animate up to 20 trees in this manner. Unlike when a regular treant animates trees, it takes no time for these trees to uproot themselves, they act immediately. The animated trees move and fight as treants in all ways and they enjoy a +5 morale bonus to attack rolls. Trees animated in this way remain animated as long as they are within 1000ft of the elder treant and it is not incapacitated or slain.

Trample (Ex)

DC 59 Reflex, 8d8+30 damage. The save DC is Strength based and includes a +2 racial bonus.

Object Breaker (Ex)

Elder treants deal triple damage to objects or structures.

Improved Grab (Ex)

To use this ability, the elder treant must hit with a root whip attack. It can then start a free grapple attempt without provoking attacks of opportunity. It may choose to use the root whip that grapples to hold the target, this does not incur the normal -20 penalty to CMB. A creature held in this way is subject to an elder treant's sap.

Sap (Ex)

A creature held in a grapple by the elder treant is covered in tree sap. This automatically happens once the grapple is established. This sap hardens over the course of one round and finishes at the end of the grappled creature's next turn. Once hardened, the creature is unable to move, attack, cast spells with somatic or verbal components or any other action that requires movement. A creature can escape only if they succeed on a DC 31 Strength check as a full round action.

The sap can be removed before it hardens by immersion in water, 10 points of fire damage or the application of a dose of universal solvent. Freedom of movement prevents the sap from sticking to a creature. Once the sap hardens, it can only be removed by 50 points of fire damage, 100 points of bludgeoning damage (in both cases, the creature trapped also takes this damage) or the application of a dose of universal solvent.

An elder treant is immune to its own sap and the sap of other elder treants, it does not harden on them.

A creature trapped in the sap is unable to breathe and will suffocate if not freed. Creatures slain this way come to resemble bugs trapped in amber.

Guardian of the Forest (Su)

The presence of an elder treant has great effects on both it and the forest around it. Unless noted otherwise, the effects here extend one mile per hit die of the elder treant, in all directions or until the end of the forest. These bonuses do not apply to the elder treant.

Font of Life

All non-evil natives of the forest and non-evil fey gain fast healing 10. This fast healing does not stack with any other sources of fast healing. They are immune to disease and poison. Plants, trees and other natural objects in the forest likewise recover for damage within seconds. Life grows abundantly and fast within the area, which makes clearing a path difficult.

Treant's Protection

All non-evil natives of the forest and non-evil fey gain a +4 sacred bonus to armor class as well as saving throws, damage reduction 15/slashing and spell resistance 35.

Tree's Longevity

Non-evil natives of the forest age at one-tenth normal speed. For example, a native that spends ten years there would only age one year. Natives that die of old age have a 70% chance to transform into trees or treants on death.

Fire's Bane

The greatest enemy of the forest struggles within an elder treant's protection. Non magical flames fail within the area and sputter out if brought into it. Spells and spell-like abilities within the fire descriptor are impeded, with the Spellcraft DC to successfully cast them being 41 + spell level. Supernatural abilities that produce fire or flames require the creature using the ability to succeed on a DC 41 level check.


Gear:
Spoiler: ShowHide


Elder treants do not usually use magical items. However, most have a private collection of treasures and precious things from the forest around them. Many also display evil creatures captured and suffocated within sap, both as art and as a warning to other evil creatures.
Title: Re: Characters and monsters
Post by: Anastasia on October 30, 2015, 03:04:24 PM
Renbuu
Lord of Colors, The Ever-Changing, The Artist
Slaad Lord
Symbol: A blotch of colors
Home Plane: Limbo
Alignment: Anarchic Neutral
Portfolio: Color, art, creation, destruction, passion, change
Worshipers: Bards, artists, performers, artisans, anarchs, travelers
Cleric Alignments: CE, CG, CN
Domains: Chaos, Craft, Creation, Destruction, Passion, Travel
Favored Weapon: Artiste (Dagger; see Artiste in Renbuu's gear tab)

Fluff and notes:
Spoiler: ShowHide


- Renbuu's the same as in normal D&D. He's a slaad lord that focuses on art, creation, destruction and color. Sometimes he creates and it is good, other times it is not and he destroys. He is a traveling artist, his own critic that judges his works and the works of others. He is utterly self-absorbed and indulgent, caring only to advance his artistic agenda.

- As far as domains go, Renbuu's are fairly straight forward. He's a traveling artist and they all tie into that. The only other domain he might have is transformation, as no other really fits. Interestingly, there's no art domain or the like. I considered making one, but decided it wasn't needed. Craft and creation cover it, while passion covers the sincerity of his efforts and how much he cares about his art.

- Mechanically, Renbuu's fairly direct. He prefers combat maneuvers in melee to actually fighting, as he finds it to be more artistic. If things degenerate to magic, he just makes up something suitable thanks to supreme eldritch knowledge. He's not the most optimized ever, he's probably on the lower end for the range of optimization I aim for. This is in part due to his personal preferences and in part just the way it worked out. He'd have a lot more bang if he had things like divine bard, arcane strike or better defenses, but that's okay.

- Regardless of the above, Renbuu gets two swift action prismatic croaks a round. That's decent if unpredictable offense. Beyond that it's hard to say, since his weapon and spells are completely variable.

- Slaad lords don't come from any type of normal slaad. If they weren't already, they become unique outsiders. Most just simply have slaad as their racial hit dice rather than any type of slaad and gain racial powers suited to what they do. There's no real quality control over becoming a slaad lord (beyond Ao), as the other lords don't have any say in it. Of course, since the Spawning Stone is enchanted to put out normal slaads instead of more unique ones, there's not as many unique slaads as you'd think. It's not impossible for a normal slaad to become a slaad lord, hence the note about them becoming unique slaad if they do, but it's harder for them.

- I removed the prerequisite of magic domain from supreme eldritch knowledge. The spontaneous version for prepared casters lacks it, so I feel this is a reasonable adjustment. Honestly, Renbuu makes up his magic as he goes along, as is only proper for a true slaad lord. 



Slaad 46//Bard 46

Size/Type: Large Outsider (Chaotic)
Divine Rank: 8
Hit Dice: 46d8+598 (966 hp)
Initiative: +22
Speed: 80ft, fly 240ft (perfect)
Armor Class: 74 (-1 size, +14 dex, +8 divine, +25 natural, +18 deflection)
Base Attack/CMB/CMD: +46/+61/111
Attack: Artiste+65 (Varies)
Full Attack: Artiste+65/+60/+55/+50 (Varies)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, captivating colors, prismatic croak.
Special Qualities: Damage reduction 30/axiomatic, cold iron and epic, immunity to fire and sonic, resistance to acid, cold, and electricity 20, spell resistance 61, regeneration 23, summon slaad, craftsman, divine traits, bardic music, inspire courage+9, countersong, fascinate, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, bardic lore.
Saves: Fort +59, Ref +60, Will +58
Abilities: Str 34, Dex 39, Con 37, Int 40, Wis 35, Cha 46
Skills: Appraise+72, Bluff+79, Concentration+70, Craft(All)+72, Craft(Rainbows)+75, Decipher Script+72, Diplomacy+79, Disguise+75, Forgery+72, Gather Information+79, Hide+71, Intimidate+79, Knowledge(Arcana)+72, Knowledge(Dungeoneering)+72, Knowledge(Nature)+72, Knowledge(N&R)+72, Knowledge(Planes)+72, Knowledge(Religion)+72, Listen+69, Move Silently+71, Intimidate+75, Perform(All)+79, Profession(Artist)+69, Sense Motive+69, Spellcraft+72, Spot+69, Survival+69, Swim+71
Feats: Skill Focus(Craft: Rainbows)(B), Warrior of Chaos(1), Versatile Performer(3), Versatile Craftsman(6), Improved Sunder(9), Improved Trip(12), Improved Dirty Trick(15), Slaad Rush(18), Extra Spell(45)
Epic Feats: Epic Sunder(21), Epic Spell Capacity(B23), Epic Trip(24), Deafening Song(B26), Epic Dirty Trick(27), Hindering Song(B29), Chaotic Maneuver(30), Inspire Excellence(B32), Epic Reputation(33), Lasting Inspiration(B35), Blinding Speed(36), Music of the Gods(B38), Multiaction(39), Ranged Inspiration(B41), Armor Skin(42), Epic Inspiration(B44)
Salient Divine Abilities: Alter Size, Divine Blast, Divine Shield, Eldritch Knowledge, Extra Domain(Passion), Extra Domain(Transformation), Improved Alter Size, Irresistible Performance, Lord of Color, Mass Divine Blast, Master Crafter, Supreme Eldritch Knowledge, Wave of Chaos
Alignment: Anarchic Neutral

Racial powers:
Spoiler: ShowHide


Captivating Colors (Su)

Any creature within 400ft of Renbuu that sees his ever-changing rainbow colors risks being entranced by them. Creatures who fail a DC 51 Will save are fascinated by Renbuu. This fascination lasts as long as they can see Renbuu or he attacks them. This is a mind-affecting ability. The save DC is Charisma based.

Prismatic Croak (Su)

As a swift action at will, Renbuu can emit a loud croak that causes prismatic colors to fill the minds of any creatures within 400ft. Each creature that hears it is affected as if by a prismatic spray spell. Renbuu can choose to exclude creatures from this ability as he sees fit. Caster level 46th, the save DCs are 51. The save DC is Charisma based.

Summon Slaad (Sp)

Renbuu may summon or call up 9d10 hit dice of slaad or chaotic neutral outsiders eight times per day.

Change Shape (Su)

Renbuu can assume the form of any Small, Medium, Large or Huge aberration, giant or humanoid.

Regeneration (Su)

Renbuu takes lethal damage from axiomatic, cold iron epic weapons and from spells with the lawful descriptor.

Craftsman (Ex)

Renbuu can make magical items as if he had the appropriate feats to do so. This extends to epic magical items. This does not, however, extend to golems.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-alter self, animate object, animate rope, astral projection, cause fear, chaos hammer, cloak of chaos, confusion, contagion, create food and water, create water, crushing despair, dimension door, disintegrate, dispel law, dominate monster, earthquake, enlarge person, fantastic machine, find the path, fly, forcecage, gaseous form, greater command, greater fantastic machine, greater heroism, greater plane shift, greater teleport, harm, heroes' feast, hideous laughter, inflict critical wounds, inflict light wounds, involuntary shapeshifting, irresistible dance, locate object, longstrider, magic circle against law, major creation, mass inflict light wounds, minor creation, minor image, pavilion of grandeur, permanent image, phase door, protection from law, shatter, song of discord, stone shape, storm of vengeance, summon monster 9(CN only), teleport, true creation, wall of stone, wood shape, word of chaos. Caster level 46th. The save DCs are 46 + spell level.

Alter Reality (Su)

Renbuu 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. Renbuu can use limited wish when doing so can help him promote art, creation and destruction. Note that in the situation where Renbuu 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)

Renbuu 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:

Chaos: +1 caster level for chaotic spells.
Craft: +1 caster level for conjuration (creation) spells.
Creation: +1 caster level for conjuration (creation) spells.
Destruction: 8/day make a smite with a +4 bonus to attack and +23 to damage.
Passion: 23/rounds a day act as if under a rage spell.
Travel: 23/rounds day act as if under freedom of movement.

Immunities: Renbuu 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, Renbuu 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: Renbuu gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Renbuu does not automatically fail on a natural attack roll or saving throw roll of 1. He may take 10 on any check.

Communication: Renbuu can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within eight miles of himself.

Remote Communication: As a standard action, Renbuu 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 maniac whisper that leads to inspiration. In this case, anyone within earshot of the sound can hear it.

Create Items: Renbuu can create any wondrous item with power related to warfare and planning; the maximum is 30,000 gold.

Portfolio Sense: Renbuu is aware of any act of art, passion or creation that involves 500 or more people.


Bard powers:
Spoiler: ShowHide


Renbuu casts as a 46th level bard (caster level 47th for chaotic spells). The save DCs are 28 + spell level. Renbuu knows all available spells due to his supreme eldritch knowledge salient divine ability.

[4/day]0:
[9/day]1:
[9/day]2:
[8/day]3:
[8/day]4:
[8/day]5:
[8/day]6:
[7/day]7:
[7/day]8:
[7/day]9:
[7/day]10:
[6/day]11:
[6/day]12:
[6/day]13:
[5/day]14:
[2/day]15:

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.)

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), or activate magic items by magic word (such as wands). 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 himselfs), 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 (see above). 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 + 1/2 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 (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.



Gear:
Spoiler: ShowHide


Artiste

No matter what form of art Renbuu focuses on, he always has a suitable tool for it. Be it a paintbrush, chisel, pencil or whatever else, it is always on hand for him. Most assume this is merely a minor power, able to generate suitable tools for what he does. They are wrong. Artiste is a single item, a shapeless mass of pure creative energy that stays by Renbuu's side at all times. It is his sole and single possession, something as chaotic and changing as he is. The truth of it is that it is Renbuu's own essence, endless cycles of art's creation and destruction solidified into something more. Every inspired act of creation and enraged moment of destruction in his art is a part of Artiste.

Artiste has no set form, but can take the form of any weapon Renbuu wishes. No matter the form, Artiste strikes as a +8 weapon, anarchic power. If Artiste takes the form of a ranged weapon such as a bow or sling, ammunition is created by Artiste. Alternately, Artiste can take the form of any artistic implement. When in that form, Artiste grants a +35 competence bonus to any Craft, Profession or Preform checks related to art.

As Artiste has no set form, worshipers of Renbuu use a dagger as his favored weapon. It is the closest weapon to two of Artiste's most common forms - a paintbrush and chisel.

Renbuu often has other magical equipment on him, but it varies at any given time. He prefers capes, finery and other trappings of nobility, as it fits his image of an artist.


Custom Material: [spoiler]

Chaotic Maneuver [Anarchic, Epic]
Prerequisite: Warrior of Chaos, base attack bonus+21, cha 25
Benefit: Your combat maneuvers are so unorthodox that they leave victims confused. When you succeed on a combat maneuver against a creature, they must make a Will save (DC 10 + 1/2 your hit dice + your Charisma modifier) or be confused for 1d3 rounds. This is a mind-affecting ability.

Epic Dirty Trick [Epic]
Prerequisite: Improved Dirty Trip, int 23
Benefit: You gain a +6 bonus on the CMB check you make to perform a dirty trick, as well as a +6 bonus to CMD to resist a dirty trick. This stacks with the bonus from Improved Dirty Trick. Add the following possible conditions to the list of conditions your dirty trick can cause: confused, dazed, prone and stunned.

Slaad Rush [Anarchic, Bardic]
Prerequisite: Perform 8 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to grant all allies within 30ft a +30ft enhancement bonus to speed and a +4 dodge bonus to armor class against attacks of opportunity provoked by moving through threatened squares. The bonuses last for one minute.

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.

Warrior of Chaos [Anarchic]
Prerequisite: Cha 13
Benefit: Your combat style is bold and unpredictable, which makes battling you difficult. You gain a +2 anarchic bonus to CMB and CMD.
Special: This feats counts as power attack or combat expertise for the sake qualifying for combat maneuver related feats such as improved sunder, improved disarm and so forth.

LORD OF COLOR
Prerequisite: Color as a portfolio element, cha 41
Benefit: Renbuu is capable of manipulating colors at will, changes that can fundamentally affect the nature of creatures and items. As a standard action, Renbuu can change the color of any single creature or object he sees. This can be any color he desires or mix of colors. A successful Will saving throw negates (DC is 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 59) and Renbuu must succeed on an opposed rank check against another deity.

A creature that has its color changed is usually not otherwise affected. However, if the creature has another type separated by color, that creature becomes one of its new color. For example, Renbuu could use this ability on a blue slaad to transform it into a gray slaad. Alternately, he could transform a green dragon into a white dragon. Other effects are also possible, such as turning a creature bright pink to inflict a penalty to Hide, at the DM's discretion.

Objects changed are changed in color and possibly what they are. If an object's color would have it look as another type of object, it becomes that type of object. For example, if a ruby was changed from red to blue, it would then be a sapphire or another blue gemstone of Renbuu's choice. A blue potion changed to clear could become non magical water if Renbuu wished. The only limitation is price, as Renbuu cannot change an item into something that is more than triple its base value.

As a side effect of this ability, Renbuu is immune to prismatic spells, such as prismatic spray and sphere. He and any of his attacks or effects ignore prismatic walls, spheres and similar barriers. Any spell that uses color as a primary attacking element, such as rainbow pattern, fails against Renbuu.
Title: Re: Characters and monsters
Post by: Anastasia on October 31, 2015, 06:35:43 PM
The Great Xorn

Fluff:
Spoiler: ShowHide


There are legends told by the Xorn, staples of oral history that are told from generation to generation. The Great Xorn is known as one of the greatest outcasts ever. Cast out from his family for reasons unknown, it took to wandering the planes. It learned the ways and secrets of Creation, many legendary deeds and fables accomplished before at last returning to Earth as a legendary figure. He is proof that even the strangest races have a history and heroes, a lesson many can forget amid the endless planes.

Lesser Xorn want to be The Great Xorn and elder Xorn wish to surpass it. It is said that it lives in a massive cave full of rich metal and gemstone deposits, ones that regrow so that it always has the finest food available. There is even something horrifying there - a great open, empty cave with no stone or material at all. It is here that The Great Xorn practices the most stunning of its accomplishments: the ability to fly. This victory over the not-Earthness of Air is seen as a pinnacle of Xorn achievement. In the darkest of hours when elder Xorn meet, it is said that they tell of how this ability scared away Ogremoch, and how he will never dare to attack The Great Xorn after seeing this.


Notes:
Spoiler: ShowHide


- Sometimes I have a silly one-off idea and I run with it. This is one of those. It does have some merit - showing that adventurers aren't all humans and elves, that stranger things can thrive on the planes. Take the stories littered in fluff and elsewhere in this statblock with a grain of salt. If nothing else, intimidating Ogremoch with flying is likely a tall tale, as divine rank comes with flight as an innate ability.

- Mechanically, this was putting the horizon walker rewrite I did through the paces. It holds up fairly well and adds a lot of variety to the base creature. This isn't just an oversized Xorn - it can teleport, fly and swim, so getting away from it is harder than expected. It has spells for further boosts and is generally capable of surprising foes with its high level of power. Not to mention the fact it wears armor, something stupefying to other Xorn. Why would you wear tasty food like that?

- The Great Xorn's animal companion is an enhanced wolf. It's a pet more than an actual combat option for it.


Elder Xorn 23//Ranger 10/Horizon Walker 13

Size/Type: Large Elemental (Earth)
Hit Dice: 23d8+138+23 (265 hp)
Initiative: +8
Speed: 60ft, burrow 40ft, climb 20ft, swim 30ft, fly 60ft (perfect)
Armor Class: 55 (-1 size, +25 natural, +15 armor, +6 shield)
Base Attack/CMB/CMD: +23/+33/
Attack: Bite+36 (4d8+14 x3)
Full Attack: Bite+36/+31/+26/+21 (4d8+14 x3) and 3 claws+36 (1d6+9 x3)
Space/Reach: 10ft/10ft
Special Attacks: Favored enemy(elemental+6, outsider(water)+4, ooze+2), spells, terrain bonus+3, 
Special Qualities: Damage reduction 15/adamantine, bludgeoning and epic, immunity to cold, fatigue and fire, resistance to electricity 20, darkvision 180ft, tremorsense 180ft, fast healing 2, all around vision, earth glide, wild empathy, animal companion, woodland stride, swift tracker, evasion, terrain mastery(mountains, underground, plains, hills, aquatic), planar terrain mastery(weightless, transitive, aligned, cavernous, positive)
Saves: Fort +28, Ref +17, Will +19
Abilities: Str 29, Dex 10, Con 23, Int 12, Wis 14, Cha 12 
Skills: Appraise+27, Balance+27, Climb+43, Diplomacy+27, Hide+26, Knowledge(Geography)+27, Knowledge(Nature)+27, Knowledge(Planes)+27, Listen+28, Move Silently+26, Spot+32, Survival+28, Swim+43
Feats: Cleave(B), Improved Initiative(1), Track(R1), Power Attack(R2), Multiattack(3), Endurance(R3), Improved Multiattack(6), Improved Sunder(R6), Steadfast Determination(9), Rapidstrike(Bite)(12), Toughness(15), Improved Rapidstrike(Bite)(18)
Epic Feats: Superior Initiative(21), Planar Terrain Master(HW13)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


All Around Vision (Ex)

The Great Xorn's has a +4 racial bonus to Spot and Search checks, plus it cannot be flanked.

Earth Glide (Ex)

The Great Xorn can move through rock, dirt or any other type of earth as a fish swims through water. It leaves behind no hole behind it and it does not leave any signs of its presence.


Ranger powers:
Spoiler: ShowHide


The Great Xorn casts as a 10th level ranger. The save DCs are 12 + spell level.

[2/day]1: Alarm, Delay Poison
[2/day]2: Barksin, Bear's Endurance

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.

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

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.


Horizon Walker powers:
Spoiler: ShowHide


Terrain Mastery

At each level, the horizon walker adds a new terrain to his repertoire from those given below. Terrain mastery gives the horizon walker two benefits. The first is that they may apply their terrain bonus (see the table above) to attack rolls and weapon damage rolls, as well as Hide, Listen, Move Silently, Spot and Survival checks while in that terrain. This represents the horizon walker's hard won knowledge of how to fight effectively in that terrain. Secondly, the horizon walker gains a specific benefit as listed in the terrain. This benefit applies beyond that terrain. For example, a horizon walker with the hills terrain mastery is immune to fatigue both in and out of hilly terrain.

In the event a terrain might count as more than one type of terrain, the horizon walker only applies his terrain bonus once.

Planar Terrain Mastery

Planar terrain mastery functions just like terrain mastery, except that it applies to planar conditions that are not native to the Prime Material. The horizon walker can take a non-planar terrain type instead, if he wishes.

Terrain masteries and planar terrain masteries are extraordinary abilities unless noted otherwise.

Terrain Masteries

Aquatic

You gain a swim speed equal to one half of your land speed. You gain a +8 racial bonus to swim checks to perform some special action or avoid a hazard. You can always can choose to take 10 on a swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.

If you already have a swim speed, increase it by 10ft instead.

Hills

You resist effects that tire you. You are immune to fatigue and anything that would cause you to become exhausted makes you fatigued instead.

Mountains

You gain a climb speed of 10ft. You gain a +8 racial bonus on all climb checks. You must make a climb check to climb any wall or slope with a DC of more than 0, but you can always choose to take 10, even if rushed or threatened while climbing. You climb at the given speed while climbing. If you choose an accelerated climb, you move at double your climb speed and make a single climb check with a -5 penalty. You cannot run while climbing. You retain your Dexterity bonus to armor class (if any) while climbing and opponents get no special bonuses on their attacks against you.

If you already have a climb speed, increase it by 10ft instead.

Plains

Your land movement speed rises by 10ft. This stacks with other bonuses to movement speed, such as a monk's fast movement.

Underground

You gain darkvision out to 60ft. This stacks with any darkvision you already possess.

Planar Terrain Masteries

Weightless

You gain a fly speed equal to your land speed with perfect maneuverability. When you are on planes with no gravity or subjective gravity, you use the plane's fly speed but gain a +30ft bonus to it.

Transitive

You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds.

This is a supernatural ability.

Aligned

You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

Cavernous

You gain tremorsense with a 30ft range.

Positive

You gain fast healing 2. This stacks with any fast healing you have from other permanent sources. You are not at risk of being blinded in a major positive dominant plane and you do not gain temporary hit points from fast healing on the plane.



Gear: [spoiler]

The Great Power

The Great Xorn's natural attacks are far above that of normal xorn. They benefit from a +5 enhancement bonus and deal triple damage on a successful critical hit.

It is whispered that it gained this ability by slaying 100 water elementals and then purifying itself in a pool of boiling lava provided by Lady Sunnis. Others claim that The Great Xorn instead gained this power from a primal earth elemental, honored for being one of the greatest incarnations of Earth the Xorn have ever produced. More outlandish tales are also claimed and on consensus on the truth exists.

The Great Armor

Legends say that The Great Xorn's wanderings once took it to Gond's forges. Here he so impressed the Lord of All Smiths that he forged The Great Xorn a suit of armor. What precisely he did to impress Gond varies from tale to tale, ranging from deeds of valor to aiding him with Earth. Details vary from teller to teller, with most tales only agreeing that Gond made the armor. No matter the truth of it, The Great Armor is an exceptional suit of engineered armor and bears all the markings of Gond's advanced methods.

The Great Armor is mithral full plate+7, heavy fortification. It counts as light armor and has no armor check penalty. An enchanted metal arm with a shield is attached to the side, which protects The Great Xorn automatically and grants a +6 shield bonus to armor class. Strands of enchanted adamantine gird the insides and protect The Great Xorn's body, granting it a +6 resistance bonus to saving throws. Sprayers within the armor constantly coat The Great Xorn's body with enchanted mercury, a mist that doubles all of The Great Xorn's movement speeds and negates any penalty to movement speed from the armor. (The mist is harmless and it is not at risk of mercury poisoning.)
Title: Re: Characters and monsters
Post by: Anastasia on November 01, 2015, 06:42:06 PM
Valkyries

Fluff:
Spoiler: ShowHide


Valkyries are female outsiders who wander Ysgard and Warrior's Rest. They are battle maidens, seeing to the constant wars there and sometimes going to the Prime to recruit worthy mortals to Ysgard's endless wars. They are fearsome lovers of battle who owe their ultimate devotion to it, rather than anything or anyone else. They are celestials but not angels or eladrin (the latter of which they generally dislike). Some serve The Red Knight, but the majority are independent and maintain strongholds across Ysgard and Warrior's Rest.

A typical valkyrie is intimidating, relentless and fearless. They do not fear death or even oblivion, for battle is their purpose. They are happiest fighting fiends and evil, but are still more than content in Ysgard's eternal conflict.

Valkyries gestalt as paladins of freedom, fighters and rangers primarily, though any class with good base attack bonus progression is viable. With the exception of cleric for a few that serve The Red Knight, fair and poor base attack bonus classes are avoided. Valkyries do not disdain magic or disrespect it, but they relish melee combat above everything else.


Notes:
Spoiler: ShowHide


- Not a lot to say here. They're medium level outsiders I never got around to filling out. They work for what they are and aren't too complex.

- They're not related to the valkyries in the ToB. Think more of the valkyries from Valkyrie Profile and you're on the right track.

- Being immune to cold and fire makes sense for natives of Ysgard. Both are factors there, so that's what they got.

- I did some writing on how valkyries reproduce (via seducing worthy warriors rather than normal outsider methods), but decided it didn't really fit what I was going for. It's interesting but it really gives the wrong impression. It's also a little too close to how the FC2 portrays erinyes. There's a bit overlap here in any case. If a valkyrie fell, they'd probably end up as an erinyes.

- More relevantly, valkyries also resemble asuras from the BoED. I've never used them much, due to being unhappy with the stat block and not wanting to readjust them. They still exist, but I'd use a valkyrie before an asura. That's fine, chaotic planes are big on variety. It's only natural for chaos to have variations on a theme rather than a monolithic representation.



Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 9d8+27+9 (89 hp)
Initiative: +6
Speed: 30ft, fly 60ft (good)
Armor Class: 21 (+2 dex, +3 natural, +6 armor)
Base Attack/CMB/CMD: +9/+13/25
Attack: Bastard sword+15 (1d10+7 19-20) or longbow+12 (1d8+5 x3)
Full Attack: Bastard sword+15/+10 (1d10+7 19-20) or longbow+12/+7 (1d8+5 x3)
Space/Reach: 5ft/5ft
Special Attacks: Call to battle, counterattack, spell-like abilities.
Special Qualities: Damage reduction 5/cold iron and evil, immunity to cold and fire, resistance to acid and electricity 10, spell resistance 20, darkvision 60ft, aura of courage.
Saves: Fort +9, Ref +8, Will +8 (+4 vs poison)
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 14, Cha 16   
Skills: Balance+14, Concentration+15, Craft(any one)+13, Diplomacy+15, Intimidate+15, Knowledge(Dungeoneering)+13, Knowledge(Local: Ysgard)+13, Knowledge(N&R)+13, Knowledge(Planes)+13, Listen+14, Perform(Oratory)+15, Sense Motive+14, Spot+14
Feats: Improved Initiative(B), Weapon Focus(Bastard Sword)(1), Toughness(3), Combat Expertise(6), Improved Trip(9)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-consecrate, holy smite, magic vestment, magic weapon, spiritual weapon. 3/day-blade barrier, cure serious wounds, divine power, flame strike. Caster level 9th. The save DCs are 13 + spell level.

Call To Battle (Su)

As a full round action, a valkyrie can inspire all allies (including herself) within 60ft with a stirring speech to join battle. This grants a +2 morale bonus to attack rolls and weapon damage rolls. Additionally, they may make an extra attack at their full base attack bonus when they make a full attack, as if hasted. This bonus attack does not stack with other sources of extra attacks, such as haste or flurry of blows. These bonuses last until the end of the encounter.

Counterattack (Ex)

As an immediate action, a valkyrie can make a single melee attack against a creature that attacked her in melee. This ability is used after the attack resolves and before any further attacks from the creature.

Aura of Courage (Su)

This ability is identical to the paladin ability of the same name.


Gear:
Spoiler: ShowHide


All valkyries are given a bastard sword+1, longbow+1 and a breastplate+1. They usually have more treasure than this, as they collect plunder from defeated opponents. Melee weapons and enchanted armor are particularly prized, as well as anything to increase Strength or Constitution.
Title: Re: Characters and monsters
Post by: Anastasia on November 09, 2015, 01:47:19 AM
Purple Star

Fluff:
Spoiler: ShowHide


Army 138, "Crushers." This army is lead by Purple Star, a valkyrie noted for her use of a massive fullhammer. She has a unyielding personality suited to offensive operations, which supports the army's goal of tactical destruction and fortress penetration. Of note, she was personally recruited by The Red Knight from Ysgard.

- An excerpt from a report to the Order of the Fly, courtesy of an embedded agent in Warrior's Rest.

Bull headed. Not in the traditional sense, no. Quietly so. She doesn't give up, doesn't stop. One time she came on a wall of solid diamond blocking her way. Did she look to go around it or circumvent it? No. She stood there and hit it, over and over and over again. A waste of good effort, but I'll admit she finally cracked that wall.

Same thing when The Red Knight got her. The two fought and Purple Star got knocked down. You know what she did? She got up and swung again, got knocked down for her troubles. She got up again and kept going. So The Red Knight disarmed her, and she started battering at her with her fists. Her hands broke from hitting bare armor, but she kept on. When her hands finally failed, she threw all her magic at her. She made The Red Knight knock her out.

So she's dedicated, I'm sure you can find other celestials with that sort of will. The scary part about it is how she acts. She doesn't get angry. She didn't cry in pain when her hands broke, didn't swear when she came on that diamond wall. She gives any obstacle the same unimpressed look and gets to breaking it down. It can be a stone wall, a warrior or even a balor in her way, and she'll handle all of the same.


- Strength of Light, commenting on Purple Star to Seira Aryn.

You ever fought a lower ranked archon, like say a hound archon? Fight them long enough and they tend to do the same thing over and over. It's the lawful nature, lesser inevitables and devils can fall into it too. Fight an eladrin, slaad or demon and you won't see the same. Can't, see, since that's abhorrent to the chaos they're made of. But Purple Star's different. She's as chaotic as any eladrin, but she's terrifyingly unchanging. She attacks each problem in the same way, yeah?

Like there I am, minding my own business and fighting her. She'll just keep battering me down. See, you get to know a chaotic spirit and you know they have to keep doing different things. It's just how they are. So Purple Star really stuck in my craw. I really think it over and it hits me like a berserk cornugon. No matter the problem, the nature of it and the situation, she can only see one solution. She's broken in some way. I don't know. No matter how she expresses herself, it's always the same. No wonder she's so damn good at destroying things. It's all she can do.


- Tannin Darkbrooke of Aurora, talking to Moonstar, a tulani eladrin visitor to Aurora.

You came all this way and did so much just to ask that? Hah, there's some spirit on you, eladrin. You're right, she's broken but her own choice and own will. There's an old story about a monk who became the best by practicing one punch his entire mortal life. Purple Star sought that and had no trifling limitations like mortality to stop her.

A day, she swings her hammer against all foes and problems. A month, a year, a decade, a century. Oh, she tries to apply it in different ways and learn new techniques all the time. But there's only so many ways she can break things. Not even chaos can make the same hammer blow different forever. She made herself into something that sees the same practice wall before her every time. She's beaten it every time before, so why stop now?

Change her back? Fix her? No. She made her choice and more importantly, it would deprive war of a skilled specialist. It may destroy her in the end or she may become something different than she is. But that's war, nothing is unchanged by it. Besides, is not chaos everything, eladrin? Even that which is not chaos.


- The Red Knight, to Moonstar.



Notes:
Spoiler: ShowHide


- Purple Star explores a few concepts. She's a specialist and this examines the role of specialists of that level, as well as what it may take to reach that sort of skill. It's an example of an advanced valkyrie, though this is relatively minor. Finally, she's a reflection of chaos and how it can become something seemingly unchaotic, all for the sake of chaos being all by its basic nature.

- Mechanically, she works fairly well. Shattering knight is good at doing exactly what it's supposed to. I confess I'm fond of this one, even if it's limited in use since sunder is unpopular. The rest of her racial abilities are boosted versions of the normal valkyrie powers, while her weapon is tailored to her. She's good at what she specializes in. While she does have some versatility beyond it, she largely sticks to her niche.

- Red Knight's generals are all gifted the same breastplate. Not all use it and full plate variants do exist. But you're more likely to see it on one of her generals than not. She prefers them to use it if possible, but accepts it if they have something better (so long as they get it recolored to red) or don't use armor. It's generally viewed dimly by other generals and The Red Knight's high clergy.



Valkyrie 26//Fighter 10/Shattering Knight 16

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 26d10+286+26 (462 hp)
Initiative: +14
Speed: 30ft, fly 60ft (good)
Armor Class: 49 (+6 dex, +19 natural, +11 armor, +4 insight)
Base Attack/CMB/CMD: +26/+40/60
Attack: Hata+50 (2d10+38 19-20 x4)
Full Attack: Hata+50/+45/+40/+35 (2d10+38 19-20 x4)
Space/Reach: 5ft/5ft
Special Attacks: Call to battle, counterattack, spell-like abilities, sunder specialist(+8/+8d4), cleaving sunder.
Special Qualities: Damage reduction 15/cold iron, epic and evil, immunity to cold and fire, resistance to acid and electricity 20, spell resistance 37, darkvision 120ft, aura of courage, improved mettle, magic touched, improved glorious destruction, touch of adamantine, absorb dweomer.
Saves: Fort +29, Ref +24, Will +28 (+4 vs poison)
Abilities: Str 38, Dex 23, Con 32, Int 18, Wis 19, Cha 21   
Skills: Balance+35, Concentration+40, Craft(Weaponsmithing)+33, Craft(Armorsmithing)+33, Diplomacy+34, Intimidate+34, Knowledge(A&E)+33, Knowledge(Dungeoneering)+33, Knowledge(Local: Warrior's Rest)+33, Knowledge(N&R)+33, Knowledge(Planes)+33, Listen+33, Perform(Oratory)+34, Sense Motive+33, Spot+33, Swim+43
Feats: Improved Initiative(B), Iron Will(B), Power Attack(1), Exotic Weapon Proficiency(Fullhammer)(F1), Cleave(F2), Toughness(3), Improved Sunder(F4), Weapon Focus(Fullhammer)(6), Weapon Specialization(Fullhammer)(F6), Melee Weapon Mastery(Bludgeoning)(F8), Brutal Strike(9), Greater Weapon Focus(Fullhammer)(F10), Improved Critical(Fullhammer)(12), Flyby Attack(15), Crushing Strike(18)
Epic Feats: Epic Will(B), Superior Initiative(B), Great Strength(21), Epic Sunder(SK13), Pulverize(24), Shatter Golem(SK16)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-blade barrier, consecrate, cure serious wounds, detect evil, divine power, flame strike, holy smite, magic vestment, magic weapon, spiritual weapon. 3/day-foresight, power word blind, power word stun. 1/day-miracle, storm of vengeance. Caster level 26th. The save DCs are 15 + spell level.

Call To Battle (Su)

As a full round action, Purple Star can inspire all allies (including herself) within 60ft with a stirring speech to join battle. This grants a +4 morale bonus to attack rolls and weapon damage rolls. Additionally, they may make an extra attack at their full base attack bonus when they make a full attack, as if hasted. This bonus attack does not stack with other sources of extra attacks, such as haste or flurry of blows. These bonuses last until the end of the encounter.

Counterattack (Ex)

As an immediate action, Purple Star can make a single melee attack against a creature that attacked her in melee. This ability is used after the attack resolves and before any further attacks from the creature.

Aura of Courage (Su)

This ability is identical to the paladin ability of the same name.


Shattering Knight powers:
Spoiler: ShowHide


Magic Touched (Su)

As a result of the ritual to qualify for this prestige class, the shattering knight radiates faint magic. He radiates no particular school of magic. This ability has no further mechanical effect; magic touched represents the latent magic power absorbed by the shattering knight from the many magical items he has destroyed.

Sunder Specialist (Ex)

At 1st level, a shattering knight begins an intense study of how to break objects. He gains a +1 bonus to CMB when he attempts to sunder an object, as well as the same bonus to resist his own equipment from being sundered. He also deals an extra 1d4 points of damage when he successfully damages an object. This extra damage applies to when he sunders a worn or carried object or attacks an unattended object. These bonuses rise by +1 and +1d4 at level 3 and every 2 levels thereafter.  For example, a 5th level shattering knight gains a +3 bonus to his CMB when he sunders and deals an additional 3d4 points of damage if he hits.

The bonus from this ability stacks with the bonus granted by the Improved Sunder feat.

Cleaving Sunder (Ex)

At 2nd level, whenever a shattering knight successfully destroys a worn or carried object through sundering, he may immediately make an attack against the creature that wore or carried the object. Treat this as successfully dropping a foe via the Cleave feat. Doing so counts as a use of his Cleave ability. He may only use this ability once per round, no matter how many times he may use Cleave.

Glorious Destruction (Su)

At 4th level, a shattering knight benefits from a surge of power whenever he destroys a worn or carried magical item via sundering. He gains a +4 morale bonus to attack rolls, weapon damage rolls, armor class, skill checks and saving throws for a number of rounds equal to his shattering knight level + 3. Multiple bonuses gained by destroying multiple magical items do not stack. However, each time another magical item is destroyed, the duration is fully restored. For example, a 4th level shattering knight who destroys a longsword+1 gains this bonus for 7 rounds. If he destroys a buckler+1 4 rounds later, the duration of the bonus granted from glorious destruction resets to 7.

This only applies to objects worn or carried by a creature, unattended objects do not grant any bonus. Items rendered temporary magical, such as a masterwork longsword under the effects of magic weapon, do not enable the bonus from glorious destruction. However, magical weapons further augmented, such as a longsword+1 increased with greater magical weapon, do grant the bonus.

Touch of Adamantine (Su)

At 6th level, a shattering knight's attacks are hard as adamantine due to his training and the magic within him. Any weapon, including natural weapons and unarmed attacks, that the shattering knight uses are treated as being adamantine. They ignore hardness below 20 and count as adamantine to bypass damage reduction. The weapon retains all other qualities.

Improved Glorious Destruction (Su)

At 8th level, the bonuses granted by glorious destruction rise to +8.

Absorb Dweomer (Su)

At 10th level, a shattering knight may drink in the magic of what he destroys and gain a surge of vitality. Three times per day as a free action when he successfully destroys a magical item via sunder, he may choose to absorb the magic into himself. Doing so heals the shattering knight a number of hit points equal to the value of the magical item sundered divided by 500, with any excess gained as temporary hit points. The temporary hit points granted by this ability fade after one hour. A shattering knight can have temporary hit points equal to his maximum hit points, with any excess lost.

For example, a longsword+3 (worth 18000 gold) subjected to absorb dweomer heals 36 hit points, with any excess gained as temporary hit points. Multiple uses of this ability stack.

A magical item subjected to absorb dweomer is forever a non-magical item afterwards. While it can be repaired, it will be a non-magical version of what it was before. A magical longsword subjected to absorb dweomer and then repaired would be a masterwork longsword, for example. Artifacts are not affected by this ability.

If the shattering knight uses absorb dweomer on a non-magical item, it has no effect and that use of absorb dweomer is wasted.


Gear:
Spoiler: ShowHide


Hata

When Purple Star pledged herself to The Red Knight, she broke her hammer to signify the break from her previous life. The scraps of this weapon were melted down and mixed with aurorum to form Hata, a fullhammer that Purple Star has wielded ever since. It is 10ft tall and towers over Purple Star, but she has learned to fight with it effectively through dogged determination. It appears as a fullhammer made entirely of metal with an indigo gleam. The head is decorated with images of siege engines and catapults, while the long haft is smooth.

Hata is an aurorum fullhammer+6, sundering. Hata deals double damage against objects. As a full round action, Hata can be used to make a single attack. This attack deals triple damage if it hits (and sextuple damage on a critical hit) a creature and quadruple damage on an object. Doing so shatters Hata into dozens of fragments, though they can be recombined as usual for aurorum.

Red Breastplate

This armor is given to The Red Knight's favored servants. It is a deep, beautiful red and never rusts or becomes dirty. It is a breastplate+6 that has a maximum dexterity bonus equal to the wearer's Dexterity modifier and no armor check penalty. Additionally, for every 2 points the wearer's Intelligence is above 10 (12, 14, ect), the wearer gains a +1 insight bonus to armor class and saving throws. 

Past this, Purple Star wears a girdle that grants her a +8 enhancement bonus to Strength and Constitution. Unlike most valkyries, she dislikes archery and does not carry a bow.
Title: Re: Characters and monsters
Post by: Anastasia on November 10, 2015, 04:15:40 AM
Aurora Golems

Fluff:
Spoiler: ShowHide


Aurora golems are an early creation of Medi, creator of Aurora. They stand in Aurora's main hall as a vigilant defense against any who would invade. They follow all instructions from Elena and Galariel to the letter and will give their lives to defend Aurora. They are an extra layer of defense, used by the current crusade as a reserve in case all else fails.


Notes:
Spoiler: ShowHide


- There's little to say here. They're golems with 3.0 magic immunity and some extra damage on their slam attacks. Sometimes simple works best.

- As far as legacies go, they're not one of Medi's strongest. Medi was a golem maker but they were not his greatest passion. He could have done better, but he chose to focus on the fortress itself and magical items instead. Self replenishing magical ice is quite a breakthrough and more important than the golems themselves. This one was lost to history and the B3 crew never really thought to investigate this. Perhaps just as well, since it's really hard to replicate. Medi pulled it off in part because of the built in limitation of drying up if exposed to air.

- Medi had the knack of being an incredible builder combined with wizardry talent and a knack at finding ways to finesse magical systems. Any one of those would be enough talent to take one far, all three is a combination seen indescribably rarely, let alone in a mortal.


Aurora Golem

Size/Type: Large Construct
Hit Dice: 20d10+30+20 (250 hp)
Initiative: +4
Speed: 30ft
Armor Class: 34 (-1 size, +25 natural)
Base Attack/CMB/CMD: +15/+31/41
Attack: Slam+30 (1d10+15 plus 2d6 cold plus 2d6 holy)
Full Attack: 2 slams+30/+25 (1d10+15 plus 2d6 cold plus 2d6 holy)
Space/Reach: 10ft/10ft
Special Attacks: Injector system.
Special Qualities: Damage reduction 15/adamantine, immunity to magic, fast healing 5, darkvision 60ft, low-light vision, construct traits.
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 40, Dex 11, Con -, Int 2, Wis 11, Cha 2
Skills: Listen+23, Spot+23
Feats: Power Attack(1), Toughness(3), Improved Initiative(6), Rapidstrike(9), Improved Sunder(12), Weapon Focus(Slam)(15), Brutal Strike(18)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Injector System (Ex)

An aurora golem has myriad hidden needles over its hands, pricking any foe that takes damage from its slam attack. This injects a cool, clear blue gel that deals an additional 2d6 points of cold damage and 2d6 points of holy damage. This gel, a product of blue ice, holy water and other reagents, is self replenishing within the golem. If exposed to air the gel dries out and loses all power in four rounds. Destroying the golem generally causes systemic damages that destroys the golem's ability to generate the gel.

Immunity to Magic (Ex)

An aurora golem is immune to any spell, spell-like ability or supernatural ability.


Gear: [spoiler]

Aurora golems carry no treasure, as they are semi-intelligent parts of Aurora's defenses with no desire for such.
Title: Re: Characters and monsters
Post by: Anastasia on January 30, 2016, 01:17:04 AM
These are meant to replace the phoenix in the MM2. Phoenixes are quite rare and a symbol of life. Most are tied to Lathander and serve as legendary protectors, figures of destruction or sages. They have the ability to heal injury, restore the maimed and even defy death. As such, they are creatures of legend.

Mechanically, they're around CR 22-23. They aren't overwhelming in battle, but they keep getting back up after being slain. Plus they do it with a bang, which makes them harder than their statistics would indicate.


Phoenix

Size/Type: Huge Magical Beast (Fire)
Hit Dice: 28d10+280 (560 hp)
Initiative: +6
Speed: 20ft, fly 140ft (good)
Armor Class: 46 (-2 size, +6 dex, +24 natural, +8 deflection)
Base Attack/CMB/CMD: +28/+43/67
Attack: Claw+39 (3d6+13 plus 3d6 fire)
Full Attack: 2 claws+39/+34/+29/+24 (3d6+13 plus 3d6 fire) and bite+37 (4d8+6 plus 3d6 fire) and tail slap+37 (3d6+6 plus 3d6 fire)
Space/Reach: 15ft/15ft
Special Attacks: Phoenix cry, rise from the ashes, spell-like abilities.
Special Qualities: Damage reduction 20/epic and evil, immunity to fire and poison, resistance to acid and electricity 30, spell resistance 41, fast healing 60, vulnerability to cold, see in darkness, flaming body, unearthly grace.
Saves: Fort +32, Ref +28, Will +21
Abilities: Str 36, Dex 23, Con 30, Int 18, Wis 20, Cha 27 
Skills: Balance+37, Concentration+41, Heal+36, Knowledge(Arcana)+35, Knowledge(Nature)+35, Knowledge(Religion)+35, Listen+36, Sense Motive+36, Spot+36, Survival+36
Feats: Power Attack(1), Multiattack(3), Rapidstrike(6), Hover(9), Flyby Attack(12), Ability Focus(Rise from the Ashes)(15), Quicken Spell-Like Ability(Fireball)(18), Improved Rapidstrike(21)
Epic Feats: Epic Ability Focus(Rise from the Ashes)(24), Epic Quicken Spell-Like Ability(Fireball)(27)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-cure critical wounds*, dispel evil, fireball*, greater dispel magic, hallow, holy aura, holy word, neutralize poison, remove blindness/deafness, remove curse, remove disease, remove paralysis. 3/day-heal, greater restoration, rain of embers*, regenerate, resurrection. Caster level 28th. The save DCs are 18 + spell level.

* Treat as maximized, as if by the Maximize Spell feat.

Flaming Body (Su)

A phoenix deals an extra 3d6 points of fire damage with its natural attacks. Creatures that strike it with melee attacks suffer the same damage per strike, while those that grapple it take 10d6 points of fire damage per round.

Unearthly Grace (Su)

A phoenix adds its Charisma modifier as a bonus to its saving throws and a deflection bonus to armor class.

Phoenix Cry (Su)

As a full round action, a phoenix can emit a cry that causes a channel energy (positive) effect on all creatures within 60ft. Treat it as a cleric of its level to determine the damage and save DC. (14d6; DC 36). A phoenix is healed by its phoenix cry, unlike a cleric channeling energy. Additionally, creatures that have been dead one round or less are affected by its cry. If this healing would restore them to 0 or greater hit points, they are restored to life.

The save DC includes a +4 racial bonus.

See in Darkness (Ex)

The burning eyes of a phoenix can see normally in any darkness, even magical darkness.

Rise from the Ashes (Su)

A phoenix that is slain immediately resurrects in a burst of fire. When the phoenix dies, its body burns away to ash. 1d4 rounds later it rises from the ashes (or the spot where it died if the ashes are scattered or destroyed). Any creature within 60ft of the phoenix when it rises from the ashes suffers 336 points of fire damage (DC 44 Reflex halves). This fire damage ignores resistance to fire and deals half damage to creatures immune to fire. The phoenix acts immediately after its resurrection.

The means to permanently kill a phoenix are not known, though petrification can stop one.

The save DC is Constitution based and includes a +4 racial bonus.


Gear: [spoiler]

Phoenixes have little need for treasure and most items cannot withstand its burning body. Occasionally phoenixes will wear enchanted circlets or diadems, though this is not common.
Title: Re: Characters and monsters
Post by: Anastasia on January 31, 2016, 12:44:49 PM
Goldenfire Golems

These golems are adamantine golems made and shaped by Lathander's goldenfire, deep in a secret forge on Elysium's sun. Only one in a thousand adamantine golems survives this process, those that do are awakened by Lathander and serve him directly. They are an elite corps of soldiers that vanquish the undead at his command.

The life of a goldenfire golem is about two things: destroying the undead and learning to be a person. Lathander and his followers encourage goldenfire golems to develop their own personality, to grow and become more than a mere golem. Those that do well at this gain a higher Charisma score and the greatest of those become sentinels to better vanquish undead and evil. Interestingly, those that develop this far are sometimes transformed into solars by Lathander. This is seen as the greatest reward a goldenfire golem can be given, for it is the gift of life.

Goldenfire golems usually gestalt as fighters. Those that sufficiently develop retrain as sentinels, this requires a natural Charisma score of 18 or higher.


Size/Type: Huge Construct
Hit Dice: 42d10+126+42+168+40 (796 hp)
Initiative: -1
Speed: 20ft
Armor Class: 61 (-2 size, -1 dex, +54 natural)
Base Attack/CMB/CMD: +31/+55/64
Attack: Slam+50 (6d10+40 15-20 x3)
Full Attack: 2 slams+50/+45 (6d10+40 15-20 x3)
Space/Reach: 15ft/15ft
Special Attacks: Trample 6d10+30, project goldenfire barrier, goldenfire burst.
Special Qualities: Damage reduction 40/adamantine and epic, fast healing 25, magic immunity, unmovable, crushing blows, toughness, constructed toughness, living golem, construct traits.
Saves: Fort +37, Ref +12, Will +17
Abilities: Str 51, Dex 9, Con -, Int 10, Wis 11, Cha 10
Skills: Concentration+45, Craft(any one)+45, Jump+59, Knowledge(Religion)+45, Listen+45, Spot+45
Feats: Toughness(B), Ability Focus(Trample)(1), Weapon Focus(Slam)(3), Power Attack(6), Improved Sunder(9), Improved Bull Rush(12), Awesome Blow(15), Rapidstrike(Slam)(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Trample)(21), Epic Sunder(24), Epic Fortitude(27), Epic Will(30), Epic Toughness(33), Armor Skin(36), Armor Skin(39)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Project Goldenfire Barrier (Sp)

As a swift action, a goldenfire golem can mimic the effects of a wall of iron spell (caster level 42nd), except that the wall and any iron from it vanishes after 10 minutes. This wall blazes with goldenfire, dealing 2d6 points of goldenfire damage per round to any creature within 20ft of it. A creature who comes in direct contact with the wall or is crushed by it takes 7d6 points of goldenfire damage instead.

Goldenfire damage is fire damage, except that it ignores immunity and resistance to fire.

A goldenfire golem automatically succeeds on the Strength check to tip a wall of iron over.

Trample (Ex)

Reflex DC 61 half. The save DC is Strength based and includes a +4 racial bonus.

Crushing Blows (Ex)

The slams of a goldenfire golem hit with bone-shattering force. A goldenfire golem applies double its strength modifier to damage rolls with its slam attack. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit.

Unmovable (Ex)

The bulk of a goldenfire golem is almost impossible to push, trip or move. It cannot be tripped, bull rushed or knocked prone, nor can effects move it back.

Toughness (Ex)

A goldenfire golem is noted for its sheer toughness and rugged endurance. It gains a +20 bonus to Fortitude saves and may substitute a Fortitude save for a Reflex save. It has an additional 3 hit points per hit die.

Magic Immunity (Ex)

A goldenfire golem is immune to all spells, spell-like abilities and supernatural abilities, with the following exceptions. Conjuration (healing) spells restore hit points to the goldenfire golem as if it were a living creature.

Constructed Toughness (Ex)

A goldenfire golem gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Goldenfire Burst (Su)

As a standard action, a goldenfire golem can emit a burst of goldenfire all around it. This deals 20d6 points of goldenfire damage to all creatures within 30ft. A Reflex DC 31 Reflex save halves this damage.

The save DC is Charisma based.

Living Golem (Ex)

A goldenfire golem is granted life and a soul by Lathander. It heals hit points from conjuration (healing) spells as if it were a living creature, these affect it normally. A goldenfire golem counts as a living or non-living creature for the sake of effects, whichever is more beneficial. Goldenfire golems have a soul and are reborn as outsiders in the House of Nature if destroyed.


Gear: [spoiler]

A goldenfire golem carries no equipment. If destroyed, the scrap is worth 6d8*1000 gold.
Title: Re: Characters and monsters
Post by: Anastasia on March 21, 2016, 02:02:46 AM
Infiltration Cows

Fluff:
Spoiler: ShowHide


Ecology

Infiltration cows are cows with an ever changing color and skin patterns, ones that shift to make them best blend into wherever they are. They are slightly smaller than typical cows, with a thinner profile and more muscle definition.

Unlike many unusual and freakish creatures, the origin of infiltration cows is known. Ages ago in Elysium, an enterprising mercane wizard attempted to muscle into the local cattle market. He bred special cows able to blend in anywhere without being seen and created a spell to allow him to see through their eyes. His plan was that this would allow him to spy on the herds of his competitors and undercut them. The fact that he felt the need to make his spies chameleon-cows instead of simply enchanting normal cows to spy is held as proof of the mercane's insanity, besides the fact that he created infiltration cows in the first place. His plan ultimately failed, though a few of his special cows ended up inadvertently traded to other planes.

Infiltration cows are carnivores and apex predators, ones that hide and ambush prey with a swift, overwhelming attack. They have an unnatural gift at striking their prey's weak points, often taking down lesser prey in a single strike.

There is no natural terrain for infiltration cows. They tolerate any climate barring extreme heat or cold, so long as there is water and ample prey.

Environment

Infiltration cows make no dens and instead wander their territory. Such territory ranges from 5 to 50 miles in range, depending on the density of prey and the cow's own tendencies.

Typical Physical Characteristics

A typical infiltration cow is a thin, muscular cow with every changing skin color and patterns. They have longer and sharper horns than the average cow as well as keener teeth as befitting a carnivore. If placed in an area with terrain its chameleon abilities can't adapt to, an infiltration cow's skin is rough and uniformly gray.

Alignment

Infiltration cows are neutral in alignment, as they lack the intelligence for meaningful ethical responsibility.

Advancement

By racial hit dice. Few infiltration cows advance to 9 hit dice. Progression beyond that is extremely rare, the large majority never exceed 8 hit dice. Those rare outliers gain an additional die of sneak attack damage at level 10 and every 3 levels thereafter.

Gestalt

None. Infiltration cows lack the mental ability to gestalt.



Notes:
Spoiler: ShowHide


- These aren't remotely serious. They're my homage to D&D's stranger creatures. You know the odd cross breeds that pop up as monsters, the ones that make you tilt your head and wonder what's gong on? Those are the stranger creatures I have in mind. Insanity and magic are a bad combination and strange things arise of it.

- Yes, the mercane who made them was quite mad. Look at his premise alone for a moment: trying to horn in on Elysium's cattle business. As if the infinite plane didn't have enough cattle for him if he wanted some without going to such extremes. Just spend some time there, Elysium is a Heaven and provides all that stay there with perfect happiness. Of course, by the time mercane had spent some time there, perfect happiness for him may well have nothing to do with cows. While outsiders aren't subject to Elysium's entrapping trait, mercane have no alignment traits and are fairly flexible there (compared to normal outsiders). Combine that with being already unstable and insane and he'd probably have been changed by Elysium a great deal.

- As far as mechanics go, they're ambush predators more than capable at what they do. Normal prey animals pose no difficulty for them and the can compete with some advanced fauna. Unlike typical cattle, they tend to be loners and solitary, so you don't see packs of them. Think more territorial.

- I don't ever intend to use these, in case that's not clear.



Size/Type: Large Magical Beast
Hit Dice: 8d10+16 (67 hp)
Initiative: +1
Speed: 40ft
Armor Class: 15 (-1 size, +1 dex, +5 natural)
Base Attack/CMB/CMD: +8/+10/20
Attack: Gore+16 (1d8+12 plus 3d6 sneak attack 19-20 x2)
Full Attack: Gore+16 (1d8+12 plus 3d6 sneak attack 19-20 x2) and bite+10 (2d6+4 plus 3d6 sneak attack)
Space/Reach: 10ft/10ft
Special Attacks: Sneak attack+3d6.
Special Qualities: Darkvision 60ft, low-light vision, scent, chameleon, hide in plain sight.
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 26, Dex 12, Con 14, Int 2, Wis 12, Cha 7
Skills: Hide+24, Move Silently+14
Feats: Stealthy(1), Weapon Focus(Gore)(3), Darkstalker(6)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Sneak Attack (Ex)

This ability is identical to the rogue ability of the same name.

Chameleon (Su)

Infiltration cows are natural chameleons, changing color to match the terrain around them. This grants them a +10 racial bonus to Hide checks.

Hide in Plain Sight (Ex)

An infiltration cow can use the Hide skill even when being observed.


Gear: [spoiler]

Infiltration cows carry no possessions of note. However, the leather of an infiltration cow is useful in making leather armor with stealth enchantments. If properly harvested with a DC 15 Craft(Leatherworking) check, the hide of an infiltration cow is worth 1d10*100 gold.
Title: Re: Characters and monsters
Post by: Anastasia on April 02, 2016, 02:14:21 PM
Celestial Dire Tiger

This is for those polymorph subschool spells I'm doing. It's a dire tiger with the celestial creature template, nothing more.

Size/Type: Large Magical Beast
Hit Dice: 16d8+48 (123 hp)
Initiative: +2
Speed: 40ft
Armor Class: (-1 size, +2 dex, +6 natural)
Base Attack/CMB/CMD: +12/+21/37
Attack: Claw+20 (2d4+8)
Full Attack: 2 claws+20 (2d4+8) and bite+14 (2d6+4)
Space/Reach: 10ft/10ft
Special Attacks: Improved grab, pounce, rake, smite evil.
Special Qualities: Damage reduction 10/magic, resistance to acid, cold and electricity 10, spell resistance 21, darkvision 60ft, low-light vision, scent.
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide+13, Jump+18, Listen+12, Move Silently+13, Spot+12, Swim+18
Feats: Alertness(1), Run(3), Weapon Focus(Claw)(6), Stealthy(9), Improved Natural Attack(Claw)(12), Improved Natural Attack(Bite)(15)
Epic Feats: -
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Improved Grab (Ex)

To use this ability, a celestial dire tiger 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 rake.

Pounce (Ex)

If a celestial dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex)

Attack bonus +18 melee, damage 2d4+4.

Smite Evil (Su)

Once per day a celestial dire tiger can make a normal melee attack to deal 16 extra damage against an evil foe.


Gear: [spoiler]

None. Celestial dire tigers are animals and don't use such things.
Title: Re: Characters and monsters
Post by: Anastasia on April 30, 2016, 01:08:23 AM
Snowy, servant of Sharess

Fluff:
Spoiler: ShowHide


Long ago, Snowy was a farm cat. His humans gave him treats and let him catch all the mice in the barn, so Snowy was content. During a snowstorm, strange green creatures came and attacked his humans and scared him. They had the nice one that gave him treats down and were pointing a big sharp thing at his throat. Snowy didn't like that and leaped right onto that green creature's face. This bought time for his humans to recover and get away, but not for him, and he barely felt the axe that cut him into two.

Fortunately for Snowy, Sharess approved of what he did and rewarded him with intelligence and the ability to speak. He now wanders Rapture, enjoying the sights and sounds of the realm. His days are sunning, hunting food and napping. The only exception is when Sharess or one of her servants has him do a minor task, such as watching over a sleeping warrior that Sharess just blessed.


Notes:
Spoiler: ShowHide


- Snowy showed up briefly in B3. Sometimes taking a peek into a throwaway character can be interesting. This gives an example of what a typical cat in Sharess's realm looks like, statistically. They're all blessed with human level intelligence and the ability to speak.

- Speaking of, the vast majority are rogues. It just fits cats and few have the inclination to learn anything more exotic.

- Finally, Snowy has a small bit of treasure. If you're desperate enough to loot a cat's collection of shiny things for gold, you may want to reconsider this whole adventurer thing.


Cat 3//Rogue 3

Size/Type: Tiny Outsider (Chaotic, Good)
Hit Dice: 3d8 (17 hp)
Initiative: +2
Speed: 30ft
Armor Class: 15 (+2 size, +2 dex, +1 natural)
Base Attack/CMB/CMD: +3/-3/7
Attack: Claw+7 (1d2-4 plus 2d6 sneak attack)
Full Attack: 2 claws+7 (1d2-4 plus 2d6 sneak attack) and bite +2 (1d3-4 plus 2d6 sneak attack)
Space/Reach: 2 1/2ft/0ft
Special Attacks: Sneak attack+2d6, penetrating strike.
Special Qualities: Darkvision 60ft, low-light vision, scent, evasion, speech.
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 10
Skills: Balance+16, Bluff+6, Climb+12, Hide+14, Jump+16, Knowledge(Nature)+6, Listen+7, Move Silently+14, Spot+7, Survival+7, Swim+2, Tumble+8
Feats: Weapon Finesse(B), Stealthy(1), Darkstalker(3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Speech (Su)

Cats blessed by Sharess can speak as a human does. Snowy knows Celestial and Common.


Gear: [spoiler]

Snowy is a cat and doesn't care for gear. However, his collection of shiny things does include some coins and bits of valuable metal worth 50 gold.
Title: Re: Characters and monsters
Post by: Anastasia on May 23, 2016, 01:08:54 AM
Selune, the Moonmaiden

Notes:
Spoiler: ShowHide


- Selune's not meaningfully changed from FR canon, so no flavor block here. Unlike in faiths and pantheons, she's a greater power instead of an intermediate power.

- My first thought was to make Selune a druid. While there is some appeal there and shapechange suits her well, I felt a full BAB class would help her more. In particular, ranger offers the same flavor with a more martial bend. With chameleon she has plenty of spellcasting, so having her BAB taken care of lets chameleon focus on what it does best rather than the mediocre combat focus. Also, for a deity that champions female empowerment, taking a more martial class (and more male focused due to cultural associations) subtly supports her portfolio.

- Moon warded ranger is an obvious choice for Selune. Plus combat styles don't suit Selune well, so it's really a no duh sort of choice. Skin of the moon isn't very good, but armor of the senses and indomitable mind are both excellent. It's nice when fluff and effectiveness come together like that. I'm also a sucker for it on ranger dips, since getting Wis to AC's always nice.

- Selune's build is meant to model itself after the phases of the moon. Selune always shows a different face, this is reflected in her combat capabilities. It's a more interesting take to me than just slapping a bunch of base classes on her or otherwise phoning it in. It's a unique use of chameleon and one I'm fairly satisfied with. I don't use chameleon often (I feel it's broken in gestalt), but this case felt like a good reason to use it. Chameleon's broken matters a lot less for deities, anyway.

- Technically, lycanthropes aren't a valid selection for favored enemy. Selune cheats a bit here. To be honest, I'd allow it anyway since I feel it's a reasonably defined class of creatures. Narrow, but the various humanoid ones are anyway.

- Selune's damage reduction is almost impossible to fulfill. You have to get stars somewhere the moon doesn't reach, which requires circumventing or blocking out Selune. Damage reductions of this level are usually a quest into themselves to overcome.  As seen in Dispater's stat block, damage reductions under supreme damage reduction usually have a great deal of symbolic value. In this case it's the denial of Selune and the light she represents in the sky above - one of Shar's goals is to blot the moon and turn night into true, absolute darkness.

- Seers are an addition to Selune's portfolio and worshipers. I tend to play the vision and future telling of Selune up, so they're added here. Her domain emphasis of that is insight, which keys to how her doctrine supports feminine insight and instincts.

- Bane of Enemies is really good for epic rangers, since they have so many favored enemies it applies to almost everything. I like how it rewards people who takes lots of ranger as well as those who take a few certain favored enemies. Hi favored enemy: evil.

- Some of Selune's later epic feats are uninspired or a bit messy, I may revise these in the future.

- Moonmaiden is a very strong SDA. It's mostly for the moon transformation. I made a point to answer any immediate questions about it, but it's simply one of those abilities that needs the DM to exercise common sense. Turning into a literal moon takes a degree of DM adjudication regardless of how well you write the ability.



Selune
Our Lady of Silver, the Moonmaiden
Greater Deity
Symbol: Pair of female eyes surrounded by seven silver stars
Home Plane: Gates of the Moon
Alignment: Anarchic Exalted
Portfolio: Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers, seers
Worshipers: Female spellcasters, good and neutral lycanthropes, navigators, sailors, seers
Cleric Alignments: CG, CN, NG
Domains: Chaos, Chastity, Dream, Good, Insight, Moon, Night, Protection, Sky, Transformation, Travel
Favored Weapon: Rod of the Four Moons (Heavy Mace)

Ranger (Moon Warded Ranger) 61//Bard (Spell-Less Bard) 10/Chameleon 51

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 16
Hit Dice: 61d8+915+61+244 (1708 hp)
Initiative: +41; always goes first
Speed: 90ft, fly 235ft (perfect)
Armor Class: 121 (+17 dex, +16 divine, +33 natural, +21 deflection, +23 wis, +1 dodge)
Base Attack/CMB/CMD: +61/+93/165
Attack: Rod of the Four Moons+114 (1d8+45 plus 2d6 holy plus 3d6 moonfire plus 1d6 sneak attack plus +2/+2d6 vs favored enemies plus 4d6 on crit 19-20 x3)
Full Attack: Rod of the Four Moons+114/+114/+109/+104/+99 (1d8+45 plus 2d6 holy plus 3d6 moonfire plus 1d6 sneak attack plus +2/+2d6 vs favored enemies plus 4d6 on crit 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy(outsider (evil)+22, lycanthropes+16, undead+16, aberrations+10, dragons+10, elementals+10, vermin+10, outsider (lawful)+10, outsider (chaotic)+10, humanoids (humans)+10, outsider (air)+10, outsider (fire)+10, humanoid(goblinoids)+10), mimic class feature 23/day, sneak attack+1d6.
Special Qualities: Damage reduction 35/special, immunity to cold and electricity, spell resistance 96, fast healing 45, low-light vision, divine traits, wild empathy, solitary hunting, woodland stride, swift tracker, improved evasion, indomitable mind, camouflage, hide in plain sight, bardic music 22/day, inspire courage+3, countersong, fascinate, inspire competence, suggestion, inspire greatness, bardic knowledge, improved uncanny dodge, aptitude focus unlimited/day, ability boon+10, rapid refocus.
Saves: Fort +77, Ref +80, Will +79
Abilities: Str 42, Dex 45, Con 41, Int 47, Wis 56, Cha 53
Skills: Bluff+101, Concentration+95, Craft(Stars)+98, Diplomacy+101, Disguise+101, Gather Information+101, Hide+97, Knowledge(All)+98, Listen+103, Move Silently+97, Perform(All)+101, Search+98, Sense Motive+103, Spellcraft+98, Spot+103, Survival+103, Swim+96, Tumble+97, Use Magic Device+101
Feats: Able Learner(1), Toughness(H), Words of Creation(B1), Track(R1), Song of the Heart(B2), Versatile Performer(3), Endurance(R3), Extra Music(B4), Combat Expertise(R4), Power Attack(6), Extra Music(B7), Improved Favored Enemy(R8), Nemesis(Evil Outsiders)(9), Extra Music(B10), Improved Disarm(R11), Improved Critical(Heavy Mace)(12), Improved Trip(R14), Weapon Focus(Heavy Mace)(15), Improved Initiative(18), Hunter's Insight(45), Tactical Advantage(Evil Outsiders)(54), Spell Mastery(60), Variable Feat(C2)
Epic Feats: Epic Spell Capacity(21), Bane of Enemies(R23), Epic Nemesis(24), Integrated Aptitude Focus(Arcane)(C14), Improved Favored Enemy(R26), Music of the Gods(27), Integrated Aptitude Focus(Divine)(C18), Epic Toughness(R29), Epic Disarm(30), Epic Ability Boon(C22), Blinding Speed(R32), Epic Trip(33), Fast Healing(R35), Selune's Falll(36), Swift Refocus(C26), Improved Favored Enemy(R38), Superior Initiative(39), Epic Ability Boon(C30), Epic Toughness(R41), Overwhelming Critical(42), Devastating Critical(C34), Fast Healing(R44), Favored Hunter(R47), Integrate Class Feature(48), Extra Mimic Class Feature(C38), Improved Favored Enemy(R50), Improved Sneak Attack(51), Extra Mimic Class Feature(C42), Improved Favored Enemy(R53), Armor Skin(C46), Epic Tactical Advantage(R56), Spell Stowaway(Miracle)(57), Fast Healing(R59), Extra Mimic Class Feature(C50)
Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Clearsight, Area Divine Shield, Divine Aptitude, Divine Blast, Divine Celerity, Divine Fast Healing, Divine Shield, Extra Domain(Chastity), Extra Domain(Dream), Extra Domain(Protection), Extra Domain(Transformation), Extra Domain(Travel), Free Move, Increased Damage Reduction, Increased Spell Resistance, Mass Divine Blast, Moonmaiden, Spontaneous Arcane Spells, Supreme Damage Reduction, Supreme Initiative, Wave of Chaos.
Alignment: Anarchic Exalted

Racial powers:
Spoiler: ShowHide


Damage Reduction (Su)

Selune's damage reduction can be overcome by a weapon forged of a star's fragments that have never been touched by the moon's light.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aerial alacrity, aid, alter self, animate objects, antimagic field, astral projection, augury, blade barrier, break enchantment, chaos hammer, cloak of chaos, commune, control winds, deeper darkness, deep slumber, dimension door, dispel good, dispel law, divination, doppelganger transformation, dream sight, enduring flight, enlarge person, fabricate, faerie fire, fear, find the path, fly, foresight, gaseous form, greater arcane sight, greater plane shift, greater scrying, greater shadow evocation, greater teleport, holy aura, holy smite, holy word, insanity, interposing hand, involuntary shapechanging, iron body, lesser restoration, locate object, longstrider, maddening whispers, magic circle against good, magic circle against law, magic vestment, mass enlarge person, mass owl's wisdom, mastery of the sky, mind blank, moment of prescience, moonbeam, moon blade, moonfire, moon path, nightmare, phantasmal killer, permanent image, phantom steed, phase door, power word stun, prismatic sphere, protection from energy, protection from evil, protection from law, raptor's sight, repulsion, reverse gravity, sanctuary, shades, shadow walk, shatter, shield of faith, shield other, sleep, spell immunity, spell resistance, summon devoted roc, summon dire hawk, summon monster 9 (chaotic good only), teleport, true strike, waves of exhaustion, weird, wind walk, word of chaos. Caster level 61st. The save DCs are 57 + spell level.

Alter Reality (Su)

Selune 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. Selune can use wish when doing so can help her promote the moon, night, stars, travel, protection or chastity. Note that in the situation where Selune 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)

Selune 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 caster level to chaotic spells.
Chastity: 16/day dispel magic on one spell targeting you as targeted dispel magic, CL 61st.
Dream: Immunity to fear.
Good: +1 caster level to good spells.
Insight: Gain uncanny dodge or improved uncanny dodge.
Moon: +2 hit/damage vs lycanthropes.
Night: Gain low-light vision.
Protection: 16/day grant a +30 resistance bonus to touched creature's next save.
Sky: +5ft bonus to fly speed.
Transformation: +1 caster level to transmutations.
Travel: 30 rounds/day act as if under freedom of movement.

Divine Aura (Ex)

The save DC against Selune's divine aura is 47 and the radius is 16 miles.

Immunities: Selune 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, Selune 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: Selune gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Selune 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. She automatically gets the best result possible on any dice roll she makes. In the case of an attack roll or another roll where a natural 20 provides automatic success, she may still roll to see if she manages automatic success. Likewise, she must roll to see if an attack is a possible critical threat.

Communication: Selune can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within twenty miles of herself.

Remote Communication: As a standard action, Selune 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 whisper, just barely audible. In this case, anyone within earshot of the sound can hear it.

Create Items: Selune can create any wondrous item with power related to the moon, night, stars, chastity or insight; the maximum is 400,000 gold.

Portfolio Sense: Selune is aware of any act involving the moon, as well as any act related to insight, the night, travel and protection.


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.

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.


Bard powers:
Spoiler: ShowHide


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), or activate magic items by magic word (such as wands). 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 himselfs), 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 (see above). 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 + 1/2 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.



Chameleon powers:
Spoiler: ShowHide


Selune casts as a 51st level chameleon (caster level 52nd for good or chaotic spells, caster level 52nd for transmutations). The save DCs are 28 + spell level (arcane) and 33 + spell level (divine). Selune tailors her spells when needed on the spot, she rarely uses them except against serious foes. As such, no default spells are provided.

16th

Arcane

[4/day]0:
[9/day]1:
[9/day]2:
[8/day]3:
[8/day]4:
[8/day]5:
[8/day]6:
[7/day]7:
[7/day]8:
[7/day]9:
[7/day]10:
[6/day]11:
[6/day]12:
[6/day]13:
[6/day]14:
[5/day]15:
[4/day]16:

Divine

[4/day]0:
[10/day]1:
[10/day]2:
[10/day]3:
[9/day]4:
[9/day]5:
[9/day]6:
[9/day]7:
[8/day]8:
[8/day]9:
[8/day]10:
[8/day]11:
[7/day]12:
[7/day]13:
[7/day]14:
[7/day]15:
[5/day]16:



Gear:
Spoiler: ShowHide


The Rod of Four Moons

The Rod of Four Moons has been at Selune's side since the beginning of recorded time. The origins of it are not clear, though Selune's teachings claim is made of the Moonmaiden's silver tears and forged of Creation itself, an answer to Shar's all enveloping darkness. Indeed, no darkness save what Selune permits can exist around the weapon, for it always shines with pure moonlight. However, this is not the precise truth. The first time Selune and Shar did battle, they did so in a savage brawl. The two tore each other's bodies, both deities suffering wounds that linger to this day. Selune suffered great craters across her surface, craters that are now a defining feature of the moon.

When the battle was over, Selune called the broken parts of the moon back to her. They were now lifeless things, forever sundered from Selune by Shar's oblivion. The Moonmaiden wept over her loss, silver tears mixing with the dead pieces of herself. Just as the new moon gives way to the full moon, these tears brought life to death. Her tears created moonlight mithral and bonded with the pieces of the moon to give them life once more. They combined into a mace, a weapon to smash Shar back to the oblivion she so craves.

The Rod of the Four Moons is a heavy mace with four heads. Two are crescents, one is a hollow mace head and one is a full head. These signify the phases of the moon and swell with power in Selune's hand. It routinely glows with moonlight and no darkness can exist around it, except as Selune wills.

The Rod of the Four Moons is a moonlight mithral heavy mace+14, holy and moonfire blasting. As a free action, Selune can choose one of the four heads of it to be dominant, granting additional powers to the weapon. These are usually paired with the matching ability set with Chameleon, though Selune can mix and match them if she wishes.

Hollow Head (New Moon): The Rod of Four Moons gains the ghost touch special ability. Shadows surround Selune and her movements become silent, granting her a +30 bonus to Hide and Move Silently checks.

Crescent Head (Waxing Moon): The Rod of Four Moon's enhancement bonus increases to +16 and the holy enchantment becomes holy power. The DC of her arcane spells gains a +7 sacred bonus.

Full Head (Full Moon): The Rod of the Four Moon's enhancement bonus increases to +18 and the holy enchantment becomes holy power. Any spell Selune casts is automatically intensified.

Crescent Head (Waning Moon): The Rod of the Four Moon gains the defending special ability. Opponents that attack Selune in melee and miss provoke an attack of opportunity from her. She may make an unlimited number of attacks of opportunity of this type each round.

Beyond the Rod of the Four Moons, Selune does not regularly use any single piece of magical equipment but instead relies on armor and equipment the change as easily as she does. She has a vast collection she draws on as she sees fit. No matter the armor or equipment, Selune can summon it onto her or banish it as a free action.


Selune's Setups:
Spoiler: ShowHide


These are Selune's default combat strategies. She is capable of combining them in different ways as well, these are merely her most reliable choices.

New Moon (Stealth)

Focuses: Stealth and Combat Focus.
Floating Feat: Darkstalker.
Ability Boon: Dexterity.

Selune relies on being unseen and devastating her foes with overwhelming sneak attacks. She also has power over the incorporeal in this form and the Rod of the Four Moons has the ghost touch special ability. She routinely teleports out of her enemy's visual range (if needed) and then sneaks up on them, sight unseen and invisible to even the keenest special senses.

Waxing Moon (Martial)

Focuses: Combat and Arcane Focus.
Floating Feat: Arcane Strike.
Ability Boon: Strength.

Selune leverages her magic and martial skill, aglow with ever-rising moonlight as she meets her foes head on. She approaches them brazenly and crushes them with flurries of arcane strike boosted spells, complemented by throwing out spells that are almost impossible to resist. Charges are also part of her arsenal, as are spells to further boost her melee potential. Rage is also an option should she desire, as is smiting.

Full Moon (Magic)

Focuses: Divine and Arcane Focus
Floating Feat: Quicken Spell.
Ability Focus: Intelligence

Selune relies on her overwhelming magic to obliterate her foes. She weaves both arcane and divine magic together to leave no survivors in her wake and she shines with the light of the full moon. Any enemy her light touches will be laid low. Should a foe manage to close with her and endure her magic, her mace combined with smites aim to quickly crush her opponent into dust.

Waning Moon (Defense)

Focuses: Stealth and Divine Focus
Floating Feat: Protection Devotion.
Ability Focus: Wisdom

Selune is in retreat, making her opponents come to her and miss her. All of her magic is bent to defending herself and protection devotion is used to ensure misses. Each time an enemy misses her, she strikes them in return and brings them closer to defeat. Healing magic and teleportation are used liberally, both to control the flow of the battle and to keep herself in strong shape.


Custom Material: [spoiler]

Epic Nemesis [Epic, Exalted]
Prerequisite: Nemesis, at least four favored enemies, wis 25
Benefit: The benefits of your nemesis feat apply to all of your favored enemies. You can discern between different types of favored enemies when you sense them.

Epic Tactical Advantage [Epic]
Prerequisite: Tactical Advantage, at least four favored enemies, wis 23
Benefit: The benefits of your tactical advantage feat apply to all of your favored enemies. You use the bonus for each favored enemy on that respective type of favored enemy.

Favored Hunter [Epic]
Prerequisite: Favored Enemy, Track, Survival 15 ranks, wis 21
Benefit: You gain a +10 bonus to Survival checks to track creatures that are one of your favored enemies. This stacks with the bonus to Survival checks from favored enemy. You may track creatures protected by a Pass Without Trace spell or similar measures, so long as they are one of your favored enemies.

Hunter's Insight [General]
Prerequisite: Favored Enemy, int 13
Benefit: You may apply your favored enemy bonus to Knowledge checks to identify such creatures and learn about their special powers and vulnerabilities. You may make these checks untrained, even if the DC is higher than 10.

Selune's Fall [Epic]
Prerequisite: Epic Disarm, Epic Trip
Benefit: Whenever you succeed on a disarm or trip maneuver against a target, you also automatically succeed on the other maneuver. For example, if you successfully trip an opponent, you also disarm them. This counts as making both maneuvers for the sake of benefits from feats, such as the extra attack from improved trip.

DIVINE APTITUDE
Prerequisite: Swift Refocus, Chameleon level 20th, int 39
Benefit: The deity can change her aptitude focuses as a swift action. Unlike a mortal chameleon, if the deity chooses the arcane or divine focuses, she instantly has her spells prepared. She change change her aptitude an unlimited number of times per day. Whenever you change your aptitude focus, you can change your chameleon bonus feat as well.
Notes: The deity only has one allotment of arcane and divine spells from those focuses, no matter how many times she changes her focus in a day.

MOONMAIDEN
Prerequisite: Moon domain
Benefit: Selune is the moon and the moon is Selune. The two are same and every moon in Creation is a reflection of Selune. How this connection works is largely unknown to all save Selune herself, but it offers her several benefits.

Selune is able to safely manifest on the Prime Material plane, so long as she does so on the moon or within 2000ft of it. She does not cause spiritual wounds in this case. Further, she treats the moon and the 2000ft around it as part of her divine realm, able to alter it as she sees fit. She is considered a native of the Prime Material and cannot be banished or dismissed from the Prime.

As a full round action, Selune may take the form of a moon. She is a full sized moon approximately 2100 miles in diameter; as such, her size increases to Colossal. Her form crushes anything within the space she now occupies, destroying virtually anything (including magical effects, such as a wall of force, which are not normally subject to destruction through physical harm). Creatures take 60d6 points of damage, a Reflex save (DC 10 + 1/2 hit dice + Strength modifier + divine rank; DC 72) negates. Regardless, any surviving creatures are carried along by her expansion and deposited just outside of her form, about 2000ft from her surface.

In this form Selune is immune to almost any form of attack. Non divine sources of damage cannot meaningfully harm her due to her size unless the attack is on such a scale to affect the moon. An attack would have to affect hundreds of miles at once to do so. For example, a fireball or polar ray would be ineffective against Selune in this form, though a fireball with a radius of several hundred miles may be able to affect her. What precisely qualifies for this is left to DM's discretion. Regardless, any attack still has to overcome her normal defenses to damage her.

The sole exception to the above is if a deity succeeds on an opposed rank check against her when she first attacks Selune in an encounter. If the attacking deity succeeds, they can affect Selune normally until the end of the encounter, regardless of her size.

Selune cannot make melee attacks in this form nor cast spells, though she can use her spell-like abilities and divine abilities normally. She may use her divine blast freely when in this form, she may ignore her normal limit of uses per day.

Selune can move normally in this form, though her vast size makes teleportation the preferred option.

Selune hears, sees and experiences all of her senses normally while in moon form. She sees, hears and so forth in all directions from her equally.

Selune rarely uses this form in combat, as it wreaks a great deal of destruction and she finds it an overly destructive way of dispatching her foes. Generally, she will only use it if desperate or fighting alone and in an area where her transformation will not destroy innocents.

Moonfire

A moonfire weapon glows with silvery moonlight, shedding faint illumination in a 5ft radius when drawn. A moonfire weapon deals an extra 2d6 points of damage as creatures struck by it feel an unnatural chill. Any shapechanged creature struck by a moonfire weapon must make a DC 20 will save or be immediately returned to their natural form. Finally, a moonfire weapon grants spell resistance 20 to the holder against spells and spell-like abilities with the electricity descriptor. Market Price: +3 bonus. Spells used: moonfire.

Moonfire Blasting

A moonfire blasting weapon sheds silvery moonlight in a 10ft radius when drawn. A moonfire weapon deals an extra 3d6 points of damage as creatures struck by it feel an unnatural chill. Any shapechanged creature struck by a moonfire blasting weapon must make a DC 35 Will save or be immediately returned to their natural form. Finally, a moonfire weapon grants spell resistance 35 to the holder against spells and spell-like abilities with the electricity descriptor. Market Price: +5 bonus. Spells used: moonfire.
Title: Re: Characters and monsters
Post by: Anastasia on May 25, 2016, 12:28:08 PM
All-Elementals are extraordinarily rare, a perfect harmony of the four elements held in balance. As the elements naturally do war with one another, this is not a natural state. Nonetheless, in extremely rare circumstances, an all-elemental can be born. These creatures are akin to elemental monoliths but more powerful, and are unafraid to use that power to carve a niche out for themselves in Creation.

These replace omnielementals from MM3. Same concept but done differently, as well as in a way to trim away some of the sheer boring normal elementals are straddled with. Despite 36 hit dice - a legacy of elemental design - they are just barely epic creatures. Elemental storm's the big gun they have and is essentially a souped up hell ball. They have secondary abilities, mostly to give them options besides full attack like most elementals fall into.

They're the sort of thing Seira would create with her goal of elemental harmony. Worth putting them in as a todo whenever that happens. Incidentally, the creature Afina fought at the end of her prismatic quest wasn't quite like this. It had some similarities but was unique.


All-Elemental

Size/Type: Gargantuan Elemental (Air, Earth, Fire, Water)
Hit Dice: 36d8+216+36+72 (452 hp)
Initiative: +18
Speed: 60ft, fly 100ft, swim 120ft
Armor Class: 36 (-4 size, +10 dex, +20 natural)
Base Attack/CMB/CMD: +27/+46/66
Attack: Slam+39 (6d8+15 plus 1d6 acid plus 1d6 cold plus 1d6 electricity plus 1d6 fire)
Full Attack: 2 slams+39 (6d8+15 plus 1d6 acid plus 1d6 cold plus 1d6 electricity plus 1d6 fire)
Space/Reach: 20ft/20ft
Special Attacks: Elemental storm, lava burst, tsunami, wind fury.
Special Qualities: Damage reduction 15/-, immunity to acid, cold, electricity and fire, darkvision 120ft, earth glide, elemental perfection.
Saves: Fort +27, Ref +27, Will +23
Abilities: Str 41, Dex 31, Con 23, Int 12, Wis 15, Cha 17
Skills: Concentration+45, Knowledge(Arcana)+40, Knowledge(Planes)+40, Listen+41, Spot+41, Survival+41, Swim+62
Feats: Ability Focus(Elemental Storm)(1), Power Attack(3), Improved Initiative(6), Toughness(9), Improved Natural Attack(12), Combat Reflexes(15), Weapon Focus(Slam)(18)
Epic Feats: Epic Ability Focus(Elemental Storm)(21), Superior Initiative(24), Epic Toughness(27), Improved Combat Reflexes(30), Epic Will(33), Epic Fortitude(36)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Elemental Perfection (Ex)

An all-elemental has all good saving throws, unlike normal elementals.

Elemental Storm (Su)

As a standard action, all-elementals can unleash a devastating storm of elemental fury in an 100ft radius around them. Fire, ice, lightning and acid burst as the elements go crazy, dealing 10d6 points of fire damage, 10d6 points of cold damage, 10d6 points of acid damage and 10d6 points of electricity damage to all creatures within the radius. A DC 42 Reflex save halves the damage. The save DC is Charisma based and includes a +5 racial bonus.

If the all-elemental uses this ability as a full round action instead, it can add the winds of its wind fury ability (see below) to the elemental storm. All creatures within the radius of elemental storm are battered by hurricane force winds. See wind fury for more information. These winds last until the beginning of the all-elemental's next turn.

Lava Burst (Su)

As a standard action, the all-elemental can cause lava to burst up from the ground. It can only use this ability on solid ground or rock, though no lava or magma needs be present. It selects a point and lava erupts from that point. The burst of lava deals 20d6 points of fire damage to all creatures within 20ft of that point, a DC 36 Reflex save halves the damage. Unlike being immersed in lava, there is no ongoing damage afterwards, though flammable materials may be set on fire and deal damage that way. The save DC is Charisma based and includes a +5 racial bonus.

Tsunami (Sp)

As a standard action, an all-elemental can mimic the effects of a tsunami spell (caster level 36th). An all-elemental is never damaged by its own tsunami and can ignore being moved or otherwise affected by it.

Wind Fury (Su)

As a standard action, the all-elemental can unleash gale force winds. This is identical to gust of wind, except it conjures hurricane force winds and has a range of 200ft. This wind makes ranged attacks impossible, as well as Listen checks. Medium or smaller creatures are blown away by this wind, Large creatures are knocked down, Huge creatures are checked and larger creatures are not impeded.

Earth Glide (Ex)

This is identical the power of the same name that a standard earth elemental possesses.


Gear: [spoiler]

All-Elementals have no interest in equipment or treasure. Nonetheless, most gather various jewels and precious metals due to instincts from their earth elemental aspects.
Title: Re: Characters and monsters
Post by: Anastasia on June 09, 2016, 10:46:40 AM
The Battle of the Astral Rift had many fiendish and undead abominations birthed in the potent energies of Gehenna, Limbo and the Astral Plane. The battles that soon sealed the rift resulted in the destruction of many of these creatures, but more yet survived and were cast about the planes in the aftermath. Awoken Death is one such creature. Formerly the skeleton of a giant, it was infused with an unholy zeal to slay living creatures. Nurtured on power, it grew rapidly and gained an intellect of its own. Before it could join the battles and act on its urges, the rift was sealed and it was cast away into a realm of eternal winter.

Since that time, Awoken Death wanders the endless vistas of winter and seeks knowledge. It has innate knowledge of warfare but is still raw, mostly potential that has not yet fully developed. In time, Awoken Death could become many things - an unholy paladin dedicated to the destruction of life, a fighter of supreme skill, a fervent favored soul of the foul forces that defend undeath or as of yet unrealized choices. For now, Awoken Death must triumph in his battles against the creatures of ice that inhabit the plane he finds himself on.

Awoken Death has little personality. It knows and it thinks, but for now acts on little but its impulses to kill. In many ways it acts as a newborn, all instincts and little thinking.

---

Awoken Death is one of the many leftovers from Aurora's recent Astral Adventure. It is mostly untapped potential, warrior levels coming from an innate understanding of destruction. In time it will retrain and become far more of a threat than it is, so long as it can survive the Para-Elemental Plane of Ice and avoid the attention of greater forces. Properly taken and trained, Awoken Death would be a fine prize.


Skeleton 36//Warrior 36

Size/Type: Gargantuan Undead
Hit Dice: 36d12+180+36+72 (720 hp)
Initiative: +11
Speed: 60ft
Armor Class: 32 (-4 size, +3 dex, +23 natural)
Base Attack/CMB/CMD: +36/+55/68
Attack: Slam+47 (4d10+30 plus vampire smash 19-20 x2)
Full Attack: 2 slams+47 (4d10+30 plus vampire smash 19-20 x2)
Space/Reach: 20ft/20ft
Special Attacks: Killer instincts, vampire smash.
Special Qualities: Damage reduction 20/bludgeoning, epic and good, immunity to cold and fire, fast healing 5, unholy toughness, undead traits.
Saves: Fort +17, Ref +14, Will +14
Abilities: Str 41, Dex 17, Con -, Int 11, Wis 16, Cha 20   
Skills: Balance+42, Climb+54, Hide+42, Jump+66, Listen+42, Move Silently+42, Spot+42, Swim+54
Feats:  Improved Initiative(B), Power Attack(1), Toughness(3), Improved Natural Attack(Slam)(6), Improved Critical(9), Improved Bull Rush(12), Awesome Blow(15), Ability Focus(Vampire Smash)(18)
Epic Feats: Superior Initiative(21), Epic Toughness(24), Epic Bull Rush(27), Epic Ability Focus(Vampire Smash)(30), Great Strength(33), Pulverize(36)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Killer Instincts (Ex)

Awoken Death has a preternatural instinct to slay creatures, taking the slightest opening and crushing his foes. He automatically confirms his critical threats. Whenever he rolls a natural 20 on an attack roll, he may make an extra attack against the target of his attack. These extra attacks apply against foes normally immune to critical hits, though the natural 20 is still not a critical threat against them. There is no limit to the number of extra attacks Awoken Death can make in a round in this manner.

Unholy Toughness (Ex)

Awoken Death uses its Charisma modifier in place of a Constitution modifier to determine bonus hit points. Awoken Death gains maximum hit points per hit die due to the conflux of planar and unholy energies that birthed it.

Vampire Smash (Su)

Creatures struck by Awoken Death's slam attack must make a Fortitude save (DC 49) or suffer an additional 10d6 points of negative energy damage. The save DC is Strength based.


Gear: [spoiler]

As of yet, Awoken Death has not collected much treasure beyond a few coins and some minor trinkets. It keeps them in a cloth sack it drags along as it wanders.
Title: Re: Characters and monsters
Post by: Anastasia on July 17, 2016, 01:14:10 AM
This is a stock-standard human commoner. They are men and women of considerable skills, knowing many and myriad abilities to survive a medieval life. The vast majority of humans in Creation (over 99%) use this stat block or one with only minor alterations from it. That's fine, D&D isn't about representing standard humans with a great deal of detail and variety. Tweaks are easy enough to represent different commoners. For example, a peasant gifted at farming would replace improved initiative with skill focus (profession:farmer) and would switch his Wisdom and Strength scores.

This was made mostly to see how it would shake out. I've mentioned how commoners are built before, but I've never bothered sketching it out. Here it is.


Commoner 1//Expert 1

Size/Type: Medium Humanoid (Human)
Hit Dice: 1d6+1 (7 hp)
Initiative: +4
Speed: 30ft
Armor Class: 10 (-)
Base Attack/CMB/CMD: +0/+1/11
Attack: Club+1 (1d6+1)
Full Attack: Club+1 (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int 10, Wis 10, Cha 8
Skills: Handle Animal+3, Heal+4, Hide+4, Knowledge(Local)+4, Listen+4, Move Silently+4, Profession(Farmer)+4  Ride+4, Spot+4, Survival+4, Use Rope+4
Feats: Toughness(1), Improved Initiative(H)
Epic Feats: -
Alignment: Neutral

Gear: [spoiler]

Most commoners only carry a simple club, knife or other simple weapon. They wear clothes of little value and carry copper and the occasional silver coins. Most do own more at home, in the form of supplies, cattle, farm animals and so on.
Title: Re: Characters and monsters
Post by: Anastasia on September 10, 2016, 11:25:31 PM
Faded Sorrow, Voidchild of Shar

Fluff:
Spoiler: ShowHide


Faded Sorrow is one of Shar's accursed voidchildren, doomed to never find the release of oblivion or truly embrace the light of life. His story is all the more bitter, for he once knew the taste of hope. During his endless journeys, Faded Sorrow came on a wandering solar on the Astral Plane. His response to Faded Sorrow's attack was not to succumb to the pain or fight back, but instead to embrace him and promise that he would help. Stunned, Faded Sorrow ceased his attack and listened to the solar's words.

The solar vowed to free Faded Sorrow from Shar's curse. To this, he constructed a grand ritual that would sever the voidchild's curse and allow it to live a proper life, one where it could overcome its misery and become a powerful agent for righteousness. An agent who could help the other voidchildren and strike directly against Shar's plans with them. The solar was mighty indeed, commanding magic lost to mortals since time immeasurable and invoking names that caused the sky to turn alight, as if noon had come to the Astral Plane unawares. 

The solar failed. Shar's curse was too much and not even a solar's power could overcome it. The celestial was stunned and reeling from the failure, and Faded Sorrow knew at that moment there was no hope for him. His rage boiled over anew, and he slew the solar by ripping his heart out. Worse, Faded Sorrow found the heart stayed with him, granting him a mocking version of a celestial's protection. He could not escape the memory of hope's bitter death, for each beat of the celestial's dead heart reminded him of it.

This fueled Faded Sorrow's hatred of celestials and he has dedicated himself to eradicating them. He wanders the planes, seeking any agent of good to murder. His despair is obvious to any who see him, though they rarely live long enough to remark on it.


Notes:
Spoiler: ShowHide


- Faded Sorrow is a fairly typical voidchild. He mostly opts for versatility rather than more power, as it's hard to outdo oblivion's stare. He gets an improved melee game, lots of movement options so he's harder to shut down and a few other useful tricks. Darkstalker, tremorsense and mindsight also make him deadly in ambushes, should he choose to fight that way. He's hard to catch and hard to hide from barring teleportation magic.

- Celestial slayer's an okay ACF, though it doesn't do much for Faded Sorrow. He selected it for thematic reasons. He has enough going on that choosing something for flavor rather than power is no big deal.

- I played loose with his ranger bonus bonus feats, as he's using a non-standard combat style. They're designed for standard rangers and he's not one, so allowances are made.

- Horizon walker fits the typical voidchild well, as they're wanderers by nature. Voidchildren have a few exceptionally capable gimmicks already, so choosing a class that adds bonuses instead of being its own big thing is preferable.

- Shar's power is cruel, even when empowering something to serve a voidchild. Heart's really a slap in Faded Sorrow's face, nothing more. That's really the point of Faded Sorrow, to emphasize Shar's hateful nature. Not that it needs it.



Voidchild 39//Ranger 10/Horizon Walker 29

Size/Type: Small Outsider (Abomination, Evil)
Divine Rank: 0
Hit Dice: 39d8+741+39+156 (1248 hp)
Initiative: +23
Speed: 60ft, swim 30ft, climb 10ft, fly 180ft (perfect)
Armor Class: 84 (+1 size, +15 dex, +31 natural, +17 deflection, +10 armor)
Base Attack/CMB/CMD: +39/+50/92
Attack: Slam+61 (1d8+18 plus plus 1d8 piercing plus 1 con plus 3d8 voidstrike plus voidstrike)
Full Attack: 2 slams+61/+56/+51/+46 (1d8+18 plus plus 1d8 piercing plus 1 con plus 3d8 voidstrike plus voidstrike)
Space/Reach: 5ft/5ft
Special Attacks: Voidstrike, oblivion's stare, favored enemy(outsider(good)+6, elementals+4, fey+2), terrain bonus+7.
Special Qualities: Damage reduction 35/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, darkvision 60ft, tremorsense 30ft, telepathy 500ft, regeneration 44, cursed, celestial slayer, swift tracker, evasion, woodland stride, terrain mastery(aquatic, forest, marsh, mountain, plains, underground), planar terrain mastery(aligned, cavernous, transitive, watery, weightless)
Saves: Fort +54, Ref +50, Will +46
Abilities: Str 34, Dex 40, Con 48, Int 32, Wis 33, Cha 44   
Skills: Balance+57, Bluff+59, Climb+62, Disguise+59, Heal+53, Hide+57, Intimidate+59, Knowledge(Arcana)+53, Knowledge(Dungeoneering)+53, Knowledge(Geography)+53, Knowledge(Nature)+53, Knowledge(Planes)+53, Knowledge(Religion)+53, Listen+53, Move Silently+57, Perform(Dance)+59, Perform(Song)+59, Spellcraft+53, Spot+53, Survival+53, Swim+62, Tumble+57, Use Magic Device+59
Feats: Ability Focus(Oblivion's Stare)(1), Track(R1), Power Attack(R2), Ability Focus(Voidstrike)(3), Endurance(R3), Combat Expertise(R4), Toughness(6), Improved Sunder(R6), Improved Natural Attack(R8), Improved Initiative(9), Rapidstrike(12), Weapon Finesse(15), Improved Rapidstrike(18), Mindsight(21), Darkstalker(39)
Epic Feats: Blinding Speed(HW13), Superior Initiative(24), Dire Charge(HW16), Armor Skin(27), Extra Terrain(Marsh)(HW19), Epic Toughness(30), Water Terrain Master(HW22), Epic Ability Focus(Oblivion's Stare)(33), Epic Toughness(HW25), Epic Ability Focus(Voidstrike)(36), Improved Terrain Bonus(HW28)
Salient Divine Abilities: -
Alignment: Neutral Evil

Racial 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 39th.

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 normal damage from epic, good aligned weapons that also deal fire, cold, positive energy or negative energy damage. They also take normal damage 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 Craft (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 disease.

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.



Horizon Walker powers:
Spoiler: ShowHide


Terrain Mastery

At each level, the horizon walker adds a new terrain to his repertoire from those given below. Terrain mastery gives the horizon walker two benefits. The first is that they may apply their terrain bonus (see the table above) to attack rolls and weapon damage rolls, as well as Hide, Listen, Move Silently, Spot and Survival checks while in that terrain. This represents the horizon walker's hard won knowledge of how to fight effectively in that terrain. Secondly, the horizon walker gains a specific benefit as listed in the terrain. This benefit applies beyond that terrain. For example, a horizon walker with the hills terrain mastery is immune to fatigue both in and out of hilly terrain.

In the event a terrain might count as more than one type of terrain, the horizon walker only applies his terrain bonus once.

Planar Terrain Mastery

Planar terrain mastery functions just like terrain mastery, except that it applies to planar conditions that are not native to the Prime Material. The horizon walker can take a non-planar terrain type instead, if he wishes.

Terrain masteries and planar terrain masteries are extraordinary abilities unless noted otherwise.

Terrain Masteries

Aquatic

You gain a swim speed equal to one half of your land speed. You gain a +8 racial bonus to swim checks to perform some special action or avoid a hazard. You can always can choose to take 10 on a swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.

If you already have a swim speed, increase it by 10ft instead.

Forest

You gain woodland stride, as the ranger ability of the same name. If you already have this ability, you instead gain a +4 bonus to saving throws against enchanted or magically manipulated thorns, briars and overgrown areas.

Marsh

You resist the diseases that fill swamps. You are immune to diseases.

Mountains

You gain a climb speed of 10ft. You gain a +8 racial bonus on all climb checks. You must make a climb check to climb any wall or slope with a DC of more than 0, but you can always choose to take 10, even if rushed or threatened while climbing. You climb at the given speed while climbing. If you choose an accelerated climb, you move at double your climb speed and make a single climb check with a -5 penalty. You cannot run while climbing. You retain your Dexterity bonus to armor class (if any) while climbing and opponents get no special bonuses on their attacks against you.

If you already have a climb speed, increase it by 10ft instead.

Plains

Your land movement speed rises by 10ft. This stacks with other bonuses to movement speed, such as a monk's fast movement.

Underground

You gain darkvision out to 60ft. This stacks with any darkvision you already possess.

Planar Terrain Masteries

Weightless

You gain a fly speed equal to your land speed with perfect maneuverability. When you are on planes with no gravity or subjective gravity, you use the plane's fly speed but gain a +30ft bonus to it.

Transitive

You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds.

This is a supernatural ability.

Aligned

You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

Cavernous

You gain tremorsense with a 30ft range.

Watery

You gain the ability to breathe water as if it were air.


Gear:
Spoiler: ShowHide


Heart

Faded Sorrow carries with him a withered heart. It is the heart of the celestial who attempted to save him, which he tore out in rage when the celestial failed. He carried it with him for a time, unthinking in his furious sorrow. When at last Faded Sorrow recovered his wits and cast the heart away, he found it forever returned to him. It is indestructible, even to his own efforts to return it to oblivion. Thus Faded Sorrow carries it with him, forever reminded of his failure.

Heart grants Faded Sorrow a distorted version of an angel's protection. He gains a +4 deflection bonus to armor class against good attacks and a +4 resistance bonus to saving throws against good spells and effects, though both overlap with his existing powers. He is surrounded by a 20ft aura that stops all spells of 4th level or lower from affecting him. Each round of combat on Faded Sorrow's turn, Heart casts wretched blight (caster level 30th), centered on one of Faded Sorrow's enemies.

In addition to Heart, Faded Sorrow wears a pair of bracers made of bone. They grant him a +10 armor bonus to armor class and grant a +6 enhancement bonus to his natural attacks. Whenever he strikes with his slam attack, small bone claws jut out from his knuckles, dealing an additional 1d8 points of piercing damage and 1 point of Constitution damage. The name and origin of these bracers are unknown, as Faded Sorrow took them from a mortal hero he slew.



Custom Material:
Spoiler: ShowHide


New Disease: Song of Ending

DC 40; immediate onset, 1d8 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.
Title: Re: Characters and monsters
Post by: Anastasia on January 25, 2017, 09:10:39 PM
A lingering flames spell made into a living spell. Some adaptation was needed for its spell effect to be consistent with the spell. I'd put it at CR 13 or so? High HP but it's an ooze, so it's really a single nasty trick.

These living spells are made by Simmer of Aurora, who is a low epic sorceress. As her specialty is fire magic, these oozes enjoy a fair deal of power.


Living Lingering Flames

Size/Type: Huge Ooze
Hit Dice: 31d10+93 (263 hp)
Initiative: +1
Speed: 40ft
Armor Class: 15 (-2 size, +1 dex, +6 deflection)
Base Attack/CMB/CMD: +23/+25/41
Attack: Slam+24 (1d8+4 plus lingering flames)
Full Attack: Slam+24 (1d8+4 plus lingering flames)
Space/Reach: 15ft/15ft
Special Attacks: Lingering flames, engulf.
Special Qualities: Damage reduction 10/magic, spell resistance 41, ooze traits.
Saves: Fort +18, Ref +16, Will +16
Abilities: Str 16, Dex 13, Con 16, Int -, Wis 13, Cha 16
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Lingering Flames (Su)

Targets struck by the living lingering flames take 15d6 points of fire damage, a DC 28 Reflex save halves. The damage repeats for three rounds thereafter, with a new saving throw each time.

Engulf (Ex)

DC 23 negates.


Gear: [spoiler]

Living spells and mindless and have no possessions.
Title: Re: Characters and monsters
Post by: Anastasia on January 25, 2017, 09:19:52 PM
In some cases, the template has to be altered a bit to capture the essence of a spell. In this case it trades engulf in favor of automatically affecting eligible squares it oozes over.

Living Transmute Rock to Lava

Size/Type: Huge Ooze
Hit Dice: 29d10+116 (246 hp)
Initiative: +3
Speed: 40ft
Armor Class: 20 (-2 size, +3 dex, +9 deflection)
Base Attack/CMB/CMD: +21/+27/49
Attack: Slam+23 (1d8+6 plus transmute rock to lava)
Full Attack: Slam+23 (1d8+6 plus transmute rock to lava)
Space/Reach: 15ft/15ft
Special Attacks: Transmute rock to lava.
Special Qualities: Damage reduction 10/magic, spell resistance 39, ooze traits.
Saves: Fort +22, Ref +21, Will +21
Abilities: Str 19, Dex 16, Con 19, Int -, Wis 16, Cha 19 
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Transmute Rock to Lava (Su)

Natural stone struck by the ooze's slam attack is turned to lava, as if by a transmute rock to lava spell. The square targeted is affected, as are any adjacent squares that are also natural stone.

Natural stone the slime passes over is also affected, but in this case, no adjacent squares are affected. This ability replaces a standard living spell's engulf ability.

The living transmute rock to lava is immune to lava created by its own spell, as well as any heat from it.


Gear: [spoiler]

Living spells and mindless and have no possessions.
Title: Re: Characters and monsters
Post by: Anastasia on February 26, 2017, 09:16:54 PM
This template is highly similar to the efreeti emir template. That's on purpose, as it serves roughly the same purpose for djinns. However, djinn society is organized in a radically different way. As such, most of the differences are beyond the mechanics of a template to get into. A brief description follows, more information will occur in game and possibly in bonus materials.

Djinn society is organized around various free holdings within Air. These communities form strongholds ruled by a shiek, who in turn may give his fealty to a powerful djinn, who in turn will loosely serve a powerful djinn bey. So on and so forth, with the greatest nobles being known as caliphs. Of these mighty rulers, the mightiest become known as grand caliphs, the absolute rulers of djinn society.

To be a grand caliph is to be worthy of one day claiming the Whirlwind Throne in the Citadel of Ice and Steel. It is the potential to be the absolute, divine ruler of all djinn for as long as you can hold it. At the same time, a grand caliph has duties to the current holder of the Whirlwind Throne as well as extensive holdings of their own to maintain.

It's worth noting that the Whirlwind Throne does not always change hands by violence. Many holders of the throne find themselves stricken by an urge to move on, while others may fall in battle, be forced off through politics or even be voted off should most of the grand caliphs find them wanting.

Finally, there's no over-title for the ruler of the djinn. They instead refer to the Whirlwind Throne, which is seen as being a permanent mantle, rather than whatever grand caliph holds the position at the time. A common djinn is far more likely to call on the Whirlwind Throne than the name of the current holder, assuming they know who holds it at all.


Grand Caliph

The princes of the djinn are known as grand caliphs, the greatest of their race and champions of Air. Each oversees a large holding of Air as well as a set of duties and is roughly equivalent to an Efreeti Emir or Authority of Celestia.

Creating an Grand Caliph

"Grand Caliph" is an acquired template that can be added to any noble djinn with 21 or more hit dice (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.

Speed

The base creature gains a land speed of 40ft and a fly speed of 150ft (perfect). If the base creature has a better land or fly speed, use those instead.

Armor Class

Natural armor improves by +14. This stacks with any natural armor bonus the base creature has.

Special Attacks

Air Mastery (Ex)

Airborne creatures take a -4 penalty to attack rolls and damage rolls against the base creature.

Whirlwind (Su)

The base creature can use their whirlwind ability at will for as long as they wish without limit. They have a +7 racial bonus instead of a +3 racial bonus and can choose to double the size of the whirlwind if they wish. They must choose the size of the whirlwind when they assume that form, changing it requires transforming back first. Finally, the Concentration check to cast within the whirlwind is 40 + spell level.

Spell-Like Abilities

The base creature replaces its previous racial spell-like abilities with the following spread.

At will-create food and water, create wine, gaseous form, greater invisibility, greater whirlwind, major creation, mirage arcana, persistent image, wind walk. 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

A grand caliph has all the special qualities of the base creature, plus the following special qualities.

Damage Reduction

The base creature gains damage reduction 20/adamantine and epic. 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.

Grand Caliph (Su)

A grand caliph has the blessings and the blood of the Whirlwind Throne, either by birth or a ritual that marks a worthy noble djinn as the greatest of their race. This marks them as a grand caliph, worthy to rule over countless lesser caliphs all the nobles beneath them, and perhaps one day to claim the Whirlwind Throne. 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+10, Con+8, Int+8, Wis+10, Cha+10

Alignment

Always chaotic good.
Title: Re: Characters and monsters
Post by: Anastasia on March 25, 2018, 11:53:23 PM
The Lunatics are one of Selune's most favored groups of worshipers. Those that follow this path and pass on are often rewarded by retaining their mortal memories, given a basic form to grow in and advance anew. This is a typical lunatic that's a bit generic on purpose, to show what an average one looks like. Most gestalt as clerics, favored souls, paladins of freedom, rangers and other such things. Many advance further and either become unique outsiders or change into a mid level celestial form, such as astral deva or firre eladrin.

This is the sort of encounter one may have in the Gates of the Moon, if you went to fight a typical, unremarkable outsider there. This is done mostly as world building.


Lunatic

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 5d8+15+5 (48 hp)
Initiative: +3
Speed: 30ft, fly 60ft (good)
Armor Class: 22 (+3 dex, +3 natural, +6 armor)
Base Attack/CMB/CMD: +5/+8/21
Attack: Longsword+9 (1d8+4)
Full Attack: Longsword+9 (1d8+4)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 2/day.
Special Qualities: Damage reduction 5/cold iron or evil, immunity to cold and petrification, resistance to acid, fire and electricity 10, darkvision 60ft, insight, teleport.
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 17, Dex 16, Con 16, Int 13, Wis 16, Cha 17   
Skills: Concentration+11, Diplomacy+11, Hide+11, Knowledge(Arcana)+9, Knowledge(Local:Gates of the Moon)+9, Knowlede(Planes)+11, Knowledge(Religion)+9, Listen+11, Move Silently+11, Ride+11, Sense Motive+11, Spot+11, Survival+11
Feats: Toughness(1), Moon Devotion(3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide
 

Smite Evil (Su)

This is identical to a paladin's ability of the same name, except it uses the lunatic's racial hit dice to determine bonus damage rather than paladin level.

Insight (Su)

Once per day as a standard action, the lunatic may see beyond the normal and channel a tiny fragment of Selune's wisdom. Treat this as an augury spell with a caster level equal to their hit dice. Unlike a normal augury, the lunatic can tell if a result of nothing is a failed or successful augury.

Teleport (Sp)

The lunatic can use greater teleport at will with a caster level equal to their hit dice, except it can only transport themselves and up to 50 pounds worth of objects.


Gear:
Spoiler: ShowHide


Lunatics use a variety of weapons to match their talents in life as well as an array of armors. The one presented here uses a longsword+1 and breastplate+1.

Additionally, most lunatics have a small selection of magic items gained by adventuring or as gifts from greater celestials. They generally customize these to fit themselves over time, trading amid themselves for the best results.
Title: Re: Characters and monsters
Post by: Anastasia on March 28, 2018, 11:48:22 AM
May get a few tweaks once I've done a few example creatures for it. Anyway, this is based on the behemoth creatures in the ELH, expanding on the concept a bit. They're big and hard to put down. I didn't get too fancy otherwise, it's basically is what it is.

Behemoths.

A rare type of animal grown to vast proportions as a result of magical experimentation. Through means not currently understood or reproduced, the animal's ability to draw in and store positive energy is expanded by an order of magnitude. Unlike normal, this does not result in the death of the animal, but instead it grows into a giant with unfettered and vast life energy.

- Elder Magi Tepen, retired scholar of Aurora.

Hardly! 500,000 gold is a pittance for the service provided. Finding an animal that can withstand the process is the works of decades, even with magical aid. I tell you that you're getting the best deal you'll ever get for a prospective transformation. You want to save money? Spend a century trying to find a specimen yourself. Each failed attempt will have you cleaning animal guts out of your laboratory. Did I mention that failed attempts end explosively?

- Cregar, Mercane Biologist.

It just wouldn't die! We kept hitting it, but the wounds healed faster than we could hurt it! Not amount of encouragement made up the difference. Master, listen it wasn't my fa-MASTER!

- Heldae, former succubus bard.

"What was the name of that wizard, the one who discovered Behemoths?"

"Hm? I'm sorry, repeat that, I was scribing a new spell rather than listening to you."

"..The wizard who discovered Behemoths. Who was he?"

"Explosive Luras. The title was deserved - the explosions were the purpose, he was the sort who liked killing animals by overloading them with positive energy. Behemoths were a happy accident, happier because he didn't survive it. Imagine that, his lab must have been so quiet afterwards."

"The weight of ages came with about 50 extra pounds of asshole, huh, Medi?"

"I never meant to come back. I'm within my rights to be grumpy about being woken up, Brani."

- Medi, lost sorcerer, to Brani, elder titan.


Creating a Behemoth

"Behemoth" is an acquired template that can be added to any animal (referred to hereafter as the base creature).

Size and Type

The base creature's size increases to Colossal. Type is unchanged.

Hit Dice and Hit Points

Increase all current and future hit dice to d12s. Increase the base creature's hit dice by 21.

Speed

The base creature's base speed doubles for all movement types.

Armor Class

Natural armor increases by +20.

Space/Reach

The base creature's space and reach is 30ft/30ft.

Special Attacks

A Behemoth retains all the special attacks of the base creature and gains the following special attack.

Wild Frenzy (Ex)

A Behemoth is full of life and energy, so much so that it can fall into a wild frenzy similar to a barbarian's rage. Treat this as the mighty rage of a 20th level barbarian with the following adjustments. The Behemoth's movement speed doubles while in a wild frenzy. The Behemoth may make an additional attack with all of its natural weapons when it makes a full attack. Additionally, the Behemoth is not fatigued when its wild frenzy ends and it can rage more than once per encounter.

Wild frenzy may be used a number of times per day equal to the base creature's hit dice divided by three.

Trample (Ex)

At will as a standard action, the Behemoth can trample Gargantuan or smaller creatures. This deals 8d8 damage + triple its Strength modifier. A trampled creature can either attempt an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 hit dice + Strength modifier) for half damage. The save DC is Strength based and includes a +8 racial bonus.

Special Qualities

A Behemoth retains all the special qualities of the base creature and also gains the following special qualities.

Fast Healing (Su)

The Behemoth gains fast healing equal to its hit dice + 100. If the base creature already has permanent fast healing, it stacks with this fast healing.

Unnatural Vigor (Su)

The Behemoth shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the Behemoth's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the Behemoth can heal in this fashion. Healing in this fashion is instant and can prevent death.

Perfect Vitality (Su)

The overwhelming life energy of the Behemoth grants it immunity to effects that would injure its life force or prevent it from healing.

The Behemoth is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the Behemoth.

The Behemoth is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the Behemoth can regrow lost limbs and extremities through its fast healing.

The Behemoth does not age and is biologically immortal, though it may still be slain through violence.

Abilities

In addition to the changes for size adjustment, increase from the base creature as follows: Str+4, Con+10.

Feats

The base creature gains toughness and epic toughness as bonus feats.
Title: Re: Characters and monsters
Post by: Anastasia on March 29, 2018, 04:54:44 PM
Behemoth Cat

Notes:
Spoiler: ShowHide


This is a stress test of the behemoth template. It's to see how it stacks up with one of the weakest possible targets you could come up with for it. Does it produce an epic monster even under those circmstances?

Sorta.

The main attack of the behemoth is trample - 8d8+54 with DC 47 to negate. Frankly, it could be 49 or 53 if I did feats better, but those are mostly throwaways since it's a test. That's fine and works good for the primary attack of a low epic monster focused more on defense. The attack/full attack is weak, though, so it's relying on trample against most opponents. Defense barring saves is solid - while the AC isn't stunning, fast healing 122 and unnatural vigor means it's hard to damage it and make the damage stick. Saves are a concern and a concern for the template, but barring unrelated adjustments, I don't think this can easily be changed.

So more or less a success? There's flaws but manageable ones, so long as you don't mind mind-affecting them being an easy win option. Really, this is a problem inherent in animal type creatures and not just a problem of this template.



Size/Type: Colossal Animal
Hit Dice: 22d12+308+22+88 (566 hp)
Initiative: -2
Speed: 60ft
Armor Class: 34 (-8 size, -2 dex, +34 natural)
Base Attack/CMB/CMD: +16/+42/50
Attack: Claw+27 (6d6+18)
Full Attack: 2 claws+27 (6d6+18) and bite+21 (12d6+9)
Space/Reach: 30ft/30ft
Special Attacks: Trample, wild frenzy 7/day.
Special Qualities: Low-light vision, scent, fast healing 122, unnatural vigor (72 hp), perfect vitality.
Saves: Fort +26, Ref +10, Will +6
Abilities: Str 47, Dex 7, Con 38, Int 2, Wis 12, Cha 7 
Skills: Listen+28, Spot+28
Feats: Toughness(B), Weapon Focus(Claw)(1), Alertness(3), Improved Natural Attack(Claw)(6), Improved Natural Attack(Bite)(9), Power Attack(12), Improved Bull Rush(15), Awesome Blow(18)
Epic Feats: Epic Toughness(B), Epic Toughness(21)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Wild Frenzy (Ex)

A Behemoth is full of life and energy, so much so that it can fall into a wild frenzy similar to a barbarian's rage. Treat this as the mighty rage of a 20th level barbarian with the following adjustments. The Behemoth's movement speed doubles while in a wild frenzy. The Behemoth may make an additional attack with all of its natural weapons when it makes a full attack. Additionally, the Behemoth is not fatigued when its wild frenzy ends and it can rage more than once per encounter.

Wild frenzy may be used a number of times per day equal to the base creature's hit dice divided by three.

Trample (Ex)

At will as a standard action, the Behemoth can trample Gargantuan or smaller creatures. This deals 8d8+54 damage. A trampled creature can either attempt an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 hit dice + Strength modifier; DC 47) for half damage. The save DC is Strength based and includes a +8 racial bonus.

Unnatural Vigor (Su)

The Behemoth shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the Behemoth's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the Behemoth can heal in this fashion. Healing in this fashion is instant and can prevent death.

Perfect Vitality (Su)

The overwhelming life energy of the Behemoth grants it immunity to effects that would injure its life force or prevent it from healing.

The Behemoth is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the Behemoth.

The Behemoth is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the Behemoth can regrow lost limbs and extremities through its fast healing.

The Behemoth does not age and is biologically immortal, though it may still be slain through violence.


Gear: [spoiler]

A Behemoth cat has no treasure of its own.

Title: Re: Characters and monsters
Post by: Anastasia on April 02, 2018, 08:09:50 AM
Serith, Behemoth Smilodon

Notes:
Spoiler: ShowHide


Test two. This one works a lot better with the template and should be fine. Melee's still an issue for its level, but that's expected. Not much to say, the template does what I hoped it did and will need to be battle tested for any refinements in the future.


Size/Type: Colossal Animal
Hit Dice: 30d12+450+30+180 (771 hp)
Initiative: +1
Speed: 80ft
Armor Class: 41 (-8 size, +1 dex, +37 natural, +1 dodge)
Base Attack/CMB/CMD: +22/+51/63
Attack: Bite+35 (6d6+21 x3)
Full Attack: Bite+35 (6d6+21 x3) and 2 claws+30 (4d6+10)
Space/Reach: 30ft/30ft
Special Attacks: Augmented critical, improved grab, pounce, rake, wild frenzy 10/day, trample.
Special Qualities: Scent, fast healing 130, unnatural vigor (80 hp), perfect vitality.
Saves: Fort +30, Ref +18, Will +23
Abilities: Str 52, Dex 12, Con 40, Int 2, Wis 14, Cha 6 
Skills: Listen+37, Spot+37
Feats: Toughness(B), Alertness(1), Ability Focus(Trample)(3), Iron Will(6), Dodge(9), Power Attack(12), Improved Natural Armor(15), Lightning Reflexes(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Trample)(21), Epic Will(24), Epic Toughness(27), Epic Toughness(30)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Augmented Critical (Ex)

The Behemoth deals triple damage on a critical hit with its bite attack.

Improved Grab (Ex)

To use this ability, the Behemoth must hit with a bite or a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)

If the Behemoth charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)

A Behemoth gains two additional claw attacks against grappled foes or foes it pounces on (+30, 4d6+10 damage). Rake attacks are not subject to the usual -4 penalty for attacking with natural weapons in a grapple.

Scent (Ex)

A Behemoth can detect opponents within 30ft. The exact location is not revealed unless the creature is within 5ft.

Wild Frenzy (Ex)

A Behemoth is full of life and energy, so much so that it can fall into a wild frenzy similar to a barbarian's rage. Treat this as the mighty rage of a 20th level barbarian with the following adjustments. The Behemoth's movement speed doubles while in a wild frenzy. The Behemoth may make an additional attack with all of its natural weapons when it makes a full attack. Additionally, the Behemoth is not fatigued when its wild frenzy ends and it can rage more than once per encounter.

Wild frenzy may be used a number of times per day equal to the base creature's hit dice divided by three.

Trample (Ex)

At will as a standard action, the Behemoth can trample Gargantuan or smaller creatures. This deals 8d8+63 damage. A trampled creature can either attempt an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 hit dice + Strength modifier; DC 60) for half damage. The save DC is Strength based and includes a +8 racial bonus.

Unnatural Vigor (Su)

The Behemoth shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the Behemoth's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the Behemoth can heal in this fashion. Healing in this fashion is instant and can prevent death.

Perfect Vitality (Su)

The overwhelming life energy of the Behemoth grants it immunity to effects that would injure its life force or prevent it from healing.

The Behemoth is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the Behemoth.

The Behemoth is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the Behemoth can regrow lost limbs and extremities through its fast healing.

The Behemoth does not age and is biologically immortal, though it may still be slain through violence.


Gear: [spoiler]

A Behemoth Smilodon has no treasure of its own.
Title: Re: Characters and monsters
Post by: Anastasia on April 04, 2018, 03:56:50 PM
Soul Guardian

Fluff:
Spoiler: ShowHide


There are rare lantern archons who grow and mature, yet do not immediately advance to a new form or higher layer of Celestia. These archons are perched on the very end of childhood yet stay there, on the cusp of becoming mature and yet not. They find themselves somewhat disinterested in the happy games of other lantern archons and instead drift. Over time, most become drawn to the pools where the souls of new arrivals to Celestia emerge, and there they find a purpose as soul guardians.

These lantern archons fly about, helping protect the pools and the greater archons who work there, as well as learning palliative and calming spell-like abilities to aid the souls who arrive. In truth they are not needed, as the greater archons are more than capable of handling all of that. Yet as a child may help a mother in the kitchen to learn how to cook rather than feed a family, such do the soul guardians help the greater archons.


Notes:
Spoiler: ShowHide


- Soul guardians aren't impressive mechanically, but that's not really the point of them. They're mostly worldbuilding, though it's certainly possible PCs could encounter one. They aren't at every pool - there simply aren't that many of them - but it is a thing the DM can include for flavor.

- As Eb put it, they're the Maries of lantern archons.

- In all other aspects they're mildly boosted lantern archons. They're perfectly usable if you need a lantern archon with more punch, especially if you gestalt them wisely. I'd personally suggest skirmish and make them mobile, but you could go in a few directions.

- They have divine grace in part because otherwise they'd have 6, 6, 6 for saving throws. Amusing but since numerology is a thing in Balmuria, I figure it's best to sidestep that.



Size/Type: Small Outsider (Archon, Good, Lawful)
Hit Dice: 4d8+8 (27 hp)
Initiative: +6
Speed: Fly 70ft (perfect)
Armor Class: 21 (+1 size, +2 dex, +7 natural, +1 dodge)
Base Attack/CMB/CMD: +4/+0/13
Attack: Light ray+7 (2d6)
Full Attack: 2 light rays+7 (2d6)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities.
Special Qualities: Damage reduction 10/evil and magic, immunity to electricity and petrification, divine grace, darkvision 60ft, aura of menace, magic circle against evil, teleport, tongues.
Saves: Fort +8, Ref +8, Will +8 (+4 vs poison)
Abilities: Str 3, Dex 14, Con 14, Int 7, Wis 14, Cha 14 
Skills: Concentration+9, Diplomacy+9, Heal+9, Knowledge(Planes)+5, Knowledge(Religion)+5, Listen+9, Sense Motive+9, Spellcraft+5, Spot+9, Survival+9   
Feats: Improved Initiative(1), Dodge(3)
Epic Feats: -
Alignment: Lawful Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, calm emotions, cure minor wounds, death ward, detect evil, continual flame, sheltered vitality, vision of heaven. Caster level 4th. The save DCs are 12 + spell level.

Aura of Menace (Su)

Will save DC 14 negates.

Light Ray (Ex)

A soul guardian's light ray deals 2d6 damage and overcomes any damage reduction.

Divine Grace (Su)

The protections of Mount Celestia shield soul guardians. This is identical to the paladin ability of the same name.


Gear: [spoiler]

Soul guardians cannot use much equipment or gear, but a few have ioun stones that grant a +2 enhancement bonus to a single ability score. Additionally, most have a small store of treasure and valuable things worth around 300 gold.
Title: Re: Characters and monsters
Post by: Anastasia on September 09, 2018, 11:52:29 PM
Yan-C-Bin's Ravens

Fluff and Notes:
Spoiler: ShowHide


- These ravens are grown by Yan-C-Bin in Raven's Nest, a fortress deep in Air. The purpose of them is not entirely clear, but they serve as a mighty force when the Prince of Elemental Evil in Air desires. However, they proved second best when pitted against two demipowers, resulting in their numbers being considerably trimmed down.

- These creatures use the stats for a hawk, apply the multi headed and behemoth templates then advance to 28 hit dice. Beyond that, they have a custom breath weapon to give them a little more spice.

- The ravens were seen in Balmuria 6. They did alright. I'd say a single one is around CR25, albeit that it can really spoil a party if they're not long on damage or ways to disable them.


Size/Type: Colossal Animal
Hit Dice: 28d12+420+28+56 (705 hp)
Initiative: +7
Speed: 20ft, fly 120ft (good)
Armor Class: 41 (-1 dex, -8 size, +40 natural)
Base Attack/CMB/CMD: +21/+49/58
Attack: Talons+33 (8d6+20)
Full Attack:Talons+33 (8d6+20) and 2 bites+33 (8d10+10)
Space/Reach: 30ft/30ft
Special Attacks: Wild frenzy, trample, double wind breath.
Special Qualities: Fast healing 128, unnatural vigor 78, perfect vitality, low light vision, darkvision 90ft.
Saves: Fort +29, Ref +15, Will +27 (does not fail fort on a natural 1)
Abilities: Str 50, Dex 9, Con 40, Int 2, Wis 14, Cha 6 
Skills: Spot+41, Listen+33
Feats: Toughness(B), Endurance(1), Steadfast Determination(3), Lightning Reflexes(6), Ability Focus(Double Wind Breath)(9), Improved Initiative(12), Improved Natural Armor(15), Improved Flight(18)
Epic Feats: Epic Toughness(B), Superior Initiative(21), Epic Ability Focus(Double Wind Breath)(24), Armor Skin(27)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Double Wind Breath (Ex)

At will as a standard action, the raven may emit a gust of wind from both beaks. This is a breath weapon, a line 120ft long, 30ft wide and 30ft in height. Any creature in it takes 12d6 damage and is knocked back 10ft per point of damage taken. A Reflex save (DC 49) halves the damage and negates the movement.

The save DC is Constitution based and includes a +4 racial bonus.

Wild Frenzy (Ex)

The raven is full of life and energy, so much so that it can fall into a wild frenzy similar to a barbarian's rage. Treat this as the mighty rage of a 20th level barbarian with the following adjustments. The raven's movement speed doubles while in a wild frenzy. The raven may make an additional attack with all of its natural weapons when it makes a full attack. Additionally, the raven is not fatigued when its wild frenzy ends and it can rage more than once per encounter.

Trample (Ex)

At will as a standard action, the raven can trample Gargantuan or smaller creatures. This deals 8d8 damage + triple its Strength modifier. A trampled creature can either attempt an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + 1/2 hit dice + Strength modifier) for half damage. The save DC is Strength based and includes a +8 racial bonus.

Unnatural Vigor (Su)

The raven shrugs off wounds that would injure a lesser creature. If an attack deals damage equal or less than the raven's hit dice + 50, the wound instantly heals in a surge of positive energy. There is no limit to the number of times the raven can heal in this fashion. Healing in this fashion is instant and can prevent death.

Perfect Vitality (Su)

The overwhelming life energy of the raven grants it immunity to effects that would injure its life force or prevent it from healing.

The raven is immune to ongoing bleeding damage, such as from a bearded devil's infernal wound ability.

Damage that cannot be healed normally (such as vile damage) can be healed normally by the raven.

The raven is immune to ability damage, ability drain, negative energy damage and energy drain.

While not a true regenerator, the raven can regrow lost limbs and extremities through its fast healing.

The raven does not age and is biologically immortal, though it may still be slain through violence.

Skills

The raven has a +10 racial bonus to Spot and a +2 racial bonus to Listen and Search.



Gear:
Spoiler: ShowHide


The ravens do not have any treasure of their own, though when used for war, they wear special barding that grants a +12 armor bonus to armor class.
Title: Re: Characters and monsters
Post by: Anastasia on September 10, 2018, 12:18:33 AM
Guardian of the Felic Gate

Notes:
Spoiler: ShowHide


- The Guardian of the Felic Gate is a Grandchild of Jormugandr who settled into Sylica soon after its creation. He is an unusual one who values enchantments and other such magic and studies them in his free time. As Guardian of the Felic Gate, he oversees one of the main portals into Sylica.

- Mechanically the Guardian is an odd duck. He does what he likes rather than what's optimal for him. That's okay, he has a position and he upholds it well.

- The Guardian is rarely seen, as he has no reason to bother most travelers. Only ones that set off alarm bells get his attention. Hence being able to user Superior Invisibility at will.


Grandchild of Jormugandr 23//Beguiler 20/Rogue 3

Size/Type: Huge Outsider (Chaotic, Good)
Hit Dice: 23d8+230 (414 hp)
Initiative: +5
Speed: 30ft, burrow 20ft, fly 120ft (average)
Armor Class: 31 (-2 size, +5 dex, +18 natural)
Base Attack/CMB/CMD: +23/+39/54
Attack: Bite+35 (3d8+21 plus poison)
Full Attack: Bite+35/+30 (3d8+21 plus poison)
Space/Reach: 15ft/15ft
Special Attacks: Breath weapon, poison, sneak attack+2d6, cloaked casting (+2 DC/overcome SR), penetrating strike.
Special Qualities: Damage reduction 15/cold iron and epic, immunity to poison, resistance to cold and fire 20, darkvision 120ft, world serpent's blood, guardian of the felic gate, armored mage, trapfinding, evasion.
Saves: Fort +23, Ref +18, Will +15
Abilities: Str 38, Dex 20, Con 30, Int 19, Wis 15, Cha 12
Skills: Climb+40, Heal+28, Hide+31, Intimidate+27, Jump+40, Knowledge(Arcana)+30, Knowledge(Local: Ysgard)+30, Knowledge(Nature)+30, Knowledge(Religion)+30, Listen+50, Move Silently+31, Spot+50, Survival+28, Swim+40
Feats: Awesome Blow(B), Power Attack(1), Ability Focus(Poison)(3), Silent Spell(B5), Rapidstrike(6), Quicken Breath(9), Still Spell(B10), Virulent Poison(12), Deadly Poison(15), Alertness(18)
Epic Feats: Great Ability(Intelligence)(21)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Breath Weapon (Ex)

DC 32 Fortitude negates, 1d6/4d6 Constitution damage, 1d4 interval. 60ft cloud of poison gas. The save DC is Constitution based.

Poison (Ex)

Injury(Bite), DC 32 Fortitude negates, 1d6/4d6 Constitution damage. This ability is inactive while it recharges its breath weapon. The save DC is Constitution based.

World Serpent's Blood (Ex)

Grandchildren of Jormugandr have traces of their legendary grandfather's blood within them. They have maximum hit points per hit die.

Guardian of the Felic Gate (Su)

The Guardian of the Felic Gate is exactly what his name says he is. This bestows him several benefits to better allow him to see to his duty.

- Superior Invisibility at will as a free action, so long as he is within 1000ft of the Felic Gate.
- True Seeing, so long as he is within 1000ft of the Felic Gate.
- A + 20 competence bonus to Spot and Listen checks.


Gear: [spoiler]

The Guardian of the Felic Gate does not use gear nor collect treasure.
Title: Re: Characters and monsters
Post by: Anastasia on September 10, 2018, 04:51:12 PM
Imix, Prince of Evil Fire Creatures

Fluff:
Spoiler: ShowHide


Imix
Prince of Evil Fire Creatures, The Eternal Flame, Prince of Hellfire, Champion of Ebony Flames
Archomental
Symbol: A red diamond
Home Plane: The Elemental Plane of Fire
Alignment: Neutral Vile
Portfolio: Fire, destruction, passion, jealousy, corruption
Worshipers: Evil aligned fire elementals, efreet, fire genasi, fire giants, destroyers, pyromaniacs
Cleric Alignments: CE, LE, NE
Domains: Destruction, Envy, Evil, Fire, Passion, Pride, Strength
Favored Weapon: Tendril (Unarmed Strike)


Notes:
Spoiler: ShowHide


- Duskblade is one of those choices I went with because I feel it reasonably fulfills what I want Imix to be able to do. Namely, throw around a lot of fire and be a respectable melee combatant. It lets him do a lot of everything.

- Combatwise Imix slings out powerful spells while beating you to death. Watch out for smite and arcane strike, they let him hit harder than you'd expect. Being able to ignore fire resistance and immunity makes sure his damage gets through, too.

- Indomitable Flame is interesting, compare and contrast it with Resilient Ember on his son, Zaaman Rul. Both are flames that refuse to go out and accomplish it in different ways.

- Water weakness is an experiment in mixing up the elementals. He nulls cold, but instead can be heavily damaged by water if used properly.



Fire Elemental 49//Duskblade 49

Size/Type: Huge Elemental (Evil, Fire)
Divine Rank: 10
Hit Dice: 49d8+686+49+196 (1323 hp)
Initiative: +34
Speed: 100ft, fly 280ft (perfect)
Armor Class: 89 (-2 size, +16 dex, +10 divine, +25 natural, +15 deflection, +15 armor)
Base Attack/CMB/CMD: +49/+70/121
Attack: Tendril+86 (4d8+43 plus 3d8 fire)
Full Attack: 6 tendrils+86 (4d8+43 plus 3d8 fire)
Space/Reach: 15ft/15ft
Special Attacks: Burn, spell-like abilities, spells, arcane channeling, spell power+11, quick cast 9/day, divine blast 18/day (25d12), smite 10/day, channel fire 18/day (12d6; DC 37)
Special Qualities: Damage reduction 25/special, immunity to acid, cold and fire, spell resistance 84, fast healing 33, water weakness, darkvision 120ft, heat sense 100ft, divine traits, elemental traits, arcane attunement, armor mage (medium armor and heavy shield).
Saves: Fort +60, Ref +56, Will +50
Abilities: Str 49, Dex 43, Con 38, Int 40, Wis 38, Cha 41 
Skills: Balance+78, Bluff+77, Climb+81, Concentration+76, Craft(Alchemy)+77, Diplomacy+77, Hide+78, Intimidate+77, Knowledge(Arcana)+77, Knowledge(A&E)+77, Knowledge(Local:Fire)+77, Knowledge(Nature)+77, Knowledge(N&R)+77, Knowledge(Planes)+77, Knowledge(Religion)+77, Listen+76, Move Silently+78, Sense Motive+76, Spellcraft+77, Spot+76, Tumble+78
Feats: Diehard(B), Improved Initiative(B), Power Attack(1), Combat Casting(D2), Fiery Spell(3), Energy Substitution(Fire)(6), Whirlwind Attack(9), Combat Reflexes(12), Arcane Strike(15), Toughness(18)
Epic Feats: Superior Initiative(B), Epic Spell Capacity(21), Great Ability(Strength)(24), Automatic Quick Cast(D24), Pulverize(27), Automatic Quick Cast(D28), Improved Whirlwind Attack(30), Blinding Speed(D32), Epic Toughness(33), Great Ability(Strength)(36), Multiaction(D36), Fast Healing(39), Automatic Quick Cast(D40), Epic Toughness(42), Automatic Quick Cast(D44), Energy Resistance(Cold)(45), Improved Combat Reflexes(48), Automatic Quick Cast(D48)
Salient Divine Abilities: Automatic Metamagic(Energy Substitution(Fire)), Control Creatures(Fire Elementals), Divine Blast, Divine Fast Healing, Divine Fire Mastery, Elemental Might(Fire), Extra Domain(Envy), Extra Domain(Pride), Extra Domain(Strength), Extra Energy Immunity(Cold), Increased Damage Reduction, Increased Spell Resistance, Indomitable Flame, Indomitable Strength, Supreme Damage Reduction
Alignment: Neutral Vile

Racial powers:
Spoiler: ShowHide


Burn (Ex)

Those hit by Imix's melee attacks must succeed on a Reflex save (DC 48) or catch fire. The flame burns for 4d4 rounds. A creature on fire from Imix's attacks suffers 3d8 points of fire damage per round. A burning creature can put out the flames only by immersing themselves in water or taking 24 or more points of cold damage. Creatures that hit Imix with natural weapons or unarmed attacks are affected as if hit by him. The save DC is Constitution based.

Water Weakness (Ex)

Imix cannot withstand water as it quenches even his flames. Water damages him like acid does to a normal creature, dealing 1d6 points of damage per round of exposure. If he is fully immersed in water, he takes 10d6 points of damage per round of exposure. Spells and effects that deal damage through water, such as a tsunami spell or holy water, deal double damage to Imix.

Imix's immunity to acid does not prevent him from taking damage from water, even though it deals damage to him like acid does to a normal creature.

Damage Reduction (Su)

Imix's damage reduction is defeated by cold iron, epic and good-aligned weapons that also deal at least one point of cold damage. The weapon must be intelligent and animated by the soul of a water, ice or snow weird.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-blasphemy, bull's strength, burning hands, cause fear, confusion, clenched fist, contagion, create undead, crushing despair, crushing fist, desecrate, disguise self, disintegrate, dispel good, divine power, dominate monster, eagle's splendor, earthquake, elemental swarm (fire only), enlarge person, fire seeds, fire shield, fire storm, forbiddance, grasping hand, greater command, greater heroism, greater plane shift, greater spell immunity, greater teleport, harm, heroism, hideous laughter, hypnotism, incendiary cloud, inflict critical wounds, inflict light wounds, irresistible dance, limited wish, magic circle against good, magic jar, magic vestment, mass charm monster, mass inflict light wounds, mass reduce person, produce flame, protection from good, ray of enfeeblement, resist energy, righteous might, shatter, simulacrum, song of discord, spell immunity, stoneskin, storm of vengeance, summon monster 9 (evil only), touch of idiocy, unholy aura, unholy blight, vampiric touch, wall of fire, wish. Caster level 49th. The save DCs are 45 + spell level.

Alter Reality (Su)

Imix 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. Imix can use limited wish when doing so can help him promote fire, passion, corruption and strength. Note that in the situation where Imix 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)

Imix 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: 10/day smite for +4 attack and +24 damage.
Envy: Spells that damage or drain ability scores or give negative levels are cast at +1 CL.
Evil: +1 bonus to the caster level of evil spells.
Fire: Channel fire.
Passion: 24 rounds/day act as if under a rage spell.
Pride: Diehard as a bonus feat.
Strength: 10/day gain a +24 enhancement bonus to Strength as a free action for 1 round.  (Net +4 str)

Divine Aura (Ex)

The save DC against Imix's divine aura is 35 and the radius is 1000ft.

Immunities: Imix 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: Imix gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Imix does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Imix can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within ten miles of himself.

Remote Communication: As a standard action, Imix 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 crackling of flame. In this case, anyone within earshot can hear it or understand the message.

Create Items: Imix can create any wondrous item with power related to flame, passion, destruction or pride; the maximum is 30,000 gold.

Portfolio Sense: Imix is aware of any act of fire, envy or passion that involves 500 or more people.



Duskblade powers:
Spoiler: ShowHide


Imix casts as a 49th level duskblade (caster level 50th for evil spells). The save DCs are 25 + spell level. His metamagic option is Fiery Spell (+1). All of Imix's spells are automatically energy substitution (fire) spells. All of Imix's 0 through 10th level spells are automatically quickened.

[6/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
[10/day]1: Blade of BloodPHB2, Burning Hands, Resist Energy, Shocking Grasp, True Strike
[10/day]2: Dimension HopPHB2, Ghoul Touch, See Invisibility, Sure StrikePHB2
[10/day]3: Energy SurgePHB2, HaltPHB2, Protection from Energy, Vampiric Touch
[8/day]4: Channeled PyroburstPHB2, Dimension Door, Enervation, Toxic WeaponPHB2
[6/day]5: Chain Lightning, Disintegrate, Slashing DispelPHB2, Wave of Fatigue
[6/day]6: Black Ice TouchHome, Greater Dispel Magic, Swift EtherealnessPHB2, Waves of Exhaustion
[6/day]7: Greater Shout, Horrid Wilting, Meteor Swarm, Prismatic Spray
[6/day]8: Chain Dispel, Energy Drain, Magic Disjunction, Mass Hold Monster
[6/day]9: Apocalypse from the SkyBoVD, Disintegrating BurstHome, Foresight, Visage of the TarrasqueHome
[6/day]10: Corruptor's TouchHome, Energy ImmunityHome, HellballHome, Titan's SurgeHome
[6/day]11: Imix's Desiccating Aura*, Imix's WreathHome, Queen's DispleasureHome, Superb DispellingHome
[6/day]12: Disintegrating BlastHome, Imix's Burning ScreamHome, Mass Energy ImmunityHome, Mass Titan's SurgeHome
[2/day]13: Imix's TouchHome

* Due to Imix's nature, Imix treats this spell as being on the duskblade spell list.



Gear:
Spoiler: ShowHide


Imix's Wrath

While Imix rarely uses equipment, he has bolstered his own ability through several profane rituals. He enjoys a +10 enhancement bonus to his natural attacks, a +15 armor bonus to armor class and superior initiative as a bonus feat.

Should Imix wish it, he has access to almost any non epic treasure and some epic treasures in fireproof form. He sees these as beneath him and will only use them in the most dire of circumstances.



Custom Material: [spoiler]

Disintegrating Blast
Transmutation
Level: Duskblade 12, Sor/Wiz 12
Range: 100ft
Area: 100ft radius burst centered on you

This spell is identical to disintegrating burst, except as noted here. This spell can inflict a maximum of 60d6 damage (8d6 on a successful save).

Disintegrating Burst
Transmutation
Level: Duskblade 9, Sor/Wiz 9
Range: 20ft
Area: 20ft radius burst centered on you

This spell is identical to disintegrate, except as noted here. All creatures and unattended objects (except yourself and your familiar) are affected by a disintegrate spell. You do not need to make ranged touch attacks against the creatures in the burst, though spell resistance and the Fortitude saving throw still apply.

Corruptor's Touch
Enchantment/Evocation [Evil, Fire, Mind-Affecting]
Level: Corrupt 10
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

Your touch blackens both the body and soul with hellfire. Your melee touch attack deals 20d6 points of fire damage to non-evil creatures as fire scorches their body. Additionally, these fires burn the target's soul, eliminating any goodness within them. The target is affected as if by a morality undone spell, except that that the effect is instantaneous and is thus permanent and unable to be dispelled or suppressed once in place. Immunity to mind-affecting protects against the alignment changing portion of this spell, but not the damage taken.

The target is aware of the alignment change and is able to act to reverse it, but doing so is difficult. A wish or miracle spell by a 21st level spellcaster is required and the spell must be cast on hallowed ground. As time passes, the target finds the changes increasingly pleasing and may cease to seek their previous alignment. Each week the target is under their new alignment, they must make a Will save (DC is equal to the DC of this spell) or fully embrace their new alignment.

Corruption Cost

2d6 points of Strength drain.

Imix's Desiccating Aura
Abjuration/Transmutation
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius emanation, centered on you
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell banishes water and other liquids within its area. Liquids of all types are dried up within the range of this spell (save for bodily fluids or other liquids inside of a creature) instantly. Creatures made of water, such as a water elemental, find this aura devastating. They suffer 20d6 points of damage per round they are within the aura. A successful Fortitude save halves the damage taken each round. This stops water-based attacks from penetrating into the area of this spell. For example, a tsunami spell that comes into the area of this spell would be instantly dried up and stopped.

Additionally, spells and spell-like abilities with the water descriptor are almost impossible to cast within the range of the spell. The caster must succeed on a Spellcraft check to do so with a DC equal to the spell's caster level + 20, otherwise the spell fails.

Imix's Burning Scream
Evocation [Fire, Sonic]
Level: Duskblade 12, Sor/Wiz 14
Components: V
Casting Time: 1 standard action
Range: 120ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

By casting this spell, you let out a shout that shatters creatures and causes them to burst aflame. All creatures within the cone take 25d6 points of sonic damage and 25d6 points of fire damage with a successful Fortitude save halving the damage taken. Creatures slain by this spell burst apart into flaming pieces which rapidly burn away to ash. This destroys any objects or equipment on the slain creature automatically (save for artifacts or things of similar power).

Imix's Touch
Evocation [Fire]
Level: Duskblade 13, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your hand is wreathed in blue-white flames, so hot that anything it touches is reduced to ash. A melee touch attack deals 1d12 points of fire damage per caster level (maximum 35d12), the fire damage from this spell ignores fire resistance and immunity.

The flames of this spell never go out naturally. The target continues to burn, suffering 1d12 points of fire damage each round, this fire damage also ignores fire resistance and immunity. A wish or miracle spell is needed to stop the flames, the caster must succeed on a caster level check to do so. The DC is 10 + the caster level of Imix's touch.

Imix's Wreathe
Transmutation [Fire]
Level: Duskblade 11
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell wreathes you with intense flames. Your melee attacks deal an extra 6d8 points of fire damage, creatures that touch you or strike you with unarmed and natural attacks also take this damage. You take no damage from cold based attacks for the duration of the spell, additionally, you gain a +5 luck bonus to saving throws against cold based attacks that pierce immunity to cold (such as piercing cold spells).

Material Component

A small chip of volcanic glass or stone.

Titan's Surge
Transmutation
Level: Duskblade 10, Strength 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

By channeling the energy of a titan, you gain vast might. You gain a +14 enhancement bonus to Strength. Any weapon you wield deals damage as if it were two sizes larger (to a maximum of Colossal).

Material Component

A hair from a titan.

Mass Titan's Surge
Transmutation
Level: Duskblade 12, Strength 12, Sor/Wiz 12
Range: Close (25ft + 5ft 2/levels)
Targets: One or more creatures, none of which can be more than 30ft apart

This spell is identical to titan's surge, except as noted here.

INDOMITABLE FLAME
Prerequisite: Fire Domain, Pride Domain, Divine Fast Healing
Benefit: Imix is sublimely self-assured and prideful, which has only grown after his victory over Zaaman Rul. This confidence allows him to transcend injuries, making him almost impossible to put down. All damage except for cold damage or water damage (see Imix's water weakness special quality for more information) is nonlethal damage to Imix. Imix's fast healing heals nonlethal damage at rate ten times faster than usual, he heals 330 nonlethal damage each round. As Imix is immune to cold damage, piercing cold or similar measures are required to deal lethal cold damage to Imix.
Title: Re: Characters and monsters
Post by: Anastasia on September 12, 2018, 09:47:05 AM
Beezlebub, Lord of the Seventh

Fluff:
Spoiler: ShowHide


Beezlebub
The Lord of the Flies, The Perfect One
Lord of the Seventh
Symbol: A white star rising over a pale green background
Home Plane: Malodomini, the 7th Hell
Alignment: Axiomatic Vile
Portfolio: Perfection, vermin, nobility, competition, seers
Worshipers: Perfectionists, vermin, blackguards, spies, rogues, oracles
Cleric Alignments: LE, NE
Domains: Competition, Evil, Law, Nobility, Oracle, Perfection, Pride, Trickery
Favored Weapon: Impeccable (Greatsword)



Notes:
Spoiler: ShowHide


- Beezlebub favors the Gates of Hell incarnation rather than the FC2 incarnation. As far as devils go, I find Beezlebub and Mephisto's incarnations in GoH many times more compelling than the FC2 versions (which I feel are some of the weakest in the book). In particular, Beezlebub's slug form simply doesn't work with how I run and portray Hell. Hell is all about its own meaningless glory, a glory that has to be upheld. That doesn't work with turning one of the Lords of the Nine, the greatest exemplar of Hell's power to the common devils, into a horrid slug. Additionally, I find that Beezlebub works better with a relatively pleasing appearance, all the better to contrast with his pride and ultimate failures.

- Speaking of, Beezlebub appears as a tall, beautiful solar with eyes like that of a fly's and a fly's wings. Vermin can be seen crawling across him at times, something that Beezlebub rarely seems to notice.

- Beezlebub's name has various spellings. Beelzebub is a common variant, as iz Baalzebul, Baalzebub and other variants meaning different things. Of course, which one(s) are right is a whole other thing.

- Beezlebub is an ugly, nasty opponent to fight. He flings epic level cleric magic while smashing, smiting and sneak attacking. It's a rough combo to deal with, one that demands you cover all your bases. Combine that with his defenses and you have a real brawl on your hands - improved mettle, improved evasion, super high Charisma and adding said Charisma to his saves twice means getting him to fail a save is really, really challenging.

- I don't use blackguard often, as I prefer to use variant paladins instead. In this case I find it to be an interesting twist on things and to better represent his fallen nature. He wasn't a born paladin of tyranny, he chose to become a monstrous blackguard. By the way, the conversion rules for trading in levels of paladin were not used here. With gestalt in play and retraining being an option in campaigns, I'd rather not deal with those.

- No spells this time, though a few Beezlebub-esque spells are coming in the spell booster soon.

- I don't have a lot to say otherwise about him. This was a long project, nearly two years without doing all the fine touches The vast majority of this was written way back then, so my thought processes are fairly removed from all of that now.


Fallen Solar 56//Rogue 10/Blackguard 46

Size/Type: Large Outsider (Evil, Fallen, Lawful)
Divine Rank: 14
Hit Dice: 10d8+46d10+1120 (1660 hp)
Initiative: +33; always goes first
Speed: 80ft, fly 240ft (perfect)
Armor Class: 105 (-1 size, +15 dex, +14 divine, +29 natural, +24 deflection, +14 armor)
Base Attack/CMB/CMD: +56/+78/127
Attack: Impeccable+106 (3d6+45 plus 1 vile plus 2d6 unholy plus 3d6 axiomatic and 1 negative level (6d6 and 2 negative levels on crit) plus 2 Strength damage 17-20 x2)
Full Attack: Impeccable+106/+101/+96/+91 (3d6+45 plus 1 vile plus 2d6 unholy plus 3d6 axiomatic and 1 negative level (6d6 and 2 negative levels on crit) plus 2 Strength damage 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Channel energy 27/day (22d6; DC 56), smite good 10/day, sneak attack+27d6, crippling strike, spells, spell-like abilities.
Special Qualities: Damage reduction 50/special, immunity to acid, cold, electricity, fire and poison, spell resistance 71, perfection aura, regeneration 49, lord of the flies, improved mettle, darkvision 120ft, low-light vision, tongues, cursed, summon devils, divine traits, trapfinding, improved evasion, penetrating strike, improved uncanny dodge, aura of evil, detect good, poison use, dark blessing, aura of despair, fiendish servant.
Saves: Fort +108, Ref +103, Will +106 (+4 vs petrification)
Abilities: Str 52, Dex 40, Con 50, Int 46, Wis 43, Cha 59
Skills: Balance+88, Bluff+138, Concentration+93, Diplomacy+138, Gather Information+101, Heal+88, Hide+88, Intimidate+101, Knowledge(All)+91, Listen+89, Move Silently+88, Perform(Song)+101, Perform(Wind Instruments)+101, Ride+88, Search+91, Sense Motive+89, Spellcraft+91, Spot+89, Swim+94, Tumble+88, Use Magic Device+97
Feats: Dark Speech(B), Power Attack(1), Cleave(3), Improved Sunder(6), Ability Focus(Bluff)(9), Ability Focus(Diplomacy)(12), Awesome Smite(15), Divine Might(18), Quicken Spell(39), Improved Initiative(42), Weapon Focus(Greatsword)(45), Vile Martial Strike(Greatsword)(48)
Epic Feats: Improved Sneak Attackx3(B), Lingering Damage(B), Sneak Attack of Opportunity(B), Epic Skill Focus(Bluff)(21), Epic Reputation(B13), Epic Skill Focus(Diplomacy)(24), Great Smiting(B16), Epic Divine Might(27), Improved Aura of Despair(B19), Persistent Divine Might(30), Improved Sneak Attack(B22), Epic Spell Capacity(33), Unholy Strike(B25), Epic Sunder(36), Widen Aura of Despair(B28), Improved Sneak Attack(B31), Vile Divine Might(B34), Improved Sneak Attack(B37), Vile Smite(B40), Energy Resistance(Electricity)(51), Vile Sneak Attack(B43), Vile Sunder(54), Improved Sneak Attack(B46)
Salient Divine Abilities: Alter Size, Area Divine Shield, Automatic Metamagic(Quicken), Battlesense, Divine Blast, Divine Glibness, Divine Skill Focus(Bluff), Divine Skill Focus(Diplomacy), Divine Sneak Attack, Divine Shield, Extra Domain(Competition), Extra Domain(Oracle), Extra Domain(Trickery), Extra Energy Immunity(Cold), Extra Energy Immunity(Electricity), Increased Damage Reduction, Mass Divine Blast, Perfect Defense, Perfection, Supreme Initiative
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Beezlebub casts as a 56th level cleric with access to the Competition, Evil, Law, Nobility, Oracle, Perfection, Pride and Trickery domains (caster level 57th for evil and lawful spells). The save DCs are 26 + spell level. All of Beezlebub's spells are automatically quickened.

Unlike a normal fallen, Beezlebub has overcome the loss of seven spell levels. Additionally he uses his total hit dice to determine his spellcasting, unlike normal solars. Beezlebub never prepares spells, instead preferring to cast spontaneously.

[6/day]0:
[9+1/day]1:
[9+1/day]2:
[9+1/day]3:
[9+1/day]4:
[8+1/day]5:
[7+1/day]6:
[7+1/day]7:
[7+1/day]8:
[6+1/day]9:
[6+1/day]10:
[6+1/day]11:
[6+1/day]12:
[5+1/day]13:
[5+1/day]14:
[5+1/day]15:
[5+1/day]16:
[4+1/day]17:
[4+1/day]18:
[4+1/day]19:
[4+1/day]20:
[3+1/day]21:

Damage Reduction (Ex)

Beezlebub's damage reduction is defeated by anarchic, epic, holy and silver weapons forged perfectly, which requires a DC 140 Craft (Weaponsmithing) check to do so.

Regeneration (Ex)

Beezlebub takes normal damage from weapons that successfully defeat his damage reduction, and from spells or effects with the good descriptor.

Lord of the Flies (Su)

At will as a free action on his turn, Beezlebub can surround himself with a thick cloud of flies. This grants him several benefits.

Beezlebub gains total concealment while surrounded by the swarm. Beezlebub is not hindered by the swarm in any way and can see normally in spite of it. Blindsight or similar extra-sensory means of perception overcome this concealment.

Creatures that are adjacent to Beezlebub at the beginning of his turn are ravaged by the swarm around him. They suffer 12d6 points of damage with no saving throw. Additionally, they must succeed on a DC 65 Fortitude save or be nauseated for one round.

Beezlebub can have the cloud form into a swarm to attack creature. Treat this as a hellwasp swarm with 700 hit points that deals 12d6 points of damage with its swarm ability and the DC for its distraction ability is 65. So long as the cloud is an actual swarm, Beezlebub loses the other benefits of this ability. Using this ability is a free action. If the swarm is destroyed, Beezlebub can have a new cloud surround him as a free action on his next turn.

The save DCs are Constitution based and include a +7 racial bonus.

Perfection Aura (Su)

Beezlebub demands perfection and he gets it from his minions, no matter the price to them. All allied creatures within 700ft of Beezlebub in combat automatically maximize all damage rolls they make. Any natural 1 rolls on a d20 are treated as being a natural 2 roll instead. This is treated as if the creature rolled a 2 instead of a 1 in all ways, including avoiding automatic failure for rolling a natural 1, if applicable.

This power comes with a price. Any creature that benefits from this power suffers 1 point of Constitution damage at the end of their turn, or at the end of their next turn if they benefit from it when it is not their turn. This damage cannot be prevented by any known magic or immunities. If the creature lacks a Constitution score, they take Charisma damage instead.

Creatures with divine rank are not affected by this aura, with the exception of creatures that serve Beezlebub. Beezlebub himself does not benefit from this aura.

This replaces a normal Lord of the Nine's Aura of Hell.

Cursed (Ex)

Beezlebub 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.

Summon Devils (Su)

Beezlebub may summon up to 56 hit dice of devils or lawful evil fallen celestials 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


Spell-Like Abilities

Always active: detect chaos, detect good, true seeing. At will: augury, blasphemy, calm emotions, chasing perfection, commune, confusion, corrupt weapon, create undead, demand, desecrate, dictum, discern lies, disguise self, dispel chaos, dispel good, divination, divine favor, divine power, eagle's splendor, enthrall, false vision, forbiddance, foresight, geas/quest, glove of invulnerability, greater command, greater heroism, greater plane shift, greater prying eyes, greater scrying, greater spell immunity, greater teleport, greater visage of the deity, heroism, hold monster, hypnotism, identify, invisibility, irresistible dance, legend lore, magic circle against chaos, magic circle against good, magic vestment, mass charm person, mass reduce person, miracle, mislead, moment of prescience, nondetection, order's wrath, prayer, protection from chaos, protection from good, regenerate, remove fear, repulsion, righteous might, screen, scrying, shield of law, spell immunity, storm of vengeance, summon monster 9 (lawful evil only), time stop, true seeing, unholy aura, unholy blight, zeal, zealot pact

Alter Reality (Su)

Beezlebub 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. Beezlebub can use wish when doing so can help him promote perfection, competition and seers. Note that in the situation where Beezlebub 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)

Beezlebub 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:

Competition: +1 bonus to opposed checks.
Evil: +1 caster level to evil spells.
Law: +1 caster level to lawful spells.
Nobility: 14/day as a standard action, inspire allies with a +2 morale to attacks, damage, ability checks and skill checks. Lasts 24 rounds.
Oracle: +2 caster level to divinations.
Perfection: 14/day take 20 on a check in the time it takes to make a single check.
Pride: Diehard as a bonus feat.
Trickery: Add bluff, disguise and hide to cleric class skills.

Immunities: Beezlebub 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, Beezlebub 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: Beezlebub gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Beezlebub 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: Beezlebub 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, Beezlebub 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 smooth, powerful baritone. In this case, anyone within earshot can hear it or understand the message.

Create Items: Beezlebub can create any wondrous item with power related to perfection, future telling and pride the maximum is 200,000 gold.

Portfolio Sense: Ilmater is aware of any act of perfection, competition or seers.



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.



Blackguard powers:
Spoiler: ShowHide


Beezlebub casts as a 46th level blackguard (caster level 47th for lawful and evil spells) with access to the Competition, Evil, Law, Nobility, Oracle, Perfection, Pride and Trickery domains (caster level 57th for evil and lawful spells). The save DCs are 34 + spell level. All of Beezlebub's spells are automatically quickened.

Beezlebub never prepares spells, instead preferring to cast spontaneously.

[8/day]1:
[8/day]2:
[8/day]3:
[8/day]4:
[7/day]5:
[7/day]6:
[7/day]7:
[7/day]8:
[6/day]9:
[5/day]10:

Aura of Evil (Ex)

The power of a blackguard's aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Detect Good (Sp)

At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use (Ex)

Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Blessing (Su)

A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Smite Good (Su)

Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.

Aura of Despair (Su)

Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Sneak Attack (Ex)

This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.



Gear:
Spoiler: ShowHide


Impeccable

Triel was given this trumpet long ago to spread the glories of the Heavens. His voice was music and his trumpet only made the most glorious sounds, the least of which could save a soul. When he was accursed and cast down into Hell, it is said the trumpet shattered into hundreds of pieces (it is often said it was 777 or 999 pieces, but the truth of this is not known). Unperturbed, Beezlebub gathered the pieces and reforged it into Impeccable, imbuing it with a twisted echo of the power it once had.

Impeccable has two different forms, that of a trumpet and that of a greatsword. Changing between the forms is a free action that can be done once per round. When Impeccable appears as a gleaming silver trumpet, it shines and radiates its own luster. Those who examine it closely and succeed on a DC 70 Spot check notice that the trumpet is full of cracks and that the luster is little more than a trick of the light. When transformed into a greatsword, it has the same cracks that can be noticed in the same way.

In trumpet form, Impeccable can be blown to sound beautiful and profane music. This requires a DC 70 Perform (Wind Instruments) check. When blown, all creatures who hear it and are within 700ft must make a DC 70 Will save or change alignment to lawful evil. This change is permanent and pleasing to the victims, as they see their previous beliefs as flawed and worthless. Such creatures look up to Beezlebub as an example of perfection and strive to emulate him as well as worship him. Protection from mind-affecting abilities does not protect against this, though they do grant a +7 circumstance bonus to the saving throw. Lawful evil creatures and mindless creatures are immune, as are deities. This change can only be reversed by a wish or miracle spell that succeeds on a DC 70 caster level check or by a deity who uses alter reality and succeeds on an opposed rank check against Beezlebub.

In greatsword form, Impeccable is a greatsword+14, keen and axiomatic power. It has no particular powers beyond this, most of Impeccable's power is tied to the trumpet form.

Unlike most artifacts, Impeccable can be sundered. A DC 70 Knowledge (Planes) check reveals this. Creatures who succeed on the DC 70 Spot check to notice the cracks in Impeccable get a +7 circumstance bonus to the check if they haven't attempted it yet, while those that have get a second attempt without the bonus. Impeccable has a hardness of 70 and 210 hit points. If Impeccable is destroyed by sundering, the weapon shatters into hundreds of pieces around Beezlebub. He can reassemble them into Impeccable with seven rounds of time to do so. Once reassembled, it has its full hit points restored and functions normally. He needs all the pieces to be able to do so, however, the pieces are indestructible and float on the surface of any liquid. If pieces of Impeccable or lost or otherwise taken away, Beezlebub can sense their location unless in the realm of a deity who succeeds on an opposed rank check against him.

Beezlebub eschews most other equipment, but he usually uses a pair of bracers of armor+14. Should he desire, he has a vast store of treasure and magical items to draw on. This covers all non-epic magical items, most epic ones and several artifacts. A foe that humiliates and infuriates Beezlebub will prompt him to tap into these and increases his deadliness many times over.


Custom Material: [spoiler]

Vile Divine Might [Divine, Epic, Vile]
Prerequisite: Divine Might, cha 25
Benefit: The extra damage from your divine might ability is vile damage.

Vile Sunder [Epic, Vile]
Prerequisite: Epic Sunder, Vile Martial Strike, cha 25
Benefit: Objects that you damage or destroy by sundering are more difficult to repair. Objects that are damaged or destroyed by your sunder can only be repaired within an area that has been consecrated or hallowed. Additionally, the Craft DC to repair the item increases by a number equal to your hit dice. If magic is used to repair the item (including using item creation feats), the caster must succeed on a caster level check with a DC equal to your hit dice to repair the item, otherwise the spell fails.

Vile Sneak Attack [Epic, Vile]
Prerequisite: Sneak attack+6d6, any one of Vile Martial Strike, Vile Ki Attack or Vile Natural Attack
Benefit: The extra damage from your sneak attack is vile damage.

Perfection Domain

Granted Power: Once per day you may take 20 on a skill check or ability check in the time it takes to make a single check. This doesn't allow you to take 20 on skills that don't allow it or when circumstances would prevent it.

Perfection Domain Spells

1: Corrupt Weapon
2: Eagle's Splendor
3: Divine Power
4: Spell Immunity
5: True Seeing
6: Chasing Perfection
7: Globe of Invulnerability
8: Greater Spell Immunity
9: Miracle

PERFECT DEFENSE
Prerequisite: Perfection
Benefit: Beezlebub's defense's are as close to perfect as he can make them, granting him several benefits.

Beezlebub gains improved evasion and improved mettle.

A natural 20 on an attack roll against Beezlebub is not treated as an automatic success. If the attack is still a hit, proceed as normal. If the attack is not a hit, instead reroll the attack with a +20 bonus to determine if it hits or misses. If the attack misses but another natural 20 is rolled, reroll again with an additional +20 bonus (for a total of +40). This continues so long as natural 20s are rolled that do not hit Beezlebub, in which case an additional +20 bonus is added each time, or until a roll that is not a natural 20 is determined, at which point a hit or miss is determined as normal. For the sake of critical threats when multiple rolls are made due to a natural 20 not being an automatic hit, only the last roll is used to determine if the attack is a critical threat.

PERFECTION
Prerequisite: Perfection domain, cha 45
Benefit: Beezlebub prides himself in achieving the utmost possible. After all, if he is perfect, he can demand nothing less of himself. Beezlebub gets the maximum possible result on any roll he makes, just like a greater deity. This includes rolling to check for automatic success or critical threats, as he does not automatically receive them. Additionally, Beezlebub automatically confirms any critical threat he makes.

However, his perfection does not come without a price. When Beezlebub fails an attack roll against a creature or loses an opposed check against another creature, the cognitive dissonance of his failure shakes him. This inflicts a -7 penalty to all rolls Beezlebub makes for 1 minute. Unlike normal penalties, this includes rank checks.  Multiple failures do not stack, however, the duration does stack. For example, if Beezlebub fails 3 attack rolls in a full attack, he would suffer the penalty for 3 minutes instead of 1. If in the next round he fails an opposed check against another creature, another minute would be added to the duration.
Title: Re: Characters and monsters
Post by: Anastasia on February 09, 2019, 11:57:00 PM
Savin, Wanderer of Alicia

Fluff:
Spoiler: ShowHide


Background

Savin is an only child born to an unremarkable family in Elfsander. He was a bright child but a shiftless one, forever possessed of a fierce disinterest in honest work. His parents grew weary of this, electing to force Savin into a seaman's apprenticeship. In this he learned the ways and means of the sea. Yet Savin was no great sailor or worker, a fact that put him in the ire of the first mate. The first mate demanded the utmost from each of the sailors, something Savin found disagreeable. This lead to many an unpleasant encounter between Savin and the first mate. This spawned a deep animosity between the two. In time this lead to a vicious fight, one that the first mate won. The first mate called this mutiny and marooned Savin on the nearest islet.

Here Savin laid on the bare rocks. He had little water, no food and even less hope. He wasted away on that wind swept, rocky islet. He slept a sleep of parched pain and disturbing dreams. His dreams were strange symbols, twisting lights and incomprehensible words. On the third day of his marooning Savin awoke in a frenzy. He sprung to his feet, waved his hands like a madman and chanted those alien words. To his amazement, the Weave responded. Dancing lights and ghost sounds exploded around the island, a tremendous display. It was one so great that it drew the attention of a passing ship.

This ship was from Balmuria. In his recovery Savin was regaled with stories of the Crimson Guard. He was fascinated by them, most of all by the stories of Saint Alicia. There was something about her that drew him. The stories painted her as having a superior sense of purpose, serving many things - including the Weave. Stories of magic and the Gods returning to the world convinced Savin that his sudden magical aptitude had a reason, just as Alicia's works had a reason. When the ship returned to Balmuria Savin immediately busied himself in learning more. There he found the nascent church of Saint Alicia. He found the dogma pleasing and interpreted it to his own ends. A shiftless wandering that yet served a greater purpose appealed to Savin. He thus took his lessons of Alicia's dogma to heart and began to walk the world.

Since then, Savin has wandered from the jungles to the Southern Confederation. He is not the most devout or the most energetic of Alicia's flock, nor does he have any skill in divine miracles. But he spreads her words and supports those with the talent to become heroes. He styles himself a wanderer of Alicia, lingering just long enough to spread her word before resuming his aimless journey.

Appearance

Savin is a typical elf. He is a little over five feet tall and slender. His hair is a brown that is prematurely going gray - a rarity amid elves. It makes him appear older than he is. He wears sturdy traveler's clothes designed for warmth and durability, supple leather gloves, a simple diadem of iron and soft padded armor beneath it. In more cosmopolitan areas he is unremarkable and blends in, while in other areas his heritage stands out.

Personality

Savin has the graceful, almost feminine traits that many male elves possess. Yet it does not seem unusual on him, but entirely fitting. Despite this he is no great talker. He likes to talk but is easily overshadowed by others. That's just as well for him, since he prefers to laze while assessing things around him. He is quick to assert that divine providence is holding his hand, and if action is needed, great results will come from him.

Relations

Savin and his parents are not close. He holds them no great ill will, but they have been swept up in Pallanth's culture war. They have embraced a natural lifestyle fully, living like animals in the wild. His only visit was a brief one, as seeing his parents dirty, nude and unwashed was enough to convince him that he wants no part of that. He avoids the elven lands now, having no further interest in that conflict. Beyond family, Savin has a loose but wide ranging network of friends and Alicia's faithful throughout the regions he wanders in. He is close friends with another wanderer, Lady Jane Kesper. Lady Kesper is responsible for tracking down deserters from the Kelaran war effort. While Savin doesn't particularly approve or care about that, the two have a natural if vitriolic chemistry.

Relationships are something that eludes Savin. Being a wanderer is not a state that encourages that. He has had a few romantic encounters, one of which lead to a half elven son in the Desert Fiefdoms. Savin is not aware of this child.

Savin counts anything evil as his enemy, but in a casual way. He does not go out of his way to foil them, but feels obligated to do so when he comes across them.


Notes:
Spoiler: ShowHide


- I did Savin a long time ago, sometime around B1r's prep if I recall. He's slightly adjusted for posting here.

- Savin's meant to show a fleshed out view of a worshiper of Alicia. He's not the best fit for her in a lot of ways, but he's found a niche and works with it. Not every worshiper a deity gets is a personality match to them, after all.


Mariner 5/Fortune Blade 4//Duskblade 9

Size/Type: Medium Humanoid (Elf)
Hit Dice: 9d8+9+9 (62 hp)
Initiative: +7
Speed: 30ft
Armor Class: 20 (+7 dex, +3 armor)
Base Attack/CMB/CMD: +9/+10/27
Attack: Imith+18 (1d6+2 15-20 x2)
Full Attack: Imith+18/+13 (1d6+2 15-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Dirty strike+1d4, spell blade(2nd), power spell+2, spells, arcane channeling.
Special Qualities: Immunity to sleep, low-light vision, sailor lore, seamanship+2, back to back+1, arcane attunement, armored mage(medium+heavy shields), quick cast 1/day, spell power+2.
Saves: Fort +7, Ref +10, Will +8 (+2 vs enchantment)
Abilities: Str 12, Dex 25, Con 12, Int 18, Wis 14, Cha 9
Skills: Balance+21, Climb+15, Concentration+13, Jump+13, Knowledge(Arcana)+16, Knowledge(Religion)+10, Listen+14, Profession(Sailor)+16, Spellcraft+16, Spot+14, Swim+13, Tumble+19, Use Rope+19
Feats: Toughness(1), Weapon Focus(Rapier)(M1), Combat Casting(D2), Combat Expertise(3), Improved Trip(M5), Weapon Finesse(6), Improved Critical(Rapier)(FB1), Arcane Strike(9)
Epic Feats: -
Alignment: Chaotic Good (Chaotic Neutral tendencies)

Mariner powers:
Spoiler: ShowHide


Sailor Lore (Ex)

A mariner picks up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. A mariner may make a special sailor lore check with a bonus equal to his mariner level + his Intelligence modifier to see whether he knows some relevant information about local people or history, far away places, or strange superstitions. This check will not necessarily reveal true information, as much of the time the mariner heard it from someone who heard it from a friend, who heard it from a guy, etc. The mariner may not take 10 or 20 on this check; this sort of knowledge is essentially random. The DM will determine the DC of the check by referring to the accompanying table.

Seamanship (Ex)

A mariner gains the listed bonus as a competence bonus to all Balance, Climb, and Profession (sailor) checks.

Dirty Strike (Ex)

A mariner is adept at maneuvers such as hitting below the belt, head butts, sucker punches, and other opportunistic tricks. Starting at 2nd level, a mariner may choose to make a single melee attack on his turn as a full round action that deals an additional +1d4 points of damage. This bonus increases to +2d4 at 6th level, +3d4 at 10th level, +4d4 at 14th level, and +5d4 at 18th level. The additional damage caused by a dirty strike is the same kind of damage as the weapon used in the attack; a 2nd-level mariner that uses a club to make a dirty strike deals an additional +1d4 bludgeoning damage, for example, and if the damage dealt by the attack is nonlethal damage, the additional damage is also nonlethal. This ability has no effect on creatures without a discernable anatomy or that are immune to critical hits, such as constructs, oozes, plants, or undead. Additional damage from a dirty strike is not multiplied if the mariner scores a successful critical hit.

Back-to-Back (Ex)

A mariner is trained in fighting alongside his shipmates in cramped and crowded conditions, especially against superior numbers. Starting at 4th level, whenever a mariner is adjacent to an ally and using the fighting defensively or total defense combat options or the Combat Expertise feat, he gains a +1 dodge bonus to his AC. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level. He loses this bonus if he is denied his Dexterity bonus to AC or if he or his ally moves more than 5 ft. away.


Fortune Blade powers:
Spoiler: ShowHide


Spellblade (Sp)

Whenever you confirm a critical hit, magical energy courses through your veins and into your blade. This causes extra effects whenever you confirm a critical hit. When this happens, you may choose any arcane spell you have memorized (if you cast as a wizard) or know (if you cast as a sorcerer). This spell instantly activates, taking effect on the target. This spell resolves as normal, including saving throws and spell resistance. Spells that require an attack roll(s) to hit do not need to do so, nor are these spells counted as being critical hits. This spell does not count as being used - you do not use any components, spell charges are not consumed and a memorized spell is not lost.

The spell in question must be able to target the victim normally, such as charm person, magic missile or sleep. Alternately, it may be an area, burst or radius effect, with the victim at the center of it. You gain no special protections against the spell in this case. You cannot use a spell that would not be able to center itself on a living creature as a valid target, such as wall of force or a summon monster spell. You may not use a spell for spellblade that has a material component that costs more than 1 gold piece.

At 2nd level you can have a 0 or 1st level spell occur when you confirm a critical hit. This level rises by 1 every 2 levels. At 4th level you may use a 2nd level spell, at 6th level you may use a 3rd level spell and so on.

A spell cast through a critical hit and spellblade is a free action. A spell that takes more than 1 round to cast cannot be cast through spellblade.

Creatures immune to critical hits are not subject to them against you. However, if you land a critical threat on one, you may resolve it as normal. Confirming the threat allows spellblade to trigger as normal, though no other aspects of a critical hit occur.

You may not use metamagic on a spell cast by spellblade. Metamagic that is applied automatically, such as the automatic metamagic epic feat or certain class features, functions as normal.

Power Spell (Ex)

When you confirm a critical hit and cast a spell through spellblade, you gain a +2 bonus to the caster level. At 9th level this bonus rises to +4.


Duskblade powers:
Spoiler: ShowHide


Savin casts as a 9th level duskblade.

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.


Gear:
Spoiler: ShowHide


Savin carries Imith, a rapier+1 that can automatically confirm a critical hit in exchange for dealing 10% of Savin's maximum points to himself (currently 6 hit points). A formerly cursed weapon, the curse was broken but the blade still sips the life force of the wielder.

Beyond that, Savin wears bracers of armor+3, gloves of dexterity+4, a circlet of intelligence+2 and carries several potions of cure moderate or cure serious wounds on him at any time.
Title: Re: Characters and monsters
Post by: Anastasia on February 10, 2019, 09:36:21 PM
Leporas, Consuming Hunger

Fluff:
Spoiler: ShowHide


Leporas was once a dire tiger tainted by a cruel wizard. The blood of yugoloths was forced into his veins, transforming him into a fiendish horror. Before Leporas could be further altered, the mage's sanctum was devoured by the fiend known as The Father. Leporas was partially consumed as well, but the conflicting yugoloth and demonic energies within him mutated. He became a horror unique unto himself, caring only to eat, consume and feast. Leporas grew massively fat from his endless eating, head after head emerging from its bloated body.

After The Father was sealed away, Leporas was banished to the Abyss. There the dire tiger continued to feast, wandering the endless horrors. He has occasionally been taken as a prize or pet, but is rarely harmed and always manages an escape, no matter the odds. A more intelligent creature might suspect the hand of a demon lord or the Abyss itself in his fortunes, but Leporas only cares about his next meal. He consumes any beings he comes on, demons or otherwise. He has a particular preference towards celestials.


Notes:
Spoiler: ShowHide


- Shit happens. That's the Abyss in a nutshell and Leporas is a fine example of it. He's nothing but a desire and hunger, destroying and devouring because that's what he is now. Reason ultimately falters before indulging his desires. Others mean nothing to him except as a source of food.

- Mechanically Leporas is somewhere in the low 20s for CR? He's really swingy due to the nature of his bites. He can go from a normal full attack to a pounce with more attacks than you want to think about it, all depending on the size of his prey. I'd put him at 25 if I had to and leave it at that.



Dire Tiger 16/Half Fiend 4/Multiheaded Creature 11/Poisonous 1//Fighter 32

Size/Type: Huge Outsider (Chaotic, Evil)
Hit Dice: 32d10+544+32+64 (960 hp)
Initiative: +13
Speed: 50ft, fly 50ft (average)
Armor Class: 44 (-2 size, +5 dex, +24 natural, +1 dodge, +1 ws, +5 armor)
Base Attack/CMB/CMD: +32/+45/62
Attack: Bite+53 (4d6+27 plus 1 con plus poison plus consumption))
Full Attack: 12 bites+53/+47/+42/+37 (4d6+27 plus 1 con plus poison plus consumption) and 2 claws+41 (2d6+5) and 2 rakes+41 (2d8+5)
Space/Reach: 15ft/15ft
Special Attacks: Improved grab, pounce, rake 2d8+5, smite good 1/day, spell-like abilities, poison, consumption.
Special Qualities: Damage reduction 25/cold iron, epic and good, immunity to poison, resistance to acid, cold, fire and electricity 30, spell resistance 42, low light vision, darkvision 120ft, scent, limited reach.
Saves: Fort +35, Ref +17, Will +29
Abilities: Str 32, Dex 20, Con 44, Int 7, Wis 12, Cha 12
Skills: Listen+58, Move Silently+40, Search+55, Spot+58
Feats: Combat Reflexes(B), Improved Initiative(B), Multiattack(1), Weapon Focus(Bite)(F1), Endurance(F2), Steadfast Determination(3), Weapon Specialization(Bite)(F4), Improved Natural Weapon(Bite)(6), Dodge(F6), Melee Weapon Mastery(Piercing)(F8), Strong Stomach(9), Greater Weapon Focus(Bite)(F10), Rapidstrike(Bite)(12), Toughness(F12), Greater Weapon Specialization(F14), Ability Focus(Poison)(15), Power Attack(F16), Improved Rapidstrike(Bite)(18), Weapon Supremacy(Bite)(F18), Mobility(F20), Virulent Poison(21), Deadly Poison(24)
Epic Feats: Superior Initiative(F22), Epic Weapon Focus(Bite)(F24), Epic Weapon Specialization(Bite)(F26), Epic Ability Focus(Poison)(27), Spellcasting Harrier(F28), Epic Toughness(30), Penetrate Damage Reduction(Cold Iron)(F30), Penetrate Damage Reduction(Silver)(F32)
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-like abilities

3/day-darkness, poison, unholy aura. 1/day-blasphemy, contagion, desecrate, horrid wilting, summon monster 9 (evil only), unhallow, unholy blight. The save DCs are 11 + spell level.

Improved Grab (Ex)

To use this ability, a dire tiger 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 rake.

Pounce (Ex)

If a dire tiger charges, it can make a full attack, including two rake attacks.

Poison (Ex)

1d8/2d8 Constitution damage, DC 51 Fortitude negates. The save DC is Constitution based.

Limited Reach (Ex)

Due to the huge, bloated size of Leporas, he cannot fully employ its bite attacks against most opponents. Against small or smaller creatures, he may only apply one head's bites. He can apply up to two heads on medium creatures, four on large creatures, eight on huge creatures and all of them on gargantuan or larger creatures.

Consumption (Su)

Like The Father that caused his mutation, Leporas gains strength from devouring flesh. He heals one half the damage of each successful bite attack. Hit points in excess of his maximum are gained as temporary hit points. Temporary hiit points gained in this way last for up to one hour. Temprary hit points gained in this manner stack with one another, and Leporas has no limit to the number of temporary hit points he can have safely.


Gear: [spoiler]

Leporas does not wear gear. However, he absorbs magical items he consumes and has gained several bonuses from them. He benefits from a +6 enhancement bonus to natural armor, a +5 armor bonus to armor class and +2 resistance bonus to saving throws. Additionally, his bites are treated as +6 weapons with the wounding special property.
Title: Re: Characters and monsters
Post by: Anastasia on February 10, 2019, 09:41:03 PM
Tyler Burnar, Golden Inquisitor of Seira.

Fluff:
Spoiler: ShowHide


Background

Tyler Burnar is the third child of Burnar family from northern Kesse. He grew up with the advantages of prosperity and a good family. He took to his studies in particular, learning of the centuries of bitter, bloody wars between Kesse, Evrai and Sanaxt. These endless tragedies gnawed at his heart, yet what could be done? His studies of history revealed that war was the ultimate fate of Kesse, in the past, in the present and in the future. He realized there was no point in resisting the inevitable flow of events.

Tyler's acceptance did not last long. The death of King Denegran and the subsequent demises of Prince Kort, Prince Albert and Princess Armanda rocked Kesse. War seemed inevitable - until she came. A golden dragon princess in the form of a human, who brought a message of peace to Kesse. This message spoke to Tyler. It inspired him to leave his family and head to the capital, where the first movements of Seira's church were forming. He joined immediately, becoming a founding member of Seira's faith.

Since that day, Tyler has settled into the role of church inquisitor. He has a knack at rooting out corruption, something Kesse has far too much of. His long career has earned him accolades and friendships. These long works have done much to support Seira's church and guide it through its early growth pains. His main works have been with helping spread peace and acceptance throughout the three kingdoms. It has been a long struggle with no end in sight. While the main cities are under direct influence and slowly tamed through order, rural areas resist the message. While tragedies do continue there, steady progress is made in reducing them. Tyler has come to accept that real peace will take more than his lifetime. This has not lessened his hope, but instead reaffirmed it. For the first time the bloody wars of centuries have a chance to be forgotten.

Due to his spellcasting ability and seniority, Tyler is often assigned unusual or difficult tasks. From transporting a random traveler to Arborea to ensuring the freedom of the ocean free cities, Tyler's free time is filled with these tasks.

Appearance

Tyler Burnar is a stout human, all muscles fading into middle aged bulk. He is a few inches past six feet tall and a bushy shock of brown/gray hair with a matching beard. He wears thick furs and heavy clothes when seeing to peaceful religious duties. When going out into the countryside, he favors a well made set of full plate armor, shield and short sword. The armor suits his appearance well, making him appear as a wizened old master of the battle field.

Personality

Tyler Burnar is plain spoken, homey and direct. He has little use for double speak or innuendo. He has a blocky directness that matches his appearance. He's quick to assess the situation and quicker to act - something that doesn't match his appearance at all. Long years of experience have impressed on him the need to take control of a situation. After all, if he's controlling things, then he can make sure nothing goes horribly wrong. Things have a way of going horribly wrong in Kesse.

Relationships

Tyler is close to his extended family of brothers, sisters, in laws, nieces, nephews and so forth. He has steered several of them into Seira's faith and is personally mentoring Valam Burnar, a promising nephew in his novitiate. He has many friends in Kesse and a few in the surrounding kingdoms. He is an old friend of Valar the Conqueror, the two having grown close in the decades of helping the region along. The two men share the easy bonds of camaraderie and trust each other with their lives.

Tyler is married to Elaza Burnar. They have several children and a strong, stable family. The only blight on it is a decade-old wound. The sixth and last child of the couple died of crib death. They have overcome this tragedy - despite not knowing the roots of it.

There are many who Tyler considers enemies, from those who want to continue the old, tired ways of war to Shar's black church. The last in particular is most passionate on both sides, as Tyler has participated in the extermination of several Sharran cults. He has seen the horrors the Lady of Loss brings and is devout in ensuring she never again gains sway in Kesse. His fervor has not gone without reply. Unknown to all, an agent of Shar was able to snuff the life of his sixth child. It was mistaken as crib death and an attempt at resurrection failed. While his heart was pained, Tyler was ultimately able to accept and recover from the tragedy. He quietly rejected the despair in his heart and healed, rather than falling into misery as the Sharrans hoped.

Combat

Tyler is a slow moving hunk of iron and clerical might in battle. He wades right into the front lines, confident in steel and faith protecting him. He rarely attacks in melee, preferring spells instead. If he knows he must engage in melee, he will prepare Righteous Might and Divine Favor before wading into battle. Tyler is not the strongest of Seira's clerics and knows this. He does not overdo it and is more than willing to retreat.



Notes:
Spoiler: ShowHide


- Tyler's a meaty, defensive cleric that's tricky to take down at his power level. He makes an interesting take on an inquisitor, at least to me.

- Anyway, he's posted here to show a random worshiper of Seira, albeit fleshed out and developed.


Cleric 5/Church Inquisitor 5//Fighter 10

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+20+10 (82 hp)
Initiative: -1
Speed: 20ft, 30ft without armor
Armor Class: 34 (-1 dex, +15 armor, +8 shield, +2 sacred)
Base Attack/CMB/CMD: +10/+12/31
Attack: Golden Fang+13 (1d6+3 19-20 x2)
Full Attack: Golden Fang+13/+8 (1d6+3 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, channel energy 10/day (3d6; DC 15).
Special Qualities: Detect evil, inquisition domain, immunity to charm and compulsions, pierce illusion, pierce disguise, armor of god(+8), resistance to fire 10.
Saves: Fort +7, Ref +1, Will +15
Abilities: Str 15, Dex 8, Con 14, Int 19, Wis 25, Cha 17   
Skills: Bluff+16, Concentration+15, Diplomacy+18, Knowledge(Arcana)+17, Knowledge(Religion)+17, Listen+20, Sense Motive+22, Spellcraft+17, Spot+20
Feats: Negotiator(1), Apt Learner(Bluff and Sense Motive)(H), Toughness(F1), Shield Specialization(F2), Extra Turning(3), Shield Ward(F4), Empower Spell(6), Heavy Armor Optimization(F6), Easy Metamagic(Empower Spell)(9), Greater Heavy Armor Optimization(F10)
Epic Feats: -
Alignment: Lawful Good

Cleric powers:
Spoiler: ShowHide


Tyler Burnar casts as a 10th level cleric with access to the Hope, Inquisition and Knowledge domains.

Domain powers

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.
Inquisition: +4 bonus to dispel checks.
Knowledge: All knowledge skills are cleric class skills, +1 caster level for divinations.


Church Inquisitor powers:
Spoiler: ShowHide


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.


Fighter powers:
Spoiler: ShowHide


Armor of God (Su)

As an immediate action, you can reduce your base Will save to +0 and gain a bonus to your Armor Class equal to the amount of the reduction. This effect lasts until the beginning of your next turn. Armor of god is a supernatural ability.


Gear:
Spoiler: ShowHide


Tyler wields Dragon's Fang, a shortsword+1 that grants a +2 sacred bonus to armor class when drawn. He is also blessed with the Armor and Shield of the Order of the Golden Knights, full plate+5, fire resistance and a heavy steel shield+5, respectively. Beyond that he wears the Ring of the Agile Mind, which grants a +4 enhancement bonus to Intelligence, Wisdom and Charisma.
Title: Re: Characters and monsters
Post by: Anastasia on February 15, 2019, 09:04:54 PM
Quaruts

Notes:
Spoiler: ShowHide


- Quaruts get an upgrade in Balmuria due to them having a campaign specific roll. One that's quite important, thus they're beefed up for it.

- Fundamentally, a quarut is easy to kill IF you somehow get shots at it. As it always goes first, can't be surprised and has three chronomantic spells to fling a round, this is easier said than done. Low HP does that, though the respectable AC helps. The real problem with fighting a quarut is that they have access to chronomancy and you don't, which lets them cheat outrageously compared to what a typical PC can do. As you'll only fight them if you're fucking around and trying to skirt or ignore the Temporal Compact, this isn't a concern for normal PCs.

- Most quarut fights are over before the opponent realizes they've begun. This is by hook or by crook, as a quarut is just as inclined to time travel and gently nudge someone away from what would get them killed rather than execute their opponents. When you factor politics into it by the various Keepers of the Temporal Compact, it's relatively rare for quaruts to take lives. They're an insurance policy as much as anything else.

- Most of their nastiest power comes from free chronomancy, though not a lot of it is posted. I try not to put too much at a time, but I'll bundle up some of what I wrote for this and post it later.



Size/Type: Large Construct (Lawful)
Hit Dice: 26d10+26+104 (390 hp)
Initiative: +5; always goes first
Speed: 40ft, fly 100ft (perfect)
Armor Class: 66 (-1 size, +5 dex, +26 natural, +9 insight, +1 dodge, +16 armor)
Base Attack/CMB/CMD: +26/+40/65
Attack: Slam+47 (4d6+28)
Full Attack: 2 slams+47 (4d6+28)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, gaze of time, keeper of time.
Special Qualities: Damage reduction 20/adamantine and anarchic, resistance to acid, cold, electricity, fire and sonic 30, spell resistance 40, fast healing 15, constructed toughness, temporal mastery, insights of time, temporal immunity, construct traits.
Saves: Fort +17, Ref +22, Will +26
Abilities: Str 36, Dex 20, Con -, Int 24, Wis 28, Cha 28
Skills: Appraise+45, Concentration+38, Diplomacy+47, Knowledge(Arcana)+45, Knowledge(Local: Mechanus)+45, Knowledge(Nature)+45, Knowledge(Planes)+45, Knowledge(Religion)+45, Listen+47, Sense Motive+47, Spellcraft+45, Spot+47, Survival+47
Feats: Toughness(B), Power Attack(1), Combat Expertise(3), Improved Sunder(6), Improved Trip(9), Dodge(12), Ability Focus(Gaze of Time)(15), Irresistible Gaze(18)
Epic Feats: Epic Toughness(B), Epic Toughness(21), Epic Ability Focus(Gaze of Time)(24)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-dictum, order's wrath, shield of law. Caster level 26th. The save DCs are 19 + spell level.

Gaze of Time (Su)

As a standard action, a quarut may use a gaze attack on all creatures within 30ft. Any creature able to see the quarut must succeed on a DC 46 Fortitude save or instantly age to the venerable age category. A change in this manner causes the loss of Strength, Dexterity and Constitution as usual but does not grant the increases to Intelligence, Wisdom and Charisma that normally come with aging. Constructs and undead are immune to this ability, as are creatures that are naturally immortal, such as outsiders. The save DC is Wisdom based and includes a +6 racial bonus.

A creature aged by this ability dies of old age in 1d6+6 months. A quarut can revert a creature affected this back to their previous age at will.

Keeper of Time (Sp)

As a swift action, a quarut may cast any chronomancy spell of 10th level or lower as a spell-like ability. As they are created to serve the Keepers of the Temporal Compact, quaruts are exempt from the restrictions to chronomancy from the Temporal Compact.

Constructed Toughness (Ex)

A quarut gains Toughness and Epic Toughness as bonus feats. It gets maximum hit points per hit die.

Temporal Mastery (Ex)

As guardians of time and space, quaruts are granted incredible power. A quarut is never surprised, it may act in a surprise round as normal. They always act first in combat, winning initiative unless they choose otherwise or facing an opponent with the supreme initiative salient divine ability. A quarut has three swift actions per round.

Insights of Time (Ex)

A quarut processes time far faster than other creatures, which grants it tremendous boons in combat. A quarut gains its Wisdom modifier as an insight bonus to attack rolls, weapon damage rolls, armor class, saving throws and skill checks.

Temporal Immunity (Ex)

A quarut is completely immune to chronomancy, save those it casts itself, those cast by a superior (including Keepers of the Temporal Compact as well as their servants) or those cast by a deity. A quarut is immune to haste and slow spells unless it desires to to be affected, as well as spells such as temporal stasis. Any time stop cast within 500ft of a quarut allows the quarut to act in the time stop as if they cast it themselves, allowing the quarut and the caster of time stop to affect each other as normal. Quaruts are immune to time paradoxes and temporal revision; killing or affecting a quarut in the past has no effect on it in the present.

At the DM's discretion, the quarut is immune to any effect similar to chronomancy that is not explicitly mentioned here.


Gear: [spoiler]

Quaruts have full plate+8, ghost touch built into them. Due to superior construction, this armor has no maximum dexterity cap, arcane spell failure or armor check penalty. Quaruts otherwise use equipment they are assigned or find in the field as appropriate. Most focus on improving their hit points or saving throws.
Title: Re: Characters and monsters
Post by: Anastasia on February 19, 2019, 01:04:23 AM
Mystra and the deities of Dweomerheart do not need to tend to every small problem themselves. While they have myriad celestials and spirits to aid them, they also choose to empower a select few creatures as Dweomer Watchers. These watchers are akin to detectives, ensuring that none misuse the Weave or use it unsafely within Dweomerheart. The template can be placed on any character who can manage 7th level arcane spells, so that while high level, it's not a template aimed entirely at epic level characters. Anyway, it's not the most mechanically heavy or potent template, but something Mystra gives out to those who serve her in this way.

At some point soon - though not immediately because I have other projects, I'd like to do an NPC who is a dweomer watcher. This is building towards the future.

The level adjustment is a guesstimate, I may change it once I do some math in the future.  Likewise, it's possible I tweak this template once I make an NPC or two who uses it.


Dweomer Watchers

Dweomer Watchers are arcane spellcasters who patrol Dweomerheart and ensure all is well with the magic there. They are agents of Mystra who focus on stopping forbidden uses of magic as well as make sure magic is not used unsafely.

Creating a Dweomer Watcher

"Dweomer Watcher" is an acquired template that can be added to any creature who can cast 7th level arcane magic.

Size and Type

The base creature's size and type are unchanged.

Special Attacks

A Dweomer Watcher retains all the special attacks of the base creature and gains the following special attack.

Spell-Like Abilities

Always active-greater arcane sight. At will-greater dispel magic. Caster level equals the base creature's hit dice.

Arcane Power (Ex)

The Dweomer Watcher's arcane magic is overwhelmingly powerful. They gain a +3 bonus to the save DCs and caster levels of any arcane spells they cast. This applies to the spell-like abilities granted by this template.

Special Qualities

A Dweomer Watcher retains all the special qualities of the base creature and also gains the following special qualities.

Mystra's Shield (Ex)

Dweomer Watchers are immune to spells of 6th level or lower. They gain a resistance bonus to saving throws against spells, spell-like abilities and supernatural abilities equal to their Intelligence modifier (if a wizard or similar Intelligence based spellcaster) or Charisma (if a sorcerer or similar Charisma based spellcaster).

Steady Concentration (Ex)

A Dweomer Watcher has seen many strange and difficult situations, granting them nearly unshakeable concentration. They gain a +5 competence bonus to Concentration checks.

Abilities

The base creature's Intelligence (if a wizard or similar Intelligence based spellcaster) or Charisma (if a sorcerer or similar Charisma based spellcaster) increases by 4.

Level Adjustment

+3
Title: Re: Characters and monsters
Post by: Anastasia on February 26, 2019, 01:34:52 AM
Beyalhut Titan

Fluff:
Spoiler: ShowHide


It is said that Beyalhuts are the hammer which Mechanus uses to pound down chaos in its many forms. Yet sometimes a mere hammer is not enough. Rather than a hand held hammer to push down a nail, you need a sledge hammer to tear down an entire wall. When slaad grow so troublesome and out of control that normal measures will not suffice, a Beyalhut Titan may be dispatched to crush them all. These massive titans loom over other Inevitables, the result of centuries of careful crafting and resources. They are made to be a response of overwhelming force when slaad require it. A Beyalhut Titan is a terrible opponent to face, deployed with great care and used wisely.

Unlike normal Beyalhuts, Titans are smarter and more prone to developing a personality. While still somewhat dim, they are more than capable of growing. Personalities almost always veer towards the aggressive and destructive, for they know what they are and what they are to do.

The standard use for them is to drop them alone amid a vast infestation of slaad and come back in a few days once all the slaad are destroyed or fled. They fight alone most of the time, as few things can hope to oppose it.

Almost all Beyalhuts that develop any personality at all take the Prosecutor epic prestige class.



Notes:
Spoiler: ShowHide


- These titans are some of the nastiest tools Mechanus has. They're powerful and direct for sure, but also they're specialized tools. They're used wisely and with caution, rather than thrown around to solve any old problem. They're also not used against slaad lords, as they may even come close to giving them a good fight, but lose to the vast variety any such creature has.

- Beyalhut Titans use the DC 70 epic skill usage of climb to climb through thin air. They don't have a fly speed for that reason.

- Sometimes the DM wants to make a giant robot. What can I say?



Size/Type: Colossal Construct (Lawful)
Hit Dice: 50d10+50+300+80 (930 hp)
Initiative: +0
Speed: 120ft, climb 120ft
Armor Class: 54 (-8 size, +52 natural)
Base Attack/CMB/CMD: +37/+55/65
Attack: Right fist+60 (12d6+29 plus 2d6 axiomatic plus paralysis plus order's wrath)
Full Attack: Right fist+60 (12d6+29 plus 2d6 axiomatic plus paralysis plus order's wrath) and left fist+60 (12d6+29 plus 2d6 axiomatic plus binding plus slow) and headbutt+60 (16d6+39 plus 2d6 axiomatic plus dictum)
Space/Reach: 30ft/30ft
Special Attacks: Enchanted body, energy beam, slayer of slaad.
Special Qualities: Damage reduction 30/adamantine and epic, fast healing 50, darkvision 120ft, constructed toughness, immunity to magic, ambidextrous, strong counters, construct traits.
Saves: Fort +19, Ref +22, Will +21
Abilities: Str 50, Dex 10, Con -, Int 8, Wis 16, Cha 12
Skills: Climb+81, Intimidate+54, Listen+56, Move Silently+53, Spot+56
Feats: Combat Reflexes(B), Toughness(B), Deft Opportunist(1), Power Attack(3), Improved Sunder(6), Improved Bull Rush(9), Awesome Blow(12), Supernatural Instincts(15), Improved Overrun(18)
Epic Feats: Epic Toughness(B), Epic Sunder(21), Epic Bull Rush(24), Dire Charge(27), Armor Skin(30), Epic Toughness(33), Epic Overrun(36), Epic Fortitude(39), Epic Reflexes(42), Epic Will(45), Epic Toughness(48)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Enchanted Body (Su)

A Beyalhut Titan's body is enchanted to bestow powerful secondary effects to the creatures it strikes. The caster level of spells from this ability is 50.

Right Fist: Affected as if by a hold monster and order's wrath spell (DC 60).
Left Fist: Affected as if by a dimensional anchor and slow spell (DC 60).
Headbutt: Affected as if by a dictum spell (DC 60).

Additionally, a Beyalhut Titan can deal non-lethal damage with its natural attacks, suffering no penalty to the attack roll. When dealing non-lethal damage, any damage it deals is non-lethal. It can change between lethal and non-lethal damage as a free action.

Finally, the natural attacks of a Beyalhut Titan count as +9 weapons as well as axiomatic weapons.

The save DCs are Strength based.

Energy Beam (Su)

As a standard action, a Beyalhut Titan can emit a torrent of powerful energy in a line 800ft long, 100ft wide and 50ft tall. This deals 50d10 points of damage to all non-lawful creatures within the line (Reflex DC 60 halves). Chaotic creatures within the beam are also slowed (Will DC 60 to negate). The save DC is Strength based.

Ambidextrous (Ex)

Beyalhut Titans are naturally skilled at fighting with any and all parts of its body. It suffers no penalty to attack rolls with secondary natural weapons and adds its full Strength modifier to damage with them (1.5 times with its headbutt).

Immunity to Magic (Ex)

A Beyalhut Titan is immune to any spell or supernatural ability with the following exceptions. A rusting grasp spell deals 1d12 points of damage per caster level with no save. Spells with the lawful descriptor heal 10 points of damage per level of the spell. For example, a dictum spell would heal a Beyalhut Titan 70 hit points.

Constructed Toughness (Ex)

A Beyalhut Titan gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Strong Counters (Ex)

A Beyalhut Titan uses Strength instead of Dexterity to determine the extra attacks of opportunity they get with the Combat Reflexes feat. It may use Strength in place of Dexterity to qualify for any feats that require combat reflexes as a prerequisite.

Slayer of Slaad (Su)

Slaad and other chaotic neutral outsiders are in grave danger against a Beyalhut Titan. It gains a +5 axiomatic bonus to attack and damage rolls against chaotic neutral outsiders and chaotic neutral natives of Limbo. It deals maximum damage against such creatures.


Gear: [spoiler]

Beyalhut Titans carry no equipment.
Title: Re: Characters and monsters
Post by: Anastasia on February 26, 2019, 10:54:51 PM
Some monsters stand alone on their own merits. This is one of them.

Blame Alicia.


Giant Bee

Size/Type: Large Magical Beast
Hit Dice: 6d10+6 (46 hp)
Initiative: +4
Speed: 10ft, fly 60ft (good)
Armor Class: 20 (-1 size, +4 dex, +7 natural)
Base Attack/CMB/CMD: +6/+12/26
Attack: Stinger+11 (1d12+5 plus poison plus stinger 19-20 x2)
Full Attack: Stinger+11 (1d12+5 plus poison plus stinger 19-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Poison.
Special Qualities: Low-light vision, darkvision 60ft, stinger.
Saves: Fort +6, Ref +9, Will +2
Abilities: Str 21, Dex 19, Con 13, Int 3, Wis 11, Cha 11   
Skills: Move Silently+15, Spot+9
Feats: Ability Focus(Poison)(1), Weapon Focus(Stinger)(3), Alertness(6)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Poison (Ex)

1d4/1d4 Constitution damage, DC 20 Fortitude negates. The save DC is Constitution based and includes a +1 racial bonus.

Stinger (Ex)

A giant bee's stinger is its most deadly weapon. When a creature is struck by its stinger, the stinger breaks off into the wound. As long as the stinger is stuck in the creature, they are at constant risk for being poisoned. If not yet affected by the giant bee's poison, they must repeat the save each round. Additionally, removing the stinger is traumatic, causing an additional 1d6 points of damage to the creature, unless removed by a character who succeeds on a DC 20 Heal check.

A giant bee that loses its stinger cannot use its stinger attack, though it does not die. A stinger regrows over 1d8 days. A bee without its stinger retreats or resorts to using its body as a crude weapon by crashing into its enemies (1d4+5 damage, -4 penalty to the attack roll).



Gear: [spoiler]

Giant bees carry no treasure. However, an intact stinger from a giant bee is worth approximately 100 gold to an alchemist or a poisonsmith. The stinger must not have been used, a stinger taken from a wounded creature is contaminated and worthless.
Title: Re: Characters and monsters
Post by: Anastasia on March 03, 2019, 11:45:57 AM
Radiance elementals are pretty straightforward. They never got added to 3.0/3.5 as far as I'm aware, so I'm mostly taking the concept and filling it in a bit.

Radiance (Ex)

Any creature within the given radius of a radiance quasi-elemental radiance must succeed on a Fortitude save each round or go blind. A creature must save when they first enter the radius of the radiance and then at the beginning of their turn each round they are in it. A creature blinded by radiance is blind for as long as they stay in the area of the radiance and 1d4 rounds after. The save DC is Constitution based.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.

Small Radiance Quasi-Elemental

Size/Type: Small Elemental (Fire)
Hit Dice: 2d8 (13 hp)
Initiative: +2
Speed: 20ft, fly 40ft (perfect)
Armor Class: 16 (+1 size, +2 dex, +2 natural, +1 dodge)
Base Attack/CMB/CMD: +1/+0/13
Attack: Slam+4 (1d4)
Full Attack: Slam+4 (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Radiance.
Special Qualities: Darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +0, Ref +5, Will +0
Abilities: Str 10, Dex 14, Con 10, Int 4, Wis 11, Cha 11 
Skills: Listen+5, Move Silently+7, Spot+5 
Feats: Weapon Finesse(B), Dodge(1)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

20ft radius; DC 11 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment. Occasionally one finds a shiny object that reflects light well and keeps it, this can be anything from the worthless to the priceless.
Title: Re: Characters and monsters
Post by: Anastasia on March 03, 2019, 11:48:40 AM
Medium Radiance Quasi-Elemental

Size/Type: Medium Elemental (Fire)
Hit Dice: 4d8+4 (27 hp)
Initiative: +7
Speed: 20ft, fly 40ft (perfect)
Armor Class: 17 (+3 dex, +3 natural, +1 dodge)
Base Attack/CMB/CMD: +3/+4/17
Attack: Slam+6 (1d6+1)
Full Attack: Slam+6 (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Radiance.
Special Qualities: Darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 12, Dex 16, Con 13, Int 4, Wis 11, Cha 11 
Skills: Listen+7, Move Silently+10, Spot+7 
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

30ft radius; DC 13 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment. Occasionally one finds a shiny object that reflects light well and keeps it, this can be anything from the worthless to the priceless.
Title: Re: Characters and monsters
Post by: Anastasia on March 03, 2019, 11:53:21 AM
Large Radiance Quasi-Elemental

Size/Type: Large Elemental (Fire)
Hit Dice: 8d8+16 (66 hp)
Initiative: +8
Speed: 20ft, fly 40ft (perfect)
Armor Class: 18 (-1 size, +4 dex, +4 natural, +1 dodge)
Base Attack/CMB/CMD: +6/+8/23
Attack: Slam+9 (2d6+2)
Full Attack: 2 slams+9 (2d6+2)
Space/Reach: 10ft/10ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 5/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +4, Ref +10, Will +2
Abilities: Str 14, Dex 19, Con 15, Int 6, Wis 11, Cha 11 
Skills: Hide+15, Listen+11, Move Silently+15, Spot+11
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

50ft radius; DC 18 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment, but often carry things of glass that interest them, especially enchanted glass.
Title: Re: Characters and monsters
Post by: Anastasia on March 03, 2019, 12:59:48 PM
Huge Radiance Quasi-Elemental

Size/Type: Huge Elemental (Fire)
Hit Dice: 16d8+48+16 (158 hp)
Initiative: +10
Speed: 20ft, fly 60ft (perfect)
Armor Class: 19 (-2 size, +6 dex, +4 natural, +1 dodge)
Base Attack/CMB/CMD: +12/+18/35
Attack: Slam+16 (2d8+4)
Full Attack: 2 slams+16 (2d8+4)
Space/Reach: 15ft/15ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 5/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +8, Ref +16, Will +5
Abilities: Str 18, Dex 23, Con 17, Int 6, Wis 11, Cha 11 
Skills: Hide+25, Listen+19, Move Silently+25, Spot+19
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

60ft radius; DC 23 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment. Huge radiance quasi-elementals hoard anything that reflects and intensifies their light, from glass to shiny metal to anything else.
[/quote]
Title: Re: Characters and monsters
Post by: Anastasia on March 03, 2019, 01:11:38 PM
Greater Radiance Quasi-Elemental

Size/Type: Huge Elemental (Fire)
Hit Dice: 21d8+63+21 (208 hp)
Initiative: +11
Speed: 20ft, fly 60ft (perfect)
Armor Class: 24 (-2 size, +7 dex, +8 natural, +1 dodge)
Base Attack/CMB/CMD: +15/+22/40
Attack: Slam+21 (3d8+5)
Full Attack: 2 slams+21 (3d8+5)
Space/Reach: 15ft/15ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 10/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +9, Ref +19, Will +6
Abilities: Str 20, Dex 25, Con 17, Int 6, Wis 11, Cha 11 
Skills: Hide+31, Listen+24, Move Silently+31, Spot+24
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15), Improved Natural Attack(Slam)(18), Spring Attack(21)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

80ft radius; DC 25 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear:
Spoiler: ShowHide


Radiance quasi-elementals do not carry any equipment with one exception. Many will find or create a single weapon of glass or similar material that reflects their light. This weapon functions as a normal steel weapon in all aspects so long as the elemental holds it.
Title: Re: Characters and monsters
Post by: Anastasia on March 03, 2019, 02:05:56 PM
Elder Radiance Quasi-Elemental

Size/Type: Huge Elemental (Fire)
Hit Dice: 24d8+72+24 (231 hp)
Initiative: +12
Speed: 20ft, fly 60ft (perfect)
Armor Class: 25 (-2 size, +8 dex, +8 natural, +1 dodge)
Base Attack/CMB/CMD: +18/+26/45
Attack: Slam+25 (3d8+6)
Full Attack: 2 slams+25 (3d8+6)
Space/Reach: 15ft/15ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 10/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +10, Ref +21, Will +7
Abilities: Str 22, Dex 27, Con 17, Int 6, Wis 11, Cha 11 
Skills: Hide+35, Listen+27, Move Silently+35, Spot+27
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15), Improved Natural Attack(Slam)(18), Spring Attack(21)
Epic Feats: Epic Ability Focus(Radiance)(24)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

100ft radius; DC 31 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance quasi-elementals do not carry any equipment with one exception. A few will find or create a single weapon of glass or similar material that reflects their light. This weapon functions as a steel +5 flaming and brilliant energy weapon in all aspects so long as the elemental holds it. When another creature holds it, it functions only as a +1 flaming weapon.
Title: Re: Characters and monsters
Post by: Anastasia on March 03, 2019, 02:07:21 PM
Radiance Quasi-Elemental Monolith

Size/Type: Gargantuan Elemental (Fire)
Hit Dice: 36d8+180+36+72 (450 hp)
Initiative: +16
Speed: 20ft, fly 60ft (perfect)
Armor Class: 29 (-4 size, +8 dex, +14 natural, +1 dodge)
Base Attack/CMB/CMD: +27/+42/61
Attack: Slam+34 (6d6+11)
Full Attack: 2 slams+34 (6d6+11)
Space/Reach: 20ft/20ft
Special Attacks: Radiance.
Special Qualities: Damage reduction 15/-, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, elemental traits.
Saves: Fort +16, Ref +25, Will +13
Abilities: Str 32, Dex 27, Con 21, Int 12, Wis 15, Cha 17
Skills: Balance+47, Hide+47, Knowledge(Local:Radiance)+50, Knowledge(Nature)+40, Listen+41, Move Silently+47, Spot+41
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15), Improved Natural Attack(Slam)(18), Spring Attack(21)
Epic Feats: Epic Ability Focus(Radiance)(24), Epic Toughness(27), Superior Initiative(30), Epic Combat Reflexes(33), Epic Skill Focus(Knowledge(Local:Radiance))(36)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

120ft radius; DC 39 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.


Gear: [spoiler]

Radiance monoliths rarely carry gear or possessions, believing them the tool of lesser creatures.
Title: Re: Characters and monsters
Post by: Anastasia on March 09, 2019, 08:36:41 AM
Primal Radiance Quasi-Elemental

Size/Type: Colossal Elemental (Fire)
Hit Dice: 40d8+280+40+80 (720 hp)
Initiative: +26
Speed: 40ft, fly 120ft (perfect)
Armor Class: 46 (-8 size, +18 dex, +25 natural, +1 dodge)
Base Attack/CMB/CMD: +30/+49/78
Attack: Slam+40 (8d6+18)
Full Attack: 2 slams+40 (8d6+18)
Space/Reach: 30ft/30ft
Special Attacks: Radiance, primal magic.
Special Qualities: Damage reduction 25/-, spell resistance 48, darkvision 60ft, immunity to fire, immunity to light, vulnerability to cold, improved evasion, elemental traits.
Saves: Fort +19, Ref +36, Will +19
Abilities: Str 32, Dex 46, Con 25, Int 14, Wis 17, Cha 19
Skills: Balance+61, Hide+61, Intimidate+47, Knowledge(Local:Radiance)+55, Knowledge(Nature)+45, Listen+46, Move Silently+61, Spot+46
Feats: Weapon Finesse(B), Dodge(1), Improved Initiative(3), Ability Focus(Radiance)(6), Toughness(9), Combat Reflexes(12), Mobility(15), Improved Natural Attack(Slam)(18), Spring Attack(21)
Epic Feats: Improved Weapon Finesse(B), Epic Ability Focus(Radiance)(24), Epic Toughness(27), Superior Initiative(30), Epic Combat Reflexes(33), Epic Skill Focus(Knowledge(Local:Radiance))(36), Epic Will(39)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Radiance (Ex)

240ft radius; DC 43 Fortitude negates.

Immunity to Light (Ex)

A radiance quasi-elemental is immune to any spell with the light descriptor, or any ability that functions primarily through light, such as the cone of light breath weapon of a radiant dragon. A radiance quasi-elemental cannot be blinded.

Primal Magic (Sp)

This functions as the ability of the same name by other primal elementals, except that the primal radiance quasi-elemental uses light descriptor spells.



Gear: [spoiler]

Primal radiance quasi elementals are capable of using treasure when they wish, though mostly only store it away instead.
Title: Re: Characters and monsters
Post by: Anastasia on March 10, 2019, 11:42:37 PM
Elyssa, 58 HD Homuculus of Gond

Fluff:
Spoiler: ShowHide


The earliest days of Creation saw matters great and small decided. Questions were asked and answered by the Incarnations, all to guide the divine in the task they would oversee for all time. In these times, the divine often sought to influence the Incarnations to advance their portfolios and strive towards the Answer. In these times the Incarnations were not yet distant to Creation, making it a simple matter for any deity to be heard out by one or all of them.

In one particular case, Gond came to consider how mortals reproduced. It is a messy, inefficient affair. Certainly with its charms, yet should not children get a better lot than the whims of chance for how they develop? Of course they should. Thus Gond reasoned that what better way insure better children than to build them yourself? To prove this point, Gond took a homuculus and improved it. He poured power, effort and ability into it. He went so far as to connect his essence to her, which allowed her to grow vastly beyond the potential of any other homuculus.

Thus was a homuculus transformed from a misshapen lump of flesh into a young child. A daughter of no older than ten years, a small and sprightly thing unlike him - save for her mane of coppery red hair and the same excited smile Gond has whenever he shows off a new project. With a gentle touch to her head he imbued true life into her, a miracle that made her both a construct and a living thing. He named her Elyssa and bid her to go play, which she did, a playroom full of the most wonderful toys prepared. All was well, for Gond wanted a simple child with no concerns other than playing. She was an example, after all.

As Elyssa played and laughed, Gond smiled. There was no way the Incarnations could deny the genius of his idea now. The advantages were too obvious to deny, a child build to last, a way for mortals to grow and yet without the random follies of birth to harm or even ruin a life before it began. Thus assured and confident of his success, Gond sought the Incarnations and they came to him. Loudly and proudly did Gond explain his plan, smiling all the while as they watched Elyssa play.

Yet they did not agree.

The way of life and the unpredictable nature of growth is too important, the Incarnation of Chaos declared.

This is not our desire or our plan, the Incarnation of Law agreed.

This shall not be, the Incarnation of Balance concurred.

As one, the Three Incarnations spoke: This shall not be. Put this thing away and return to your duties, Wonderbringer, and speak not of this again to us.

Downcast after his failure and standing alone afterwards, Gond regarded Elyssa as she played. She was not a failed project and yet she had not sufficed. His work would only be slowed and distracted by such a dau - by such a thing. His purpose was to build and create towards an Answer. Yes, he would build her a simple demiplane to live in forever. A realm of childlike happiness undisturbed by any. He took his hammer in hand and - !

"Daddy, I wanna use the hammer too!"

Elyssa came to Gond and hugged him, looking up at him with a smile.  "I wanna build, Daddy!"

Gond paused, a moment of complete shock. He had built her as an example, nothing more. She had toys to play with, Gond told her.

"I don't wanna play with toys. I wanna use the hammer like Daddy. I wanna make things!"

Slowly Gond lowered his hammer. This thin - no, his daughter wanted to learn the ways of the forge, as is only proper.

Then teach her, the Incarnation of Chaos declared. Gond looked up in surprise as before him was the Incarnation of Chaos.

Your nature is to create and you have made a choice. She is your true daughter now, The Incarnation decreed before the Incarnation was gone once more.

He never put Elyssa away after all.



Notes:
Spoiler: ShowHide


- Elyssa has DvR0. While not explicitly said in the text, it's implied that the Incarnation of Chaos did this at the end of the fluff piece, which is true. She's never cared to advance, but she has the potential if she ever changed her mind. Really a class feature shouldn't get DvR, but the Incarnations do what they want.

- Gond has the Improved Homuculus feat, which I allowed to continue progression into epic levels as is.

- Trapfinding was a small, ad hoc addition since she should be able to manage traps with her skill set. Her damage reduction, fast healing, living construct and Gond's lessons are much the same.

- In essence, Elyssa is all about beating things up with a big hammer. Between her poison, her deafening ambush feat and subduing strike, she's good at defeating an opponent without killing them. That's her normal MO and she isn't a killer. Word of advice: Don't push it too far and make her into one. Gond will have words for you, ones you're exceedingly unlikely to survive. Better yet, don't fight her. There's no good outcome when you attack a deity's child.

- On another note, Elyssa is a mini-Gond mechanically. Gond's coming up soon I think, I'm going to rebuild him a bit and get him out. All the hard work's done, it's just adjustments now.

- Finally, Elyssa's gear section notes she can call equipment to herself. I'd assume she has virtually anything sort of a specific artifact available to her. It's meant to be broad and open, since summarizing the treasures of someone with these resources is difficult enough as it is.



Size/Type: Small Outsider
Divine Rank: 0
Hit Dice: 58d10+812+10+58+232 (1692 hp)
Initiative: +20
Speed: 80ft, fly 210ft (perfect)
Armor Class: 88 (+1 size, +12 dex, +32 natural, +13 deflection, +15 armor, +5 luck)
Base Attack/CMB/CMD: +58/+77/117
Attack: Elyssa's Hammer+90 (6d10+50 plus 5d6 sneak attack plus poison x4)
Full Attack: Elyssa's Hammer+90/+90/+85/+80/+75 (6d10+50 plus 5d6 sneak attack plus poison x4)
Space/Reach: 5ft/5ft (20ft with hammer)
Special Attacks: Poison, sneak attack+5d6.
Special Qualities: Damage reduction 30/adamantine and epic, spell resistance 73, evasion, fast healing 30, low-light vision, darkvision 120ft, living construct, construct traits, gond's lessons, improved homuculus abilities, trapfinding, divine traits.
Saves: Fort +53, Ref +51, Will +50
Abilities: Str 50, Dex 35, Con 38, Int 32, Wis 32, Cha 37
Skills: Appraise+72, Balance+73, Concentration+75, Craft(Alchemy)+72, Craft(Armorsmithing)+72, Craft(Blacksmithing)+72, Craft(Carpentry)+72, Craft(Gemcutting)+72, Craft(Leatherworking)+72, Craft(Pottery)+72, Craft(Shipbuilding)+72, Craft(Stonemasonry)+72, Craft(Trapmaking)+72, Craft(Weaponsmithing)+72, Diplomacy+74, Gather Information+74, Heal+72, Knowledge(All)+72, Listen+72, Search+72, Spellcraft+72, Spot+72, Swim+81, Use Magic Device+74
Feats: Deafening Strike(1), Versatile Craftsman(3), Toughness(6), Power Attack(9), Improved Initiative(12), Ability Focus(Poison)(15), Virulent Poison(18), Deadly Poison(21), Subduing Strike(54)
Epic Feats: Epic Ability Focus(Poison)(24), Epic Toughness(27), Blinding Speed(30), Multiaction(33), Great Ability(Strength)(36), Pulverize(39), Fast Poison(42), Deadly Poison(45), Epic Toughness(48), Death Poison(51), Superior Initiative(57)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Poison (Ex)

Injury, Fortitude DC 69, initial damage sleep for 1 minute and 1d12 Str, secondary damage sleep for 1 hour and 4d12 Str. The save DC is Constitution based and includes a +8 racial bonus. This is an epic poison. 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 is reduced to 0 Strength.

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.

Gond's Lessons (Ex)

Elyssa can create magical items of any kind as if she possessed the appropriate item creation feats as well as any needed spells to create those items. This extends to psionic items as well as epic magical items of all kinds. She is not able to create artifacts, however, without Gond's help.

Improved Homuculus Abilities (Ex)

Elyssa has selected evasion, sneak attackx5 and strongx10.

Trapfinding (Ex)

This ability is identical to the rogue ability of the same name.


Gear:
Spoiler: ShowHide


Elyssa's Hammer

This big smith's hammer was made for Gond for Elyssa, and over the eons has been vastly upgraded by both of them. It appears as a well worn hammer, but can protrude all sorts of things, change shapes and altogether do things completely unanticipated by appearances alone.

Elyssa's Hammer functions as a small heavy mace+10 that deals a base of 6d10 damage, can deal bludgeoning, piercing or slashing damage and has a critical multiplier of x4. Creatures struck by the hammer are covered in a burst of Elyssa's own poison, drawn directly and safely from her body, causing them to be affected by it. In combat the shaft of the weapon can expand greatly, granting Elyssa a reach of 20ft. Unlike a reach weapon, she threatens all squares in her range and is able to use Elyssa's Hammer against adjacent foes. Elyssa can wield this weapon without penalty no matter what the reach of it is.

As a swift action, Elyssa can have the hammer spray a cloud of concentrated healing potions, mimicking the effect of a mass heal spell (CL 58th, restores 580 hit points to each creatures affected) with a radius of 30ft, with Elyssa in the center of the radius.

As a standard action, Elyssa's Hammer can mimic any spell from a staff of fiery power or a staff of planar might, the caster level is 58th. Unlike a staff, these can be mimicked at will and there is no charges or limits to the number of times these spells can be used. The save DCs are 40 + spell level.

As a full round action, Elyssa's Hammer can be activated to become a vast wall of iron, hammer head opening up to spew a iron from a reserve deep within. Treat this as a wall of iron cast with a caster level of 58 and a quadrupled area of effect. Elyssa can shape the wall into any form she sees fit when she uses this ability. For example, she can make a sphere of iron if she prefers or decorate a normal wall of iron as she wishes. The only limitations are her Craft check, she cannot do something she cannot succeed on a Craft check for. If the wall is fully destroyed or Elyssa wills it, the wall vanishes and Elyssa's Hammer reappears in her hand, unharmed.

Elyssa's Armor

This armor is an experimental chain weave that clings and sinks into Elyssa's skin, providing her full mobility and the protection of armor all together. Elyssa's Armor grants a +15 armor bonus to armor class. It has no weight, no maximum dexterity bonus, no armor check penalty and no arcane spell failure. It grants Elyssa the benefits of a freedom of movement, haste and death ward spell at all times (caster level 58th) through a constant administration of magical energy within her body.

This armor also tracks Elyssa's health. If Elyssa is reduced to 1/4th or less of her maximum hit points (432 hp), the armor opens out, letting out tiny, contained bursts of sound that cause an earsplitting shriek. All creatures within a mile can hear this shriek. While the shriek has no mechanical effect, Gond can hear this shriek no matter where in Creation he is. He instantly knows where Elyssa is and what the situation around her, as well as who or what injured her. This shriek ignores silence effects of all kinds, except those from 16th level or higher spells. If the situation causes Gond to personally intervene (be in person or through an avatar), he gains the benefits of a rage spell for the rest of the encounter and with none of the drawbacks normally associated with the spell.

Additionally, charms and talismans woven into the armor's chains grant Elyssa a +5 luck bonus to armor class and saving throws.

Beyond these, Elyssa has an array of incredibly powerful and diverse magical and mundane items. She can call them to her hand from anywhere in Creation as a swift action.



Custom Material: [spoiler]

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.

Fast Poison [Epic]
Prerequisites: Virulent Poison, Blinding Speed
Benefit: Your poison deals secondary damage one round after infection, instead of one minute.

Relentless Poison [Epic]
Prerequisite: Deadly Poison
Benefit: If the victim of your poison fails it's secondary save against your poison, it must save again in another minute or again suffer secondary damage from the poison. This continues until the victim is incapacitated, killed or passes a saving throw against the poison.
Special: If you possess the fast poison feat, the time between saves is reduced to one round.

Death Poison [Epic]
Prerequisite: Virulent Poison, Deadly Poison, Fast Poison, Relentless Poison.
Benefit: Your poison can now damage creatures otherwise immune to poison. Such creatures are affected, but they gain a +5 bonus to any saving throws to resist the poison and any damage or negative effects are halved. Magic such as delay poison is still effective.
Title: Re: Characters and monsters
Post by: Anastasia on June 11, 2019, 07:38:12 PM
Elemental Harmony Template

Creatures of elemental harmony are the result of Seira Aryn's deep research into harmonizing the elements. They are balanced between all four elements and have reached a state of enlightenment as a result.

Creating an Elemental Harmony Creature

"Elemental Harmony" is an acquired template that can be added to any living creature (referred to hereafter as the base creature).

Size and Type

The base creature's size and type are unchanged.

Speed

An elemental harmony creature can fly at the base creature's land speed (perfect maneuverability) and swim at the base creature's land speed.

Special Attacks

An elemental harmony creature retains all the special attacks of the base creature and also gains the following special abilities.

Elemental Energy (Ex)

The elemental harmony creature's command of the elements is without peer, replacing one with the other easily. A number of times a day equal to the base creature's Constitution modifier, they may change a spell, spell-like ability or supernatural ability that deals acid, cold, electricity or fire damage to one of the other listed types of damage. For example, a fireball could be changed to deal cold damage instead of fire damage. Any relevant descriptors for a spell or spell-like ability change appropriately. For example, a fireball changed to deal cold damage would lose the fire descriptor and gain the cold descriptor.

Elemental Tempest (Su)

Three times per day as a standard action, the elemental harmony creature can emit a burst of raw elemental power. This is a 20ft radius burst that has a range of 100ft. This deals 1d6 points each of acid, cold, electricity and fire damage. This damage rises by 1d6 for each type of damage for every four hit dice the base creature has.

Special Qualities

An elemental harmony creature has all the special qualities of the base creature, plus the following special qualities.

Elemental Grace (Su)

An elemental harmony creature is never hindered or harmed by the air, earth, fire and water dominant traits of a plane. When in a quasi-elemental or para-elemental plane, this applies to the positive and negative dominant traits as well. Treat this as an avoid planar effects spell with a caster level equal to the base creature's hit dice.

Elemental Harmony (Ex)

An elemental harmony creature is balanced between all the elements and threatened by none of them. They gain immunity to acid, cold, electricity and fire damage.

Abilities

Increase from the base creature as follows: Str +2, Dex +2, Con +2, Int+4, Wis+4, Cha+2.

Level Adjustment

+4
Title: Re: Characters and monsters
Post by: Anastasia on June 25, 2019, 12:12:05 PM
DM note for clarity: These don't replace prismatic dragons, but are similar to them in some degrees.

Prismatic Dragon Template

Prismatic dragons are the result of Seira Aryn's research into draconic perfection. Rather than seek enlightenment through balance, the dragons follow Seira's lead down a fresh path to perfection approved by Io.

Creating a Prismatic Dragon

"Prismatic Dragon" is an acquired template that can be added to any creature of the dragon type with at least 21 hit dice (referred to hereafter as the base creature).

Size and Type

The base creature's type and size does not change.

Special Attacks

A prismatic dragon retains all the special attacks of the base creature and also gains the following special abilities.

Spell-Like Abilities

At will-hypnotic pattern, rainbow pattern. 3/day-sunbeam (Adult), sunburst (Old), prismatic wall (Ancient), prismatic sphere (Great wyrm). Caster level equal to the base creature's hit dice. The save DCs are Charisma based. The abilities are gained upon reaching the indicated age category of the base creature.

Prismatic Breath (Su)

A prismatic dragon has two breath weapons on top of any breath weapon the base creature has. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are Constitution based.

Special Qualities

A prismatic dragon has the special qualities of the base creature, plus the following special qualities.

Prismatic Immunities (Ex)

Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness. Prismatic dragons are immune to sleep and paralysis effects.

Prismatic Cloak (Su)

A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.

Damage Reduction (Ex)

A prismatic dragon's damage reduction changes from the base creature's. It can now only be bypassed by epic, adamantine weapons that are colorless. If the base creature did not have damage reduction, it gains damage reduction 10/epic, adamantine weapons that are colorless. If the base creature's damage reduction was below 10, it becomes 10.

Regeneration (Ex)

A prismatic dragon gains regeneration equal to its hit dice divided by three. A prismatic dragon takes lethal damage from weapons that successfully defeat its damage reduction.

Abilities

Increase from the base creature as follows: Int +4, Wis +4, Cha +4.

Level Adjustment

+4
Title: Re: Characters and monsters
Post by: Anastasia on August 04, 2019, 01:59:47 PM
Shining Watcher

Fluff:
Spoiler: ShowHide


Imagine your entire life being defined by an overwhelming, mind numbing hunger. You always try and sate it but fail. Fights, battles. Pain. You can't stop the need to devour. Then one battle you're cast to a place of light and life - a place that should overwhelm and destroy you in time. Yet for reasons unknown to all, it does not. You adapt and adjust. The energies of this realm soak into you and as you float there, for the first time ever, you're not so hungry. Not so hungry, less hungry, not hungry. Not hungry! Sated! Your mind can begin to think of things beyond food for the first time ever. You grow there, grow far beyond any of your kin. You think, you learn, you become wise. You realize one thing above anything else: This is the best fate you could imagine, but it only lasts so far as you stay in this realm, this Positive Energy Plane.

So you hide, you watch, you grow. You become mighty and yet keep yourself hidden in the deepest parts of the plane, so that none know of you. You aren't sure when people couldn't remember you anymore. You don't know why in all truth, but it protects you even more. So long as you stay here, stay quiet, stay secret. You'll never go back to being hungry again. No one will know, no one will try and manipulate you, try and turn you to them and lead you to a life of being hungry again.

In time you grow wise and learned in the ways of this plane, manipulating the energies of it with a trivial ease. You know in your bones you could be far more mighty than almost any other creature in Creation, but you can't. You can't go back to the hunger. So you stay hidden, you stay alone, you stay isolated. You stay able to think. All you know is this: If any find you they will try and use you. You're too powerful to be ignored. Should any try to take you, you will defend yourself. For your sake most of all, but for the sake of others who will be hurt or killed by you. The light here is life and the Positive Energy Plane is everything to you. You won't go without a fight.


Notes:
Spoiler: ShowHide


- Some stat blocks are a self contained story. This is one of those.

- One way to make the tarrasque worse: Advance it, make it a paragon as well as an epic level healer. Suffice to say, putting this one down for good takes some effort. Something like refreshment is simply broken on a creature like the tarrasque as well. I don't think the spell is broken overall, just horribly abusable with top tier regeneration. To be fair, there's a few ways to break regeneration and that's not the worst. I wouldn't use/allow refreshment to work like that in those cases, except in the highest optimization campaigns.

- A tarrasque paragon is frightening. One that fluked into overcoming its hunger became one, having mastered something intrinsic to their race. An intelligent, collected mega tarrasque is a nightmare to oppose, pure and simple. Toss in massive healing and unless you have deity level offense and then some, putting it down is impossible.

- The Shining Watcher could be considered something too strange and eldritch to be known or knowable, at least in the campaign world. You simply can't remember it under normal circumstances, which vastly limits the people who know of it - both good and bad. Not all that know of it want it to leave the Positive Energy Plane, after all, though at least a few would love to use it to their advantage.



Tarrasque 68//Paragon 12/Healer 56

Size/Type: Colossal Outsider (Good)
Hit Dice: 68d20+1632+68+408+816 (4284 hp)
Initiative: +14
Speed: 40ft, fly 40ft (perfect)
Armor Class: 126 (-8 size, +6 dex, +87 natural, +22 luck, +6 deflection)
Base Attack/CMB/CMD: +68/+101/145
Attack: Bite+99 (6d8+64 plus improved grab plus 8d6 on crit 15-20 x5)
Full Attack: Bite+99 (6d8+64 plus improved grab plus 8d6 on crit 15-20 x5) and 2 horns+99 (2d10+64 plus 2 Con) and 2 claws+99 (2d12+64) and tail slap+99 (4d8+64 plus knockdown)
Space/Reach: 30ft/30ft
Special Attacks: Augmented critical, frightful presence, improved grab, knockdown, overwhelming power attack, rush, swallow whole, trample, wounding, spells, channel energy 9/day (28d6+41; DC 45), positive energy ray (1d4+6).
Special Qualities: Vast power, carapace, regeneration 100, fast healing 83, damage reduction 45/epic, spell resistance 82, immunity to fire, poison, disease, energy drain, ability damage, ability drain, stunning, dazing, mind affecting, resistance to acid, cold, electricity and sonic 50, scent, mettle, paragon's fortune, positive energy aura, healing hands(+41), aura of protection, effortless healing, lingering healing, unicorn companion, panacea infinite/day, overflowing energy, emergency healing 8/day, life's caress, true calling, hidden watcher, bonded, crowned.
Saves: Fort +80, Ref +62, Will +69
Abilities: Str 61, Dex 22, Con 58, Int 10, Wis 37, Cha 22
Skills: Diplomacy+77, Heal+97, Knowledge(Local:Positive Energy Plane)+71, Listen+94, Spellcraft+71, Spot+94 
Feats: Power Attack(B), Cleave(1), Great Cleave(3), Combat Reflexes(6), Improved Initiative(9), Toughness(12), Skill Focus(Heal)(H2), Improved Critical(Bite)(15), Improved Natural Attack(Bite)(18), Multiattack(21), Improved Multiattack(24)
Epic Feats: Superior Initiative(27), Epic Toughness(30), Epic Toughness(33), True Panacea(H23), Epic Toughness(36), Extra Emergency Healing(H26), Spellcasting Harrier(39), Absolute Healing(H29), Great Ability(Wisdom)(42), Epic Spell Capacity(H32), Great Ability(Wisdom)(45), Epic Ability Focus(Heal)(H35), Great Ability(Wisdom)(48), Extra Emergency Healing(H38), Great Ability(Wisdom)(51), Armor Skin(H41), Great Ability(Wisdom)(54), Armor Skin(H44), Great Ability(Wisdom)(57), Armor Skin(H47), Overwhelming Critical(Bite)(60), Armor Skin(H50), Devastating Critical(Bite)(63), Armor Skin(H53), Armor Skin(66), Armor Skin(H56)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Vast Power (Ex)

The tarrasque possesses a degree of might unknown to lesser creatures. It uses d20s for all hit dice, adds its Strength modifier to its saving throws, gains maximum HP per hit die and uses double its full Strength modifier to determine its damage all its natural weapons.

Augmented Critical (Ex)

The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing quadruple damage on a successful critical hit. On a successful critical hit, the tarrasque's bite also severs a limb. The tarrasque may choose which limb to sever.

Overwhelming Power Attack (Ex)

The tarrasque deals two points of damage for each point of attack it sacrifices with power attack. This stacks to 3 for 1 in the event the tarrasque uses an attack that already gets a 2 to 1 return on power attack.

Frightful Presence (Ex)

The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 40 Will save or become panicked, remaining in that condition as long as they remain with 60ft of the tarrasque. The save DC is Charisma based and includes a +8 racial bonus.

Improved Grab (Ex)

To use this ability, the tarrasque must hit a Gargantuan or smaller opponent 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 try to swallow the foe the following round.

Wounding (Ex)

The horns of the tarrasque deal jagged wounds that do not cease bleeding, causing 4 points of Constitution damage per successful hit.

Knockdown (Ex)

A creature struck by the tarrasque's tail slap must make a DC 60 Fortitude save or be knocked prone. The save DC is Strength based and includes a +8 racial bonus.

Rush (Ex)

Once per minute, the normally slow-moving tarrasque can move at a speed of 300ft.

Swallow Whole (Ex)

The tarrasque can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 4d10+22 points of crushing damage plus 4d10+22 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium or 512 Small or smaller creatures.

Carapace (Ex)

The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones and even magic missile spells. There is a 60% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Regeneration (Ex)

No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.

The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 and using a wish or miracle spell to keep it dead. The caster must succeed on a DC 68 caster level check as well.

If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Trample (Ex)

As a full round action, the tarrasque can move up to triple its speed and literally run over any opponents at least one size category smaller than itself. This deals 8d10+44 damage, with a Reflex save DC 60 for half damage. This may be used in conjunction with its rush ability. The save DC is Strength based and includes a +8 racial bonus.

Skills

The tarrasque has a +10 racial bonus on Listen and Spot checks.

Paragon's Fortune (Su)

A paragon is in tune with a greater destiny, one that protects it as it excels. Three times per day as an immediate action, the paragon may negate any one source of damage or negative condition. This prevents any and all damage from it, as well as any other effects. Conditions that endure past one round (such as being immersed in lava or in an unearthly cold environment) are only negated for one round.

Hidden Watcher (Su)

The Shining Watcher is hidden by a cloak of anathemic secrecy. Any who see or learn of it forget about it within 1 round of doing so, once they no longer see it or learn of it. Natives of the Positive Energy Plane are not subject to this, nor are creatures with more than 20 levels in the healer base class. As a side effect of this ability, the Shining Watcher is treated as being under a mind blank spell (caster level 68th).

Bonded (Sp)

There is one desire the Shining Watcher holds above all else: The desire to never leave the Positive Energy Plane. He gains the benefit of a dimensional anchor spell at all times, caster level 68th. If dispelled, it can be reactivated by the Shining Watcher as a free action on his turn.

Crowned (Ex)

The Shining Watcher has long served the aims of the Positive Energy Plane, even if events and his own preference prevent him from becoming an archomental or something similar to it. In turn the magic of the Positive Energy Plane protects him. The Shining Watcher is treated as having divine rank 0, though he has no actual divine rank.


Healer powers:
Spoiler: ShowHide


Shining Watcher casts as a 56th level healer. The save DCs are 23 + spell level.

Healing Hands (Ex)

Whenever a healer casts a spell that cures hit point damage or channels energy, she adds her Wisdom modifier plus one half of her healer level(Minimum 1) to the amount of damage healed. For instance, if a 5th-level healer with an 18 Wisdom casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 6 points of damage. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Channel Energy (Su)

As the cleric ability of the same name. Note that a healer applies her bonus from healing hands to the total of her channeling dice. For example, a 5th level healer with a Wisdom score of 18 channels energy for 3d6+6 points of positive energy healing/damage.

Skill Focus (Heal)

A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Aura of Protection (Su)

At 3rd level, a healer's devotion protects her from surrounding violence. So as long as she remains true to her cause, enemies will feel a supernatural aversion to harm her. A healer emanates a permanent aura that causes an effect identical to the sanctuary spell, with a save DC equal to 10 + one half the healer's class level + the healer's Wis modifier. Once an attacking creature succeeds on the saving throw, or is victim to a healer's attack, the effect is suppressed for the creature for the next 24 hours.

Effortless Healing (Ex)

At 5th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Lingering Healing (Su)

When casting a spell of the healing subschool, the healer's power continues to restore the target after her touch. For a number of rounds equal to her healer class level, the target gains fast healing equal to the healer's wisdom modifier. This overlaps with fast healing provided by non-permanent sources, such as vigor.

Panacea (Su)

At 10th level, the healer may remove negative afflictions when casting a spell from the healing subschool or channeling energy. She may do so a number of times per day equal to her Wisdom modifier. This ability functions as a panacea spell, save that it does not restore extra hit points from the final function of panacea. If the spell or channel energy affects multiple targets, the Healer may affect up to three. If she wishes to affect more in that casting, she may consume another daily use to affect another three targets, and so on for as many targets and uses of panacea she has.

Overflowing Energy (Ex)

At 12th level, the healer has absorbed so much positive energy that she is immune to the ravages of negative energy. The healer is now immune to negative energy damage, such as that from a inflict light wounds or harm spell.

Emergency Healing (Su)

At 14th level, the healer can call on the life energy within her to affect a sudden surge of restoration in a split second. A number of times per day equal to her Wisdom modifier divided by 3 (Minimum 1), the healer may cast any spell of the healing subschool as an immediate action.

Life's Caress (Su)

At this late stage of a healer's career, her entire being is suffused with so much positive energy that she shrugs off negative levels. The healer is now immune to negative levels, such as from an enervation spell or the attacks of certain undead.

True Calling (Ex)

So great is the healer's devotion to restoration that even death recedes from her call. When attempting to resurrect the dead, she adds a +50% bonus to the resurrection chance roll. She may exceed the normal caps for a resurrection roll, to a maximum of one hundred. In addition, creatures revived by the healer are not subject to changes from being brought back.

Brilliant Apotheosis (Ex)

At 20th level, the endless flow of life energy in the healer has changed her from her mortal roots into a creature of pure energy. The healer gains the vivacious creature template from the Planar Handbook. The healer does not become incorporeal, which means she does not lose her natural armor bonus, attacks relying on physical touch are not impeded, and she does not lose her Strength score. She gains all other benefits from the template, plus she may disable her positive energy aura as a free action and does not take Strength damage for keeping it suppressed. In addition, she gains the good subtype.



Gear:
Spoiler: ShowHide


The tarrasque carries no gear. However, its natural attacks have a +14 enhancement bonus. This is a natural occurrence due to the potency of the tarrasque.


Custom Material: [spoiler]

Mass Resurrection
Conjuration (Healing)
Level: Clr 13, Hlr 12
Range: Close (25ft + 5ft 2/levels)
Targets: 1 creature/level

This spell is identical to resurrection, except as noted here. The same restrictions on resurrection apply to mass resurrection.

Roots of Life
Conjuration/Transmutation (Healing)
Level: Hlr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min/level and instantaneous; see text
Saving Throw: None
Spell Resistance: No

This spell connects the target to the Positive Energy Plane and floods the creature with positive energy. The target gains fast healing 30 and a +4 bonus to Constitution. If the target is middle aged or older, they regain any lost Strength, Dexterity and Constitution from aging for the duration of the spell.

The fast healing and bonus to Constitution end when this spell ends. However, any Strength, Dexterity or Constitution restored from aging does not, this change is permanent. This does further prevents additional penalties as the target grows older, though this does nothing to stop any other effects of aging and the target still dies when their time is up.

This spell was created by the Shining Watcher, with the removal of the drawbacks of aging being an unintended side effect.
Title: Re: Characters and monsters
Post by: Anastasia on August 04, 2019, 02:43:50 PM
Radiant Phantasms

Fluff:
Spoiler: ShowHide


When a creature dies from absorbing too much energy in the Positive Energy Plane, an imprint of them is made on the plane. A small psychic backlash, a memory of what they looked like and little else. In time this memory materializes into a glowing phantasm of light. This phantasm resembles the slain creature, an unintelligent phantasm that operates on a few passing instincts and little else. They seek out living creatures to touch, to heal and spread more positive energy.

While these creatures are technically outsiders, they have no soul at all. They are phantasms surviving purely on the energies of the Positive Energy Plane, those that leave it swiftly perish. While perhaps unsettling, these creatures are ultimately little danger to anyone who has any familiarity with them, or who is a native of the Positive Energy Plane.



Notes:
Spoiler: ShowHide


- There's little to say here. The concept is clear, they are what they are. Even a phantasm of something past is only so dangerous in a place spilling with life - so long as you're prepared or a native, anyway.



Size/Type: Medium Outsider (Incorporeal)
Hit Dice: 12d8+60 (132 hp)
Initiative: +6
Speed: Fly 60ft (good)
Armor Class: 18 (+6 dex, +2 deflection)
Base Attack/CMB/CMD: +12/+12/30
Attack: Touch+18 (4d8+12 healing)
Full Attack: 2 touches+18 (4d8+12 healing)
Space/Reach: 5ft/5ft
Special Attacks: Radiant touch.
Special Qualities: Fast healing 10, spell resistance 20, bound phantasm, mindless.
Saves: Fort +13, Ref +14, Will +8
Abilities: Str -, Dex 23, Con 20, Int -, Wis 11, Cha 15 
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Touch (Su)

The touch of a Radiant Phantasm does not harm creatures, but instead heals 4d8 points of damage, +1 per hit die of the Radiant Phantasm. Healing in excess of the target's maximum hit points become temporary hit points, identical to exposure to the Positive Energy Plane. Spells such as avoid planar effects do not protect a creature from this tongue. This is a touch attack.

Bound Phantasm (Ex)

A Radiant Phantasm is an echo, soulless and powered only by the Positive Energy Plane. One that leaves the Positive Energy Plane fades away and dies within 1d4 rounds. Returning to the Positive Energy Plane before then saves its life.



Gear: [spoiler]

Radiant Phantasms sometimes seem to carry weapons or armor, but these are merely projections of light. Otherwise they carry no treasure at all.
Title: Re: Characters and monsters
Post by: Anastasia on September 06, 2019, 12:25:26 AM
The Infinite Shadow

Fluff:
Spoiler: ShowHide


The bravest, greatest heroes take the fight to Shar herself. Those heroic souls find that their first foe is not Sharrans or horrors, nor Shar herself. The first foe is Shadow itself, an infinite tide of shadows to be held at bay. The Infinite Shadow is the malice and hatred of Shar, a poison that infected Shadow itself. It a being that sees all and hates all, a being dedicated to the destruction of all life.

It is an endless tide of great shadows. Any who seek to challenge Shar in her domain must be able to handle such a terrible opponent with ease to have any hope to reach the Lady of Loss. It is not a foe that can be defeated, merely held at bay and endured. Those heroes who prove to be greater in bravery than strength find the many hands of the Infinite Shadow drag them into eternity, an eternity of service to Shar as another shadow.



Notes:
Spoiler: ShowHide


- This is merely the beginning. Shar has many and myriad defenses, you fought a few. This is one you fought constantly on your assault on Shadow.

- Fundamentally, the Infinite Shadow is a competence check. Can you stop ability drain and negative levels, and can this protection last the entire adventure in Shadow? Should you answer no, you almost certainly perish. It is also a test of endurance. Epic D&D characters rarely lack for offense, endurance can be another matter. There's no way to stop the Infinite Shadow, only slay the bodies created and endure the constant assault.



Size/Type: Medium Undead (Evil, Incorporeal)
Hit Dice: 35d12+175 (595 hp)
Initiative: +12
Speed: Fly 30ft (perfect)
Armor Class: 34 (+12 dex, +5 deflection, +7 dodge)
Base Attack/CMB/CMD: +35/+35/63
Attack: Touch+47 (10d6 plus 1d12 str and con drain plus 6 negative levels)
Full Attack: Touch+47 (10d6 plus 1d12 str and con drain plus 6 negative levels)
Space/Reach: 5ft/5ft
Special Attacks: Create spawn.
Special Qualities: Infinite shadow, allvision, superior shadow, bound.
Saves: Fort +17, Ref +29, Will +17 (+50 competence vs illusions)
Abilities: Str -, Dex 35, Con -, Int 3, Wis 11, Cha 20 
Skills: Knowledge(Local:Shadow)+34, Listen+103, Spot+103, Survival+38
Feats: Dodge(1), Mobility(3), Flyby Attack(6), Improved Flyby Attack(9), Skill Focus(Spot)(12), Skill Focus(Listen)(15), Alertness(18)
Epic Feats: Epic Skill Focus(Spot)(21), Epic Skill Focus(Listen)(24), Epic Dodge(27), Epic Dodge(30), Epic Dodge(33)
Alignment: Neutral Vile

Racial powers:
Spoiler: ShowHide


Infinite Shadow (Ex)

The Infinite Shadow is part of Shadow itself, a manifestation of the corrupted nature of the plane. It is infinite, as unending as Shadow is. While it is a part of Shadow, it is able to manifest bodies across Shadow and control them all, with each one using these stats.

The Infinite Shadow exists in every part of Shadow (save areas Shar herself bars it from) and its manifestation cannot be stopped on any part of Shadow, save for the previous exception. It can manifest bodies at will at any time, with no limit to the number of bodies it can manifest at a time. Every body the Infinite Shadow manifests has the full powers described in this stat block.

A destroyed body vanishes. The Infinite Shadow can immediately create another body to replace the destroyed body if it wishes. Every body acts independently of the other bodies. The Infinite Shadow is able to control all the bodies it creates with full ability and no particular strain. The destruction of a body causes no harm to the Infinite Shadow. The Infinite Shadow cannot be affected through a body it creates, nor can other bodies it creates be affected through another body it creates. A body that is affected by a condition unfavorable to, such as a mind affecting spell, is instantly destroyed by the Infinite Shadow and replaced with a fresh body free of the unfavorable condition.

Generally, the Infinite Shadow instantly regenerates bodies and assaults foes from all directions, Shar's first line of attack against invaders to Shadow. It is a steady and relentless opponent and often attacks with as many separate instances as possible at once, so long as it does not get in the way of other allies. It only makes one attack roll against each opponent per round, but uses the most favorable position to make the attack, such as to flank an opponent.

Allvision (Ex)

The Infinite Shadow sees all parts of Shadow it can manifest on. It gains a +50 competence bonus to Listen and Spot checks as a result of this. It sees life energy as the Lifesense feat all across Shadow as well. The Infinite Shadow sees invisible creatures due to the many perspectives it has, and automatically gets a a saving throw to disbelieve an illusion on first seeing it. This saving throw benefits from a +50 competence bonus. Finally, no creature can use shadows or darkness to hide from the Infinite Shadow. Such attempts automatically fail.

Create Spawn (Su)

Any living creature slain by the Infinite Shadow immediately rises as a shadow. For every three hit dice the creature had in life, the shadow starts with one additional hit die. The newborn shadow is under Shar's control.

Superior Shadow (Ex)

The Infinite Shadow has a good base attack bonus (as a fighter) and all three of its saves are good saves. It gets maximum hit points per hit die and adds its Charisma modifier to the hit points it gets from each hit die. The Infinite Shadow is immune to anti magic field, dead magic areas and similar effects.

Bound (Ex)

The Infinite Shadow is part of Shadow and cannot leave it by any means. This includes any bodies it creates.


Gear: [spoiler]

The Infinite Shadow uses on gear and keeps no treasure.
Title: Re: Characters and monsters
Post by: Anastasia on November 20, 2019, 07:46:16 PM
A little thing that came from B6.

Mage-Wanderer of Shaundakul Template

Mage-Wanderers of Shaundakul are elite mages in the service of Shaundakul. They do his will across the roads and planes. They are one part evangelist, one part problem solver and one part sage. They are given powers suitable for this and to see that Shaundakul's will is done.

Creating a Mage-Wanderer of Shaundakul

"Mage-Wanderer of Shaundakul" is an acquired template that can be added to any creature who can cast 7th level arcane spells and worships Shaundakul (referred to hereafter as the base creature).

Size and Type

The base creature's size and type are unchanged.

Armor Class

The base creature gains a dodge bonus to armor class equal to their hit dice divided by five.

Special Qualities

A Mage-Wanderer of Shaundakul retains all the special qualities of the base creature and also gains the following special abilities.

Arcane Sight (Sp)

The base creature gains the ability to discern magic, as this is integral to their duties. They may cast arcane sight at will as a spell like ability. Caster level equals the base creature's hit dice.

Damage Reduction (Su)

The base creature gains damage reduction 10/magic.

Freedom of the Paths (Su)

The Mage-Wanderer of Shaundakul benefits from a freedom of movement spell at all times, with a caster level equal to the base creature's hit dice.

Road's Graces (Su)

The graces of the road teach the Mage-Wanderer of Shaundakul how to avoid deadly attacks. The base creature gains the evasion special quality, identical to the monk ability of the same name. If the base creature already has evasion, they gain improved evasion instead.

Shaundakul's Jaunt (Sp)

At times the Mage-Wanderer of Shaundakul will need to travel swiftly. They can use greater teleport twice per day as a spell-like ability. Additionally, once per week as a spell-like ability, they may cast gate. Caster level equals the base creature's hit dice.

Spell Resistance

The base creature gains spell resistance equal to 13 + the base creature's hit dice.

Traveling Mage's Absorption (Su)

Over the years, a Mage-Wanderer of Shaundakul is saturated with many planar energies, which grants them some power over magic. Whenever a spell fails to penetrate the base creature's spell resistance, they can absorb the energies to empower themselves. They gain a 10ft bonus to movement speed. Additionally, for every three spell levels of the spell, the base creature gains a +1 bonus to the DC of the next arcane spell they cast. Multiple bonuses do not stack, only use the highest. Both bonuses last until the end of the creature's turn, or until expended for the bonus to arcane spells.

Traveling Mage's Insight (Su)

The Mage-Wanderer of Shaundakul is a repository of arcane knowledge and teachings, which grants them insight into the arcane. This gives them a +10 insight bonus to Knowledge (Arcana) and Spellcraft checks. This extends to teaching others, they gain a +10 bonus to any skill checks to teach others arcane magic or theories.

Special Qualities

A Mage-Wanderer or Shaundakul has all the special qualities of the base creature, plus the following special qualities.

Saves

The base creature gains a +5 insight bonus to saving throws against spells and spell-like abilities.

Abilities

Increase from the base creature as follows: Dex+2, Con+2, Int+2.

Level Adjustment

+4
Title: Re: Characters and monsters
Post by: Anastasia on December 03, 2019, 09:46:30 PM
Ice Kraken

Fluff:
Spoiler: ShowHide


Ecology

Ice krakens are a distant cousin to krakens. They inhabit icy climates and patrol deep seas hidden beneath vast sheets of polar ice. They are cautious and have little use for other creatures, save other ice krakens to mate.

Generally, an ice kraken interacts with creatures for two reasons. They are either hunting them as prey, or they have some unusual reason to parley with explorers and adventurers. A party that approaches an ice kraken respectfully will at least be heard out the majority of the time.

As apex predators, ice krakens are carnivores that feast on fish, dolphins, seals and penguins. However, they'll consume any creature they can capture.

Environment

The natural environment for ice krakens are polar seas and similar places of great cold. Few venture to warmer waters, even with their icy aura to keep nearby water cold.

Typical Physical Characteristics

An ice kraken is similar to a kraken, but with a pale blue coloration and with a coat of ice all over its body. This ice never impedes the ice kraken, and in fact protects it from harm. Ice krakens tend to be the same size as krakens otherwise, with few other distinguishing characteristics.

Alignment

Most ice krakens are neutral evil, as they are naturally self centered and disdainful creatures. However, this is not fixed and individual ice krakens can be whatever alignment they wish. Most variants are neutral, lawful evil or chaotic evil. There are rare reports of good aligned ice krakens, often as a tribal protector to arctic sea elves, mermen or other aquatic variant races.

Advancement

Ice krakens advance by racial hit dice. Generally, most reach 25 hit dice and no higher, with exceptions being powerful servants of Umberlee, Auril or other dark deities. However, those are the exceptions and advanced ice krakens are uncommon. Ice krakens with secondary templates and mutations are more common.

Gestalt

Ice krakens favor no particular class or prestige class with one exception: ice kraken spellcasters almost always take the Frost Mage prestige class. Such ice krakens are known as terrible harbingers of winter, who can freeze the waves and entomb entire whales in ice.


Notes:
Spoiler: ShowHide


- Ice krakens are careful hunters. Most favor either long range iceball barrages or inflicting poison followed by jetting away, all with the hopes they'll return in a few minutes to paralyzed prey. Most of them prefer to avoid fights, and will liberally use their jet ability to evade them.

- It's worth noting that ice krakens developed poison, but in the process lost improved grab. Likewise, they do not have the ink cloud of a normal kraken, as any ink they have is frozen solid. They resemble krakens but are a different beast to fight.

- A typical ice kraken is probably CR20 range if played intelligently, moreso with a gestalt to add more punch. They're intended for open seas encounters, where they have lots of room to maneuver.



Size/Type: Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 23d10+299+23 (454 hp)
Initiative: +4
Speed: Swim 30ft
Armor Class: 46 (-4 size, +22 natural, +18 armor)
Base Attack/CMB/CMD: +23/+41/51
Attack: Tentacle+33 (2d8+14 plus poison)
Full Attack: 6 tentacles+33 (2d8+14 plus poison) and bite+28 (4d6+7)
Space/Reach: 15ft/15ft (60ft with tentacle)
Special Attacks: Spell-like abilities, poison.
Special Qualities: Immunity to cold, vulnerability to fire, darkvision 60ft, jet.
Saves: Fort +26, Ref +13, Will +14
Abilities: Str 39, Dex 11, Con 36, Int 23, Wis 21, Cha 21
Skills: Bluff+31, Concentration+39, Diplomacy+31, Intimidate+31, Knowledge(Arcana)+32, Knowledge(Geography)+32, Knowledge(Nature)+32, Listen+31, Sense Motive+31, Spot+31, Survival+31, Swim+48, Use Magic Device+31
Feats: Toughness(1), Ability Focus(Poison)(3), Improved Initiative(6), Iron Will(9), Empower Spell-Like Ability(Iceball)(12), Maximize Spell-Like Ability(Iceball)(15), Quicken Spell-Like Ability(Iceball)(18)
Epic Feats: Epic Ability Focus(Poison)(21)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-cone of cold, iceball*, sleet storm, wall of ice. 3/day-polar ray. Caster level 23rd. The save DCs are 15 + spell level.

*As fireball, but cold damage.

Icy Aura (Su)

An ice kraken is surrounded by an aura of deep cold in a 60ft radius. Any creature within this radius takes 3d6 points of cold damage per round. This cold chills the waters around the ice kraken, but does not freeze it. Additionally, exposure to these waters inflicts a -10 penalty to any saving throws against cold damage or spells and spell-like abilities with the cold descriptor, or any other ability that uses ice or cold. This penalty lasts for as long as the creature is within the icy aura.

Iced Body (Su)

A thick layer of ice gathers on an ice kraken's body. This grants them a great deal of protection and a +18 armor bonus to armor class. Should the ice kraken take 30 or more points of fire damage in a single attack, the armor bonus to armor class is lost until the end of the kraken's next turn.

Jet (Ex)

This ability is identical to a kraken's jet ability, except the ice kraken can move up to 420ft.

Poison (Ex)

Injury, Fortitude DC 41, Initial damage 1d6 Dex, secondary damage 1d6 Dex and paralysis for 1d4 hours. The save DC is Constitution based.



Gear:
Spoiler: ShowHide


Ice krakens cannot use the majority of equipment that humanoids can. Nonetheless, they are able to force magical rings, anklets, bracelets and so on to their tentacles. They may wear up to 6 of these and benefit from all of them at once. A successful ice kraken usually has an array of such things they wear, with protection against fire being particularly prized.
Title: Re: Characters and monsters
Post by: Anastasia on April 08, 2020, 12:08:21 PM
Moradin, the Soulforger

Notes:
Spoiler: ShowHide


- Moradin's flavor isn't meaningfully changed, so no fluff block is needed.

- The main gimmick in play is that there isn't one. He's very straightforward with a very high AC (probably the highest default AC in Balmuria of anything that gets publicly posted) and with divine dodge, but no fancy tricks. He's not a Morwel who uses her dream in various interesting ways or a Selune who changes like the phases of the moon. He hits hard, he's hard to hurt and that's the long and short of it. In other words, he's every dwarf stereotype.

- Soulhammer's ability to attack at range probably bumps Moradin's CR up by a few by itself. It mostly cuts out range and control games, so he can attack from afar. Not that he doesn't have a variety of clerical spells and SLAs that can do the same, but it lets him apply his A game in case someone tries to kite him.

- All of Moradin's various cleric spells aren't provided here, as he casts spontaneously. Nonetheless a single custom spell is provided as an example. He tends to specialize in ways to increase Constitution through magic, which is what you'd expect from a dwarf deity.

- Good luck getting a spell through Moradin's defenses. The dwarves came by their resistance to magic honestly.

- At the end of the day Moradin's not impossible to stop offensively relative to his challenge level. Hurting him is another matter and is the true challenge of the battle. Of course, as a deity and as a cleric, Moradin can ensure anyone with another AC to avoid his attacks quickly finds it insufficient, as he has powerful spells to augment his attack rolls in a pinch.

- Just to be clear, Moradin's strongly on the big numbers side of design versus trickiness. Morwel's much more on the trickiness side if you'd like a comparison. The only thing truly out of line is his AC, but it's nicely boosted for sure.



Moradin
Soulforger, The Dwarf Father, All-Father
Greater Deity
Symbol: Hammer and anvil
Home Plane: Dwarfhome
Alignment: Lawful Good
Portfolio: Dwarves, creation, smithing, protection, metalcraft, stonework
Worshipers: Dwarven defenders, dwarves, engineers, fighters, miners, smiths
Cleric Alignments: LG, LN, NG
Domains: Cavern, Craft, Creation, Dwarf, Earth, Endurance, Forge, Good, Law, Metal, Protection, Wrath
Favored Weapon: Soulhammer (warhammer)

Fighter 20/Dwarven Defender 48//Cleric 68

Size/Type: Medium Outsider (Dwarf, Good, Lawful)
Divine Rank: 19
Hit Dice: 10d10+58d12+1904+68+408 (3176 hp)
Initiative: +34
Speed: 60ft, burrow 60ft, fly 200ft (perfect)
Armor Class: 198 (+28 con, +33 armor, +20 shield, +19 divine, +48 natural, +19 deflection, +22 dodge, +1 ws)(+4 vs giants)(69% miss chance)
Base Attack/CMB/CMD: +68/+95/247
Attack: Soulhammer+146 (1d8+75 plus 3d6 holy (12d6 and 4 negative levels on crit) plus 3d6 bludgeoning plus -2 armor class 18-20 x4)
Full Attack: Soulhammer+146/+146/+141/+136/+131 (1d8+75 plus 3d6 holy (12d6 and 4 negative levels on crit) plus 3d6 bludgeoning plus -2 armor class 18-20 x4)
Space/Reach: 5ft/5ft
Special Attacks: Spells, smite giants 24/day, channel energy 22/day (34d6; DC 63), channel earth 22/day (34d6; DC 63), divine blast 22/day (38d12)
Special Qualities: Damage reduction 45/-, immunity to acid and fire, spell resistance 105, fast healing 39, darkvision 120ft, fortification, defensive stance 24/day, improved uncanny dodge, trap sense+12, mobile defense, hammer specialist, earthen spell power, evasion, tremorsense 190ft, divine traits.
Saves: Fort +95, Ref +109, Will +88 (+2 racial vs poison, +2 racial vs spells/slas)
Abilities: Str 64, Dex 40, Con 66, Int 53, Wis 59, Cha 49
Skills: Appraise+111, Balance+105, Concentration+118, Craft(All)+111, Craft(Stonemasonry)+153, Diplomacy+113, Gather Information+113, Handle Animal+114, Heal+114, Intimidate+113, Knowledge(All)+111, Listen+114, Ride+105, Sense Motive+114, Spellcraft+111, Spot+114, Survival+114, Tumble+105, Use Magic Device+114
Feats: Great Fortitude(B), Skill Focus(Craft: Stonemasonry)(B), Weapon Focus(Warhammer)(B), Endurance(1), Dodge(F1), Toughness(F2), Combat Reflexes(3), Weapon Specialization(Warhammer)(F4), Versatile Craftsman(6), Heavy Armor Optimization(F6), Melee Weapon Mastery(Bludgeoning)(F8), Greater Heavy Armor Optimization(9), Power Attack(12), Jaela's Gambit(F12), Craft Magic Arms and Armor(15), Greater Weapon Focus(Warhammer)(F16), Craft Wondrous Item(18), Greater Weapon Specialization(Warhammer)(F20), Weapon Supremacy(Warhammer)(21), Forge Ring(24), Craft Rod(27), Empower Spell(30), Shield Specialization(33), Shield Ward(36)
Epic Feats: Epic Crafting(B), Epic Spell Capacity(C23), Spectral Strike(C26), Armor Skin(C29), Intensify Spell(C32), Epic Heavy Armor Optimization(C35), Bulwark of Defense(DD15), Shield Barrier(C38), Spellcasting Harrier(39), Improved Combat Reflexes(DD20), Shield Evasion(C41), Epic Weapon Focus(Warhammer)(42), Armor Skin(C44), Epic Weapon Specialization(Warhammer)(45), Damage Reduction(DD25), Improved Spell Resistance(C47), Epic Skill Focus(Craft:Stonemasonry)(48), Epic Toughness(C50), Damage Reduction(DD30), Epic Fortitude(51), Armor Skin(C53), Great Ability(Strength)(54), Epic Toughness(DD35), Damage Reduction(C56), Pulverize(57), Armor Skin(C59), Epic Reputation(60), Damage Reduction(DD40). Armor Skin(C62), Epic Will(63), Armor Skin(C65), Epic Toughness(DD45), Epic Reflexes(66), Armor Skin(C68)
Salient Divine Abilities: Area Divine Shield, Automatic Metamagic(Empower), Control Creatures(Dwarves), Craft Artifact, Divine Blast, Divine Dodge, Divine Earth Mastery, Divine Fast Healing, Divine Shield, Divine Skill Focus(Craft:Stonemasonry), Divine Weapon Focus(Warhammer), Divine Weapon Master, Divine Weapon Specialization(Warhammer), Dwarven Mettle, Dwarven Might, Extra Domain(Cavern), Extra Domain(Good), Extra Domain(Law), Extra Domain(Metal), Extra Domain(Protection), Extra Domain(Wrath), Govern the Children, Increased Spell Resistance, Life or Death, Mass Divine Blast, Master Crafter, Overlord
Alignment: Lawful Good

Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, animate rope, antimagic field, bear's endurance, blade barrier, bull's strength, calm emotions, create food and water, create water, darkness, detect secret doors, dictum, dispel chaos, dispel evil, earthquake, elemental swarm (earth only), endure elements, fabricate, fantastic machine, find the path, forcecage, globe of invulnerability, glyph of warding, greater fantastic machine, greater magic weapon, greater plane shift, greater shout, greater teleport, hardening, heat metal, heroes feast, hold monster, holy aura, holy smite, holy word, imprisonment, iron body, keen edge, magic circle against chaos, magic circle against evil, magic stone, magic weapon, major creation, mass bear's endurance, maw of stone, meld into stone, mind blank, minor creation, minor image, order's wrath, passwall, pavilion of grandeur, permanent image, prismatic sphere, protection from chaos, protection from energy, protection from evil, protection from spells, rage, refreshment, repel metal or stone, repulsion, rhino's rush, righteous might, rusting grasp, sanctuary, secure shelter, shield of law, shield other, shout, soften earth and stone, song of discord, spell immunity, spell resistance, spell turning, spike stones, stone shape, stoneskin, stone tell, summon monster 9 (good or lawful only), sustain, transformation, transmute metal to wood, true creation, wall of iron, wall of stone, wood shape. Caster level 68th. The save DCs are 58 + spell level.

Alter Reality (Su)

Moradin 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. Moradin can use wish when doing so can help him promote dwarves, crafting, forges and earth. Note that in the situation where Moradin 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)

Moradin 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.

Cavern: Stonecunning bonus rises to +4.
Craft: Cast conjuration (creation) spells at +1 CL.
Creation: Cast conjuration (creation) spells at +1 CL.
Dwarf: Great Fortitude as a bonus feat.
Earth: Turn air creatures 22/day.
Endurance: 19/day gain a +34 enhancement bonus to Constitution as a free action for 1 minute. (Net +5 con)
Forge: +2 insight bonus for Craft checks for stone or metal items.
Good: +1 caster level to good spells.
Law: +1 caster level to lawful spells.
Metal: Weapon Focus (Warhammer) as a bonus feat.
Protection: 19/day touch and grant +68 resistance bonus to next save.
Wrath: 19/day make a free AoO counter against an opponent who hits you in melee.

Divine Aura (Ex)

The save DC against Moradin divine aura is 48 and the radius is 19 miles.

Immunities: Moradin is immune to polymorphing, petrification, or any other attack that alters his form. Any shape-altering powers he might have function normally on herself. 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, Moradin 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: Moradin gains a divine bonus equal to his divine rank on all skill checks, ability checks and caster level checks.

Moradin does not automatically fail on a natural attack roll or saving throw roll of 1. He automatically receives a 20 on any check she makes. He automatically gets the best result possible on any dice roll he makes. In the case of an attack roll or another roll where a natural 20 provides automatic success, he may still roll to see if he manages automatic success. Likewise, he must roll to see if an attack is a possible critical threat.

Communication: Moradin can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within twenty miles of himself.

Remote Communication: As a standard action, Moradin 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 gruff father's voice offering advice. In this case, anyone within earshot of the sound can hear it.

Create Items: Moradin can create any wondrous item with power related to dwarves, forges, craft and caverns; the maximum is 400,000 gold.

Portfolio Sense: Moradin is aware of any act of good, chaos, renewal or dreams.



Cleric powers:
Spoiler: ShowHide


Moradin casts as a 68th level cleric with access to the Cavern, Craft, Creation, Dwarf, Earth, Endurance, Forge, Good, Law, Metal, Protection and Wrath domains (caster level 69th for earth, good and law spells). The save DCs are 34 + spell level. All of Moradin's spells are automatically empowered. His metamagic option is Intensify Spell (+7).

Moradin does not prepare spells, but instead casts them spontaneously. He is capable and willing to create new spells on the spot should he need to.



Gear:
Spoiler: ShowHide


Soulhammer

In the beginning, it is said that Moradin forged the dwarves from stone, metal and gemstones. Legends claim that he withdrew a warhammer from the ember of flame that is his soul to temper his people in the heavenly forges. That is one legend, popular with dwarfkind Another legend claims that the Soulhammer is the first weapon Moradin forged. They say it was created when the gates and paths to Chronias were yet unsealed and was blessed by that eternal light. That is another legend, often spoken of by archons and dwarves who call Celestia home. These and a thousand other stories circulate about the Soulhammer. The truth of it is lost to the ages, but all the legends agree on one key point: that the Soulhammer is the tool with which Moradin forged the dwarven race.

Soulhammer is an adamantine warhammer+18, holy power and speed with a critical hit rate of 18-20 that deals quadruple damage on a critical hit. As a standard action, Soulhammer may be thrown as a ranged weapon that never provokes attacks of opportunity from being thrown. Soulhammer may be thrown up to 1900ft with no penalty for range. It is treated as a melee attack by Moradin in all ways, including the attack roll and the use of any feats for a melee attack, such as power attack. Alternately as a full round action, Moradin may throw Soulhammer and make a full attack against a single creature instead.

As the hammer that forged the dwarven race, Soulhammer is a superb tool for any sort of forgework or craftwork. It grants a +70 competence bonus to any Craft checks it is used in, such as Craft(Armorsmithing), Craft(Weaponsmithing) or Craft(Stonemasonry).

Finally, the Soulhammer is capable of forging souls. The details of this are not clear, but it is known that Moradin can forge up to 68 hit dice of dwarves to life as a standard action. These may be any type of dwarf or creature with the dwarf subtype, be it ones that already exist or ones that are yet known to Creation. These dwarves obey Moradin and see him as their father.

Shield of the Mountains

This shield is said to be made of the adamantine heart of a great mountain range, forged hundreds of times until it was compressed into the shape of a shield. Indeed, for any but Moradin or another dwarf, the shield is impossibly heavy to lift. For Moradin or another dwarf, the shield is pleasantly heavy, a good heft to it without being heavy enough to make it difficult to use. The vast stony might of a mountain protects those who wield this shield, a fortress that nothing can bypass.

Shield of the Mountains is a heavy adamantine shield+18, infinite arrow deflection. Unlike a normal shield of infinite arrow deflection, this shield can deflection exceptional projectiles (such as a giant's boulder throw) or even ranged touch spells. Additionally, this shield's bonus to armor class applies to touch attacks of all kinds.

Core Armor

So great is Moradin's smithing skills that it is said he can forge a world from nothing, and that many dwarves hold he is the great smith who creates new worlds for Creation. This is not true, but is instead this armor was made from the core remnants of a lost and shattered Prime Material world. It was the first world destroyed by the divine, in the earliest days of Creation when the first enmities between divinities erupted.

Core Armor is full plate armor+18. Once per year, this armor allows Moradin's true form to walk the Prime Material safely for one hour. He does not cause spiritual wounds during this time and is treated as a native of the Prime Material whenever this would be to his advantage. He may shape the Prime during this time (save for areas consecrated or desecrated to a deity not of the Morndinsamman) as if it were his deific domain.

Moradin has only used this ability once in all the eons he has worn this armor.  The reasons why are unknown, though most lore posits there is some other, unknown limitation to this ability.

Beyond this equipment, Moradin has access to any other non-epic or epic treasure, as well as many artifacts. While most are of little use to him, he is not afraid to gird himself fully should a situation demand it.


Custom Material: [spoiler]

Life of the Earth
Conjuration (Healing) [Earth]
Level: Clr 12, Drd 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All targets of this spell heal 10 hit points per caster level, to a maximum of 400 hit points. The strength of stones flows into targets at the same time, which grants them a +4 morale bonus to Constitution, so long as they're in contact with the ground.

DWARVEN MIGHT
Prerequisite: Dwarf Domain, Earth Domain, str 51
Benefit: Moradin's blows are the blows of the mountains, stones with bones of metal. They beat down his foes as surely as heat and pressure break down even the mightiest stone. All of Moradin's attacks deal an extra 3d6 points of bludgeoning damage. Each time Moradin strikes an opponent in melee, they suffer a -2 penalty to armor class. These penalties stack with no limit and last until the end of the encounter.

DWARVEN METTLE
Prerequisite: Dwarf Domain, Endurance Domain, con 51
Benefit: Moradin is the first and greatest dwarf, with an endurance exponentially greater than that of his children's. This endurance allows him to throw off magic and poison in equal measure. Whenever he succeeds on a saving throw against poison or any spell or spell like ability, he takes no effect from it. For example, if Moradin succeeds on a Reflex save against a cone of cold, he takes no damage rather than half damage. Additionally, Moradin may use his Constitution modifier in place of his Dexterity modifier for armor class.
Title: Re: Characters and monsters
Post by: Anastasia on July 21, 2020, 11:36:53 AM
Zanimoth, Hidden Lord of Wealth

Fluff:
Spoiler: ShowHide


Zanimoth
Hidden Lord of Wealth
Archomental
Symbol: A single gold coin on a black field
Home Plane: The Elemental Plane of Earth
Alignment: Neutral
Portfolio: Wealth, hidden caves, buried treasure, lost places
Worshipers: Earth elementals, rogues, treasure hunters, miners, explorers
Cleric Alignments: CN, LN, N
Domains: Cavern, Earth, Wealth
Favored Weapon: Treasure Reach (Scythe)



Notes:
Spoiler: ShowHide


- Zanimoth has come up in B1, B3 and B6. He's a minor archomental who oversees treasures hidden in the ground. He has some overlap with Dumathoin but the two largely manage to stay out of each other's way. For personal reasons neither's interested in pushing a fight here in a borderline case.
- Zanimoth is a more powerful than his relative rank would suggest. He hasn't lost power, he's an outlier. That and his build is basically melee so he's not cracking the power level sweepstakes here. Relatedly, unlike most powers that don't get into what they can draw on, this provides a default set of powerful equipment he uses if he feels the need. It's not included in the stat block's totals, so check his gear for more information.
- Zanimoth has a small set of substitution levels. Odds are they're unique to him and perhaps one or two of his personal minions. It's not a very interesting set, just something that works for a niche situation.
- Speaking of his substitution levels, I let him substitute improved mettle for improved evasion for divine rogue. It's the same defensive idea so I gave him a pass on it rather than designing something custom to fit it.
- Anyway, Zanimoth is fairly straight forward mechanically. He's good at what he does for his level but that's about it. Rogue and Legendary Dreadnought does make an amusing combination, though.
- Zanimoth is obscure enough that you could put him in bonus boss territory and he'd fit.



Elder Earth Elemental 38//Rogue 21/Legendary Dreadnought 17

Size/Type: Huge Elemental (Earth)
Divine Rank: 3
Hit Dice: 21d8+17d12+608+38+152 (1170 hp)
Initiative: +8
Speed: 100ft, burrow 120ft, fly 240ft (perfect)
Armor Class: 66 (-2 size, +5 dex, +30 natural, +7 deflection, +16 con)
Base Attack/CMB/CMD: +36/+58/96
Attack: Treasure Reach+63 (6d12+38 plus 14d6 sneak attack plus 2 str damage plus possible magic item destruction plus 12d6 on crit 19-20 x7)
Full Attack: Treasure Reach+63/+58/+53/+48 (6d12+38 plus 14d6 sneak attack plus 2 str damage plus possible magic item destruction plus 12d6 on crit 19-20 x7)
Space/Reach: 15ft/15ft
Special Attacks: Earth mastery, push, sneak attack+14d6, crippling strike, unstoppable 8/day, divine blast 10/day(10d12), channel earth 10/day(10d6; DC 26).
Special Qualities: Damage reduction 35/-, spell resistance 53, immunity to electricity and fire, improved mettle, darkvision 120ft, divine traits, earth glide, evolved, penetrating strike, uncanny dodge, defensive roll, unmovable 8/day, tremorsense 30ft, stonecunning.
Saves: Fort +44, Ref +27, Will +38
Abilities: Str 50, Dex 21, Con 42, Int 26, Wis 24, Cha 24
Skills: Appraise+55, Balance+49, Bluff+51, Concentration+60, Diplomacy+51, Disguise+51, Hide+49, Intimidate+51, Knowledge(Arcana)+52, Knowledge(Dungeoneering)+52, Knowledge(Local: Earth)+52, Knowledge(Nature)+52, Knowledge(Planes)+52, Listen+51, Move Silently+49, Spot+51, Use Magic Device+51
Feats: Skill Focus(Appraise)(B), Power Attack(1), Toughness(3), Improved Bull Rush(6), Endurance(9), Steadfast Determination(12), Darkstalker(15), Improved Critical(Scythe)(18), Weapon Focus(Scythe)(R19)
Epic Feats: Improved Sneak Attackx3(B), Lingering Damage(B), Sneak Attack Of Opportunity(B), Trap Sense(B), Great Ability(Constitution)(21), Overwhelming Critical(24), Force Breaker(LD5), Devastating Critical(27), Epic Bull Rush(30), Epic Toughness(LD10), Epic Toughness(33), Great Ability(Strength)(36), Great Ability(Strength)(LD15)
Salient Divine Abilities: Alter Form, Alter Size, Divine Blast, Divine Earth Mastery, Divine Rogue, Divine Shield, Divine Sneak Attack
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Evolved (Ex)

Zanimoth's earth elemental hit dice provide good base attack bonus progression, equivalent to a fighter or barbarian.

Earth Mastery (Ex)

Zanimoth gains a +4 bonus on attack and damage rolls if both he and his foe are touching the ground.

Push (Ex)

Zanimoth can start a bull rush maneuver without provoking an attack of opportunity. The bonus from Earth Mastery applies to bull rushes.

Earth Glide (Ex)

Zanimoth can glide through earth, stone, dirt or any other similar material as easily as a fish swims through water. He leaves behind no tunnel nor any other signs of his presence.



Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-alarm, antipathy, darkness, detect scrying, detect secret doors, earthquake, elemental swarm (earth only), find the path, forbiddance, glyph of warding, greater teleport, imprisonment, iron body, magic stone, maw of stone, meld into stone, mind blank, obscure object, passwall, secret chest, secure shelter, sequester, soften earth and stone, spike stones, stoneskin, stone shape, wall of stone, Caster level 38th. The save DCs are 30 + spell level.

Alter Reality (Su)

Zanimoth 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. Zanimoth can use limited wish when doing so could help him promote wealth, caverns and hidden treasure. Note that in the situation where Zanimoth 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:

Cavern: Gain stonecunning.
Earth: Channel earth to heal earth creatures and harm air creatures.
Wealth: Grants Skill Focus(Appraise) as a bonus feat.

Divine Aura (Ex)

The save DC against Zanimoth's divine aura is 20 and the radius is 30ft.

Immunities: Zanimothis 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.

Checks: Zanimoth gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Zanimoth does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Zanimoth can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within one mile of himself per divine rank.

Remote Communication: As a standard action, Zanimoth can speak to any of his own worshipers, and to anyone within one mile per rank away from a site dedicated to him, or within one mile per rank away from a statue or other likeness of him. The creature being contacted can receive a telepathic message that only it can hear. Alternately, his voice can be heard as a faraway echo. In this case, anyone within earshot of the sound can hear it.

Create Items: Zanimoth can create any wondrous item with power related to wealth or the earth; the maximum is 4,500 gold.

Portfolio Sense: Zanimoth is aware of any act of hidden treasure or wealth that involves 1,000 or more people.



Gear:
Spoiler: ShowHide


Treasure Reach

Little is known of Treasure Reach, save that it is a scythe made completely on earthbone steel. As the Hidden Lord hides things, it is said he has hidden the truth of this weapon as well.

Treasure Reach is a huge earthbone steel scythe+8 that deals a base of 6d12 damage. It benefits from earthbone steel's bonuses as if it were a bludgeoning weapon, in spite of being a slashing weapon. How this is done is not known, save that Ogremoch is personally interested in this knowledge and seeks it. It additionally benefits from the improved design (x3) and improved critical epic skill usages of Craft (Weaponsmithing).

The most remarkable power of Treasure Reach is that any creature struck by it must succeed on a DC 50 Will save. Failure results in one of the creature's worn magical items (chosen randomly) to disintegrate and for gold and platinum coins equal to the value of the item to appear around the creature. Artifacts are not subject to this effect, but epic magic items are. The wielder of Treasure Reach can suppress this ability at will.

Beyond Treasure Reach, Zanimoth has a great deal of equipment to draw on. Unlike many powers, he uses it should he commit to battle. He focuses on increases to his defenses, particularly armor class. His typical baseline array of items are bracers of armor+12 or earthbone steel mountain plate+9, heavy fortification that grants fast healing 10, an animated heavy adamantine shield+6 that grants resistance 50 to all five elements, a gold and diamond talisman that grants a +8 competence bonus to saving throws and finally a ring of wishes with 5 wishes per day. These items are not included in the stat block above.



Custom Material: [spoiler]

Normally I'd pretty these up, but this set is so incredibly obscure that I'm not going to bother. If I decide to post it in homebrew, I'll  format it then.

2nd: Lose evasion, gain mettle.
8th: Lose improved uncanny dodge, gain earth's strength. (con to AC)
10th: Lose special ability, gain improved mettle.
Title: Re: Characters and monsters
Post by: Anastasia on May 11, 2021, 12:53:36 AM
Becklee

Fluff:
Spoiler: ShowHide


In Creation, there are those who should have died but did not. Those who survive by some form of cosmic caprice, eldritch and rare events enough to allow survival when otherwise impossible. Flukes, in other words. Usually this is of no great concern. Becklee is an exception to that rule, a fluke who survived a forbidden ceremony said to originate from the Far Realm. A victim who became far more after a great trauma.

Little is known of the Eulan Ritual that empowered Becklee, for all knowledge of it was wiped from Creation by unknown means. All that is known is that Becklee survived, gained power and has wandered Creation every since. A force powerful enough to change the course of wars and history, she rarely lingers to attract attention.

Cheerful in spite of everything and focused on coin and profit, Becklee is ultimately a leftover who does not fit in anywhere in Creation.



Notes:
Spoiler: ShowHide


- Becklee is primarily a mechanics exercise for Dana. She needed someone to draw powers from so why not use that for some world building?  All those named spells are great hooks for world building, after all.

- If you look at some of the things the Eulan Ritual grants, you can tell that's definitely not something that lines up with the normal parameters of Creation. The biggest tell is eternal youth for a mortal, but there's a couple of other signs something's awry.

- As far as mechanics go, Becklee stays mobile and airborne. She prefers to blast with heavily augmented psionics such as lifedraw and saves melee for more serious or resistant opponents. She layers psionic defenses in any serious fight and will take as much of a penalty with combat expertise as she can get away with. She's a defensive fighter and never forgets that. However, she also understands sometimes the best defense is a good offense.

- Becklee's psionics are incomplete. I don't do many custom epic psionics so I did a bunch and called it good. If that changes enough to fill her list (besides Dana's offerings), I'll update that then.

- She may or may not have a private demiplane with enough wealth to make Tiamat blush.



Psychic Warrior 56//Fighter 10/Warrior of the Mind 10/Horizon Walker 36

Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+46d8+672+56+56+784 (2037 hp)
Initiative: +12
Speed: 40ft, swim 20ft, fly 510ft (perfect)
Armor Class: 98 (+8 dex, +24 armor, +28 natural, +20 int, +1 dodge, +7 insight)
Base Attack/CMB/CMD: +56/+66/129
Attack: Great Khan's Saber+99 (4d6+44 and x4 vs air 18-20 x2)(+16 hit/damage on terrain masteries)
Full Attack: Great Khan's Saber+99/+94/+89/+84 (4d6+44 and x4 vs air 18-20 x2)(+16 hit/damage on terrain masteries)
Space/Reach: 5ft/5ft
Special Attacks: Psionics, terrain bonus+16.
Special Qualities: Ascended, resistance to cold and fire 30, fast healing 2, mind over matter (0% PP), physical mastery+4, matter over mind (immediate action), physical rejuvenation, mental rejuvenation, terrain mastery (aquatic, forest, hills, marsh, plains, fiery, cold, aligned, positive, negative), power resistance 66.
Saves: Fort +65, Ref +53, Will +62
Abilities: Str 30, Dex 27, Con 34, Int 51, Wis 28, Cha 30
Skills: Autohypnosis+88, Balance+91, Bluff+89, Concentration+95, Diplomacy+89, Hide+91, Jump+93, Knowledge(All)+99, Listen+88, Move Silently+91, Psicraft+99, Ride+91, Search+99, Sense Motive+88, Spot+88, Survival+88, Swim+101, Tumble+91
Feats: Apt Learner(K:G and K:P)(1), Weapon Focus(Great Scimitar)(F1), Power Attack(H), Toughness(PW1), Combat Reflexes(F2), Dodge(PW2), Rapid Metabolism(3), Weapon Specialization(Great Scimitar)(F4), Heavy Armor Optimization(PW5), Endurance(6), Whirlwind Attack(F6), Greater Heavy Armor Optimization(F8), Deflective Armor(PW8), Mind Over Body(9), Melee Weapon Mastery(Slashing)(F10), Combat Expertise(PW11), Overchannel(12), Improved Combat Expertise(PW14), Psionic Body(W4), Quicken Power(15), Maximize Power(PW17), Unconditional Power(18), Psionic Meditation(PW20)
Epic Feats: Epic Manifesting(21), Automatic Metapsionics(Quicken)(PW23), Automatic Metapsionics(Quicken)(24), Automatic Metapsionics(Quicken)(PW26), Automatic Metapsionics(Quicken)(27), Automatic Metapsionics(Quicken)(PW29), Automatic Metapsionics(Maximize)(30), Automatic Metapsionics(Maximize)(PW32), Automatic Metapsionics(Maximize)(33), Improved Terrain Bonus(HW13), Automatic Metapsionics(Maximize)(PW35), Automatic Metapsionics(Maximize)(36), Improved Terrain Bonus(HW16), Epic Toughness(PW38), Epic Heavy Armor Optimization(39), Improved Terrain Bonus(HW19), Epic Toughness(PW41), Dire Charge(42),Improved Terrain Bonus(HW22), Epic Toughness(PW44), Great Ability(Intelligence)(45), Improved Terrain Bonus(HW25), Epic Toughness(PW47), Great Ability(Intelligence)(48), Improved Terrain Bonus(HW28), Epic Toughness(PW50), Great Ability(Intelligence)(51), Improved Terrain Bonus(HW31), Epic Toughness(PW53), Great Ability(Intelligence)(54), Improved Terrain Bonus(HW34), Epic Toughness(PW56)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Ascended (Ex)

Becklee is the only known victim and survivor of the Eulan Ritual before all knowledge of it was scourged from Creation. While she did not gain the full benefits of this ritual, she nonetheless gained powers far beyond that of an ordinary mortal.

- Maximum hit points per hit die.
- Eternal youth. Becklee is always in her physical prime and never ages. She is immune to effects that would age her. Becklee may be slain, but she does not die until she reaches negative hit points equal to her Intelligence score times five.
- Perfect memory. Becklee has a eidetic memory and never forgets anything she's seen. Her mind is able to withstand and handle vast amounts of information, including billions of years of memories. She can remember harmful things, such as cursed images, safely.
- Substance. Becklee does not need to eat, drink or breathe.
- Flight. Becklee may fly with a fly speed equal to her Intelligence score * 10 and with perfect maneuverability.
- Becklee may use her Intelligence modifier in place of her Wisdom or Charisma modifier for any spellcasting, manifesting or other spell-like powers she has.
- A bonus equal to her Intelligence score to attack rolls, weapon damage rolls, skill checks and saving throws.
- A natural armor bonus to armor class of +28.
- +12 enhancement bonus to all ability scores.


Psychic Warrior powers:
Spoiler: ShowHide


Becklee manifests as a 56th level psychic warrior (+3 if overchanneled). The save DCs are 30 + power level. All of Becklee's 1-15th level powers are automatically quickened and maximized. Becklee's metapsionic option is Unconditional Power (+8 pp).

Power Points: 1711

[1 pp]1: Defensive PrecognitionA, Offensive PrescienceA, VigorA.
[3 pp]2: Body AdjustmentA, Dimension SwapA, Strength of My EnemyA.
[5 pp]3: Breath BarrierA, Dimension SlideA, Greater Concealing Amorpha.
[7 pp]4: Energy AdaptationA, Psionic Freedom of Movement, Steadfast Perception.
[9 pp]5: CatapsiA, Empower Weapon, Perfect RiposteA
[11 pp]6: Breath of the Black DragonA, Form of DoomA, Inconstant LocationA, Personal Mind Blank, Stygian TouchA 
7: 2
8: 2
9: 2
10: Becklee's Brilliant BlastHome 1
11: Becklee's Exasperated RevengeHome, A 1
12: Becklee's Psychic ShellHome, Worldstep
13: Body PsicanaHome, A, 1
14: Becklee's Supernatural WardHome 1
15: LifedrawHome, A 1



Warrior Of The Mind powers:
Spoiler: ShowHide


Mind Over Matter (Su)

A warrior of the mind is trained in the use of various mental tricks and minor psionic flares to defend themselves, and you have studied those lessons well. You gain a bonus to armor class equal to your Intelligence modifier.

Should your power points drop to less than 50% of your maximum, you lose this bonus until you recover sufficient power points to put you above 50% of your maximum power points. At 5th level this limitation is overcome and you have this bonus regardless of your total power points.

Physical Mastery (Su)

Your mind and body work in unison, which allows you to master physical pursuits above your the limits of your body. You gain a +2 bonus to all Strength, Dexterity and Constitution checks and skill checks. This bonus increases by 2 to +4 at 7th level.

If you choose to expend your psionic focus, you may double this bonus to any one check or skill check.

Matter Over Mind (Su)

Your mind's power is vast, and intimately connected to your physical body. You have learned to mix the two, and in this you can use your mind to save your body. As a swift action you may expend power points. You heal hit points equal to double the power points spent this way.

At 8th level you may instead use this ability as an immediate action.

Psioinic Body

At 4th level you gain psionic body as a bonus feat. If you already have this feat, you may choose another.

Physical Rejuvenation (Su)

So long as your power points are at their maximum, the excess restores your body's vitality. Whenever you are at your maximum power points, you gain fast healing 2.

Mental Rejuvenation (Su)

At the apex of your power, your body's good health feeds the power of your mind. So long as you're at maximum hit points, you recover 1 power point per minute.

Should you suffer any ability score damage, ability score drain or a wound that cannot heal (such as vile damage), this ability is inactive, even if you have maximum hit points otherwise.



Gear:
Spoiler: ShowHide


Great Khan's Saber

This huge saber is said to have once been wielded by an ancient Khan of the Dao. The truth is unknown, but any creature of Air who comes across it would speak of its power, but none who have tasted this blade have survived.

Great Khan's Saber is an adamantine great scimitar+10. It deals a base of 4d6 damage and has triple the hardness and hit points of a normal adamantine weapon. If shattered or destroyed, this blade reforms in 1d4 rounds. If on Earth, it reforms instantly. Most importantly, any creature with the air subtype or any native of Air suffers quadruple damage from this sword.

Mindscale Cloak

This deep brown cloak comes with a hood and obscures the entire body when clasped, but is loose and can easily billow up to provide easy movement for the wearer. Regardless, so long as it is worn, clasped or not, it grants a +20 armor bonus to armor class. Whenever the hood is up and worn, the wearer's face cannot be identified or seen short of a true seeing spell that succeeds on a DC 50 caster level check, plus the wearer gains the benefits of a mind blank spell (caster level 50th).

Unlike most unusual forms of armor, this cloak counts as any type of armor needed for the sake of feats.

Mydalinas

This belt has 50 pouches and looks over cluttered and uninteresting. However, each pouch can open up to 10ft by 10ft by 10ft wide to accept objects and can hold up to 25,000 pounds of objects. The pouches cannot be torn or forced open, and can only be opened by the wearer of the belt. Mydalinas sticks to the wearer's body and requires a DC 50 Strength check to remove except for the wearer, who can remove it without difficulty. It only takes a swift action to remove any object from a pouch.

Becklee usually keeps a variety of treasures within her belt.


Custom Material:
Spoiler: ShowHide


Becklee's Brilliant Blast
Psychometabolism
Level: Psychic warrior 10
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 21

This power creates a massive cone of raw force that deals 21d6 points of damage. This power damages any unattended objects within it, including walls. This power can burrow up to 20ft into solid walls, stone and other such things. Creatures and objects protected by more than 20ft of a wall or similar object do not take any damage from this power.

Augment

For every additional power point you spend, this power's damage increases by 1d6.


Becklee's Psychic Shell
Psychokinesis
Level: Psychic warrior 12
Display: Visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 27

This power surrounds you in a pale blue shell of psychic energy. This grants you a +14 armor bonus to armor class and a +7 insight bonus to armor class. Additionally this shell protects you from the following conditions: ability damage, ability drain, dazed, deafened, exhausted, fatigued, nauseated, petrified, sickened and stunned.

Becklee's Exasperated Revenge
Psychometabolism [Force]
Level: Psychic warrior 11
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 24

When you manifest this power, a barely visible red aura of ectoplasm surrounds you. Should you be reduced to zero or less hit points while under the effects of this power by a creature, this creature immediately suffers 24d6 points of force damage and you heal hit points equal to the damage dealt. This healing can save you from death, and if the hit points recovered leave you in negative hit points but still alive, you are automatically disabled instead of dying or stable.

This power unerringly seeks the source of damage. A ranged attack or spell does not fool it and it strikes at the creature the attack originated from. This power cannot strike beyond planar boundaries, except for ethereal creatures, but can strike the creature over any distance, so long as they are on the same plane.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

Becklee's Supernatural Ward
Telepathy [Mind-Affecting]
Level: Psychic warrior 14
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 day/level
Power Points: 33

Becklee's supernatural ward grants the benefits of a psionic mind blank power as well as power resistance equal to your manifester level + 10.

Body Psicana
Psychometabolism
Level: Psychic warrior 13
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 30

The manifestation of this power fills your body with psychic energies that manipulate the space around you. This manipulation of space grants you a 50% miss chance against any attack that targets you (but not area attacks), as well as a +6 deflection bonus to armor class. Additionally, due to this distorted space, your reach increases by 10ft and your movement speed by 30ft.

Augment

If you spend 4 additional power points, the deflection bonus to armor class increases by 1.

Lifedraw
Psychometabolism
Level: Psychic warrior 15
Display: Visual
Manifesting Time: 1 standard action
Range: 300ft
Targets: 1 living creature/level
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 36

A burst of energy drains life from all the targets, which deals 36d6 points of damage to all targets. You heal the total damage done, with any excess gained as temporary hit points up to double your maximum hit points, and with any further excess lost. A successful Fortitude save halves the damage.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

Worldstep
Psychoportation (Teleportation)
Level: Psychic warrior 12
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 27

With a sound that resembles shattering glass, this power allows you to teleport. As a move action you may teleport anywhere you wish. Should this be on the same plane, this functions as greater teleport. Should it instead be on another plane, this functions as greater plane shift.
Title: Re: Characters and monsters
Post by: Anastasia on May 15, 2021, 12:10:28 PM
Prismasaurus

Fluff:
Spoiler: ShowHide


As the Lord of Colors and an artist, Renbuu experiments in many ways to create art. One such example is the prismasaurus, an effort to concentrate the beauty of the rainbow into a living creature. He succeeded all too well in that, so much so that the one viewing of them resulted in over 80% fatalities to the audience. An unfortunate setback, one that caused Renbuu to banish all the prismasauruses he created across Limbo.

Since that time, prismasauruses have managed to survive and prosper in remote corners of Limbo. While dangerous and deadly, Limbo by its base nature is both of those. Another strange thing there hardly warrants concern or attention. However, a prismasaurus that stumbles to another plane is a deadly threat due to contagious colors. Ones who do so seldom last long, and those that do thrive because no one is left in the area or kingdom to attack them.

Make no mistake, a prismasaurus is a disaster that can wipe out a city or even a kingdom. The mere sight of one can start a chain reaction that claims hundreds or thousands of lives. Despite this the beasts have no malice, and are unintelligent enough to struggle to comprehend the danger they possess to other creatures.


Notes:
Spoiler: ShowHide


- The prismasaurus is an ELH monster. While not as deep as some of my other rewrites of ELH monsters, there's only so much to do with this concept. There's no real flavor or depth to them in the ELH, so work up a backstory, an interesting power or two and call it good.

- Contagious colors is a nightmare to deal with. The only thing that checks it at all is that most lesser creatures die from the prismatic spray effect rather than spread it. Of course occasionally one is transported to another plane and causes an outbreak elsewhere, which presents its own problems. I wouldn't want to be one of the these, they're justifiably hunted down whenever there's sufficient power and opportunity to do so. The mere sight of one is a potential disaster.

- The breath weapon isn't quite a prismatic spray, but certainly has its own randomness to it.



Size/Type: Huge Magical Beast
Hit Dice: 35d10+385+35+70 (840 hp)
Initiative: +4
Speed: 80ft, fly 240ft (good)
Armor Class: 63 (-2 size, +4 dex, +42 natural, +9 deflection)(50% miss chance)
Base Attack/CMB/CMD: +35/+51/74
Attack: Bite+48 (6d10+21 19-20 x2)
Full Attack: Bite+48 (6d10+21 19-20 x2)
Space/Reach: 15ft/15ft
Special Attacks: Contagious colors, breath weapon.
Special Qualities: Damage reduction 20/adamantine and epic, resistance to acid, cold, electricity and fire 50, immunity to sonic, spell resistance 46, prismatic shell.
Saves: Fort +28, Ref +25, Will +19
Abilities: Str 39, Dex 19, Con 33, Int 7, Wis 19, Cha 29
Skills: Hide+42, Listen+42, Move Silently+42, Spot+42
Feats: Weapon Focus(Bite)(1), Toughness(3), Ability Focus(Contagious Colors)(6), Ability Focus(Breath Weapon)(9), Improved Critical(Bite)(12), Power Attack(15), Flyby Attack(18)
Epic Feats: Epic Toughness(21), Epic Ability Focus(Contagious Colors)(24), Epic Ability Focus(Breath Weapon)(27), Epic Will(30), Epic Reflexes(33)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Contagious Colors (Su)

Any creature that beholds a prismasaurus is in grave danger from its prismatic beauty. Any creature within 300ft that sees the prismasaurus is affected as if by a prismatic spray (DC 50), this repeats each round the creature sees the prismasaurus.

However, the greatest danger is only realized after the prismasaurus is no longer seen. For every round a creature saw the prismasaurus, for one hour after the creature glitters and sparkles with prismatic light. They are infected with the prismatic nature of the prismasaurus and threaten others who see them. Any other creature within 300ft who sees an infected creature is treated as if they saw the prismasaurus. These creatures become infected once they no longer see the infected creature and can spread this infection further. This infection has no limit to how far it can spread, and other creatures infected can continue to infect creatures that are already infected, which increases the duration of infection. However, a creature slain or petrified (either by contagious colors or something else) is no longer infected or able to infect others.

Despite the fact it is called an infection, contagious colors is not a disease and immunity to disease does not protect against it.

The save DC is Charisma based and includes a +8 racial bonus.

Prismatic Shell (Ex)

The shell of the prismasaurus generates a powerful field around it, one that deflects attacks and makes accurate attacks against it impossible. This grants a deflection bonus to armor class equal to the prismasaurus' Charisma modifier, as well as a 50% miss chance against all attacks.

Breath Weapon (Su)

200ft cone of prismatic crystal shards; 1d2 rounds recharge; 35d12 damage; DC 50 Reflex halves. The type of damage this breath weapon deals depends on the color of the shards breathed out, something which the prismasaurus has no control over. Roll a d6 to determine the damage type. Should the damage type be piercing, damage reduction applies.

1: Fire
2: Cold
3: Electricity
4: Acid
5: Sonic
6: Piercing

The save DC is Constitution based and includes a +6 racial bonus.


Gear:
Spoiler: ShowHide


A prismasaurus uses no gear and carries no treasure. However, its shell is worth a considerable amount. A fully intact and undamaged prismasaurus shell is worth approximately 150,000 gold, and shards range in price from several hundred gold to several thousand gold.