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Random DM nagging.

Started by Anastasia, August 06, 2011, 10:56:41 AM

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Anastasia

#2295
More or less. I was waiting to see how you guys would split up and react to such a haul. I was hoping you'd do it as soon as you hit epic, but unfortunately with the timing as it was...

Ah well. What can you do?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

I still intend to post a few more things over the next few weeks, but prep for the new games has been consuming me. Y'all, is there anyone or anything you'd particularly like to know more about?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Doing this in nuggets. Mmm, nuggets.

NPC ratings

Adrian: 7/10

Adrian played for small stakes. He was a follower in place of a leader, a man dealing with simple personality problems and a growing romantic relationship and having to grow into them. He wasn't a grand hero at heart, but an everyman trying to get by. I enjoyed playing his mildly autistic tendencies as a low charisma score. He did what I wanted - be a presence while allowing all of you to outshine him.

Annalise: 5/10

I don't really know how to rate Annalise. She was played to the hilt and always RPed well, got her hooks into the party and became a valued part of the game. On the other hand, her last stretch of scenes lead to an unhappy resolution for Jaela and her own demise. I've gone over her before so I'm just gonna say I have mixed feelings and leave it at that.

Elrisa: 5.5/10

Elrisa did what I wanted when she showed up, but then she died in her first combat action. Whoops! I liked the way she was going and feel she could've worked out well, but alas. She at least spurred development in Misalea.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Using this as an announcement box until new games are finalized. Deal. I may still post a few more B3 fragments, but I haven't felt the urge. Prepping multiple games is to blame.

Upcoming things:

The next week and a half: Buffygame. Should be fun or a trainwreck. Should be over by New Year's.
Christmas to early January: FF game setup. Not sure exactly when in January this will get rolling.
Early January: Desolation day game, probably a few sessions and one or maybe two other minigames. Should run until about midmonth. Ish.
Early January?: B3 Coda. In other words, Yuth wants to play around with that dragon shapeshifting PrC. He'd been waiting forever and the game ended literally as he got it. Fair enough, I'll give him a chance to mess around with it. This'll be a single player game during the evenings at whatever pace Yuth and I want. Shouldn't be too terribly long.
Mid/Late January: B4 setup. Tentative.

Ideally I should have a fully stabilized schedule by the first of February.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#2299
As you all know now, I'm planning to run B4 as a B1 continuation. So I'm using this as a news/notes place for it on occasion too. Deal.

1. As of now, Antenora, Latha, Jessica, Syala, Amaryl(plus Yoshi) and Donald are done. Oberuth will have plot significance and will be done next. Is there anyone else who you want to get the full treatment? I'm getting ahead of myself, but the extra prep time makes my life easier.
2. Jessica ended up stronger than anticipated and Amaryl a little bit behind, so I'm giving Amaryl a few tweaks up. One will involve partial access to one domain, likely the Celerity Domain. Cor suggested it and it looks fine, but I haven't deeply examined it yet.
3. If either of you wants Ebony/Kascha around full time, let me know so I can sheet convert and you can work something out. For the sake of diplomacy I'd recommend just replacing them with another competent servant of the same rough power level. This can be someone new and they don't need stats, or it can be an old name. Whatever. Don't use a core character for it, as the games -are- separate. They'll still be 10+ levels behind, so they won't be much use in combat.
4. The Glory Domain has been houseruled to fit with variant turning: +2 to turn undead's DC and +1d6 to the turning dice. Glory is one of Seira's domains, but it's also a problematic one since Seira doesn't get turn undead. Cor, will your build have turn undead or anything like that? We'll work something out there.
5. The house rules topic has been trimmed down. B2/B3 rulings that won't come up have be snipped, as have rules that don't matter for divine play. Custom Material will get the same treatment, as well as a table of contents. Any material being brought over is being reviewed and tweaked if desired. Material that isn't brought over is still available if it comes up or is desired. In that case it will be brought over then.
6. Speaking of custom material, here's some I've made already. This is for your inspiration and edification. Anything posted here is not final and may be tweaked later.

[spoiler]

Latha's getting into metamagic.

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.

Yeah, sunmantle's right up her alley. No lie.

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.

Amaryl's up to using magic to boost her to hit. Surprise=zero.

Amaryl's Greater Arrow Mind
Divination
Level: Sor/wiz 5, ranger 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell provides the same benefits as Arrow Mind. In addition, you gain an insight bonus to ranged attack rolls equal to your caster level divided by 4 (maximum +5 at caster level 20th). When you make a full attack action (including a full attack with the rapid shot feat), you gain an extra attack, as if hasted. These bonuses only apply to ranged attacks from the bow that serves as the focus to this spell.

Focus

A bow that you hold.

Syala prefers not to yell HOME RUN or FORE when this spell connects, but it's hard to resist.

Wrath of the Elder Treant
Evocation
Level: Drd 12
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell materializes the wrath of the natural world in the form of a titanic treant, which promptly strikes the target with a crushing swing of its huge limbs. This is a melee attack against the target, with a bonus equal to the 10+caster level of the spellcaster+wisdom modifier. A successful hit deals 1d10 points of bludgeoning damage per caster level, to a maximum of 35d10. For each 10 points of damage inflicted, the target is knocked back 10ft. If there is sufficient free space to move the full distance, the target lands prone there. If there is an obstacle in the way, the target hits it and both take 1d6 points of damage per 10ft of movement stopped. The target is knocked prone after this movement, while the obstacle is knocked over and prone if possible (such as being another creature or loosely attended object).

This spell may be cast even if there is not space for a titanic treant to appear, as that is merely a visual representation of nature's wrath and will shrink down if there is not enough room for it. This has no effect on the spell otherwise.

<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Revised and updated since minigames are dead in the water. B4's going to move a bit faster since no minigames, but I do still want some time off.

Upcoming things:

Christmas to early January: FF game setup. Not sure exactly when in January this will get rolling.
Early January?: B3 Coda. In other words, Yuth wants to play around with that dragon shapeshifting PrC. He'd been waiting forever and the game ended literally as he got it. Fair enough, I'll give him a chance to mess around with it. This'll be a single player game during the evenings at whatever pace Yuth and I want. Shouldn't be too terribly long.
Mid January: B4 setup. Tentative.

Ideally I should have a fully stabilized schedule by the first of February.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

I'm keeping busy.

- This stat block uses the BoED one as a base. Several of his powers come from that or the Emissary of Barachiel prestige class, only scaled up to fit his station.
- In the Eastern Orthodoxy, Barachiel is an archangel often depicted with a white rose held to his chest. The name of his weapon is a direct nod to that.
- Knight was chosen by elimination. Sealtiel has fighter and defender for classes, while Raziel handles paladin. This left Barachiel rather adrift and I chose not to use Marshal (as to make him less samey compared to Bel and other well known warlords). Knight isn't the best class, but with innate full cleric casting it's not a big deal. It gives him some useful options, even if I blatantly cheated with his code.
- I made a few custom spells for him, as I intend to do 2-4 for each member of the Hebdomad. They all get cleric casting, so there's no point in doing it all at once. His domain spells past 9th level are basically a handwave.
- Next up is Domiel, who is rank 7 and racial HD 44 (probably one of the m-devas, need to look up which)//rogue 44 with possibly a small paladin dip and one of the paladin/rogue prestige classes. There's a reason it's called Slayer of Domiel.


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

Trumpet Archon 42//Knight 42

Size/Type: Large Outsider (Archon, Good, Lawful)
Divine Rank: 7
Hit Dice: 42d12+672+42+84 (1302 hp)
Initiative: +28
Speed: 80ft, fly 240ft (perfect)
Armor Class: 85 (-1 size, +7 divine, +23 natural, +13 deflection, +12 shield, +21 armor)(50% miss chance)
Base Attack/CMB/CMD: +42/+58/95
Attack: White Rose+70 (2d6+30 plus plus 3d6 electricity (6d6 on crit) plus 7d6 electricity plus 4/+4d6 vs fiends 17-20 x2)
Full Attack: White Rose+70/+65/+60/+55 (2d6+30 plus plus 3d6 electricity (6d6 on crit) plus 7d6 electricity plus 4/+4d6 vs fiends 17-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Electrify blade, lightning stroke, spell-like abilities, spells, knight's challenge 34/day (fighting challenge+7, test of mettle, call to battle, daunting challenge, bond of loyalty, loyal beyond death), divine blast 16/day (20d12).
Special Qualities: Damage reduction 30/anarchic, epic, evil and silver, spell resistance 57, immunity to acid, cold, electricity, fire and petrification, fast healing 27, aura of menace, indelible imprint, magic circle against evil, summon archons, tongues, darkvision 120ft, divine traits, barachiel's code, shield block+5, bulwark of defense, armor mastery(medium, heavy), vigilant defender, improved shield ally, impetuous endurance, evasion(with shield only).
Saves: Fort +48, Ref +57, Will +47
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 Radiance, Divine Shield, Extra Energy Immunity(Cold), Extra Energy Immunity(Acid), Herald of Celestia, Improved Alter Size.
Alignment: Axiomatic Exalted

Racial powers:
Spoiler: ShowHide


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

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

Electrify Blade (Su)

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

Lightning Stroke (Su)

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

Aura of Menace (Su)

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

Indelible Imprint (Su)

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

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

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.

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.


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: Once per day as an immediate action, delay the effect of any spell on you for up to 10 rounds. This may be used after any saving throw the spell allows.

Divine Aura (Ex)

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

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

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

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

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

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

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

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


Knight powers:
Spoiler: ShowHide


Knight's Challenge

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

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

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

Fighting Challenge (Ex)

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

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

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

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

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

Test of Mettle (Ex)

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

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

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

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

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

Call to Battle (Ex)

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

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

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

Daunting Challenge (Ex)

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

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

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

Bond of Loyalty (Ex)

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

Loyal Beyond Death (Ex)

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

Barachiel's Code

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

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

Shield Block (Ex)

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

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

Bulwark of Defense (Ex)

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

Armor Mastery (Ex)

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

Vigilant Defender (Ex)

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

Shield Ally (Ex)

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

Improved Shield Ally (Ex)

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

Impetuous Endurance (Ex)

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


Gear:
Spoiler: ShowHide


White Rose

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

Holy Anointment

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

Valor's Trumpet

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

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


Custom Material: [spoiler]

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

HERALD OF CELESTIAL
Prerequisite: Herald Domain, member of the Hebdomad
Benefit: As the Herald of Celestia, Barachiel's words have the ability to support the righteous, undermine the wicked and convert evil. The save DC to resist any of these abilities is (DC 10 + 1/2 hd + cha modifier + divine rank; DC 51).
Herald's Call: Barachiel can emit a call of pure celestial glory, words that stir the spirit of all that hear them. Any creature within 70ft is affected. Lawful good creatures gain a +8 morale bonus on attack rolls, weapon damage rolls, skill and ability checks and saving throws. Neutral good or chaotic good creatures gain a +4 morale bonus to attack rolls and saving throws versus fear. Creatures that lawful neutral find themselves enthralled, doing nothing but listen to his words for as long as he speaks and for 7 rounds after he ceases (or until they are attacked or Barachiel makes an aggressive act towards them, such as an attack). Those of neutral and chaotic neutral alignment are enthralled as previous as well suffering a -4 penalty on ability checks, attack rolls, skill checks and saving throws. Creatures of any evil alignment are stunned for 7 rounds and suffer a -8 penalty to attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. Any negative effects allow a Will save to negate. The various penalties and bonuses last for 77 minutes unless noted otherwise. Using Herald's Call is a full round action and it may be used up to 7 times per day. This ability is mind-affecting and language dependent. Note that as a deity, Barachiel can communicate with any creature that has a language.
Message of Conversion: Barachiel is capable of offering a glimpse of heavenly glory and the chance for a creature to immediately choose to begin its redemption. As a full round action, Barachiel can show a different path to all non-good creatures within 70ft. These creatures are given the choice to accept this new path; if they choose to do so, they immediately become of good alignment. Those that accept are immediately tasked by Barachiel in how to atone for their past sins. While Barachiel can use this ability on the unwilling (a Will saving throw negates), he rarely does so, as he believes the unwilling will inevitably slide back into evil. As such, Barachiel usually waives any saving throw and allows the unwilling to resist uncontested. The tasks given by Barachiel are not light ones, but ones he believes the creature is able to accomplish. Barachiel is also capable of assigning another task if needed or if a previous task becomes impossible.

Burst of Glory
Evocation [Good]
Level: Clr 12, Glory 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft/2 levels); see text
Effect: Rays; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell sends Bolts of Glory at every creature within range of the spell. See the spell on page 35 of the Spell Compendium. You roll spell resistance and your attack roll once and apply it to all targets within range. The maximum damage for each bolt is raised, up to 30d12 versus natives of the Negative Energy Plane, evil outsiders and undead; 14d12 versus neutral outsiders and inhabitants of the Material Plane or Elemental plane; good outsiders and creatures native to the Positive Energy Plane still take no damage.

Burst of Glory sends bolts at all creatures within range, even allies and creatures that would not be affected by the bolt.

Thunderous Voice
Transmutation [Good]
Level: Brd 12, Clr 14, Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By calling on the Thunderous Voice, your voice becomes like the pounding roar of a thunderstorm. This fills your voice with overpowering terror, granting you a +40 competence bonus to intimidation checks. As a standard action while under the effects of this spell, you may intone a condemnation of any evil creatures within 100ft. This unleashes a lightning bolt from you to the creature. Treat this as a Lightning Bolt spell, except that it only affects the creature and deals 20d6 points of damage. Half of this damage is electricity damage and half is divine power and thus not subject to resistance or immunity to electricity.

Material Component

A rod of lightning and a tiny horn

Final Penance
Necromancy [Good]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 evil creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When Final Penance is cast, the target creature's life force is torn apart by raw holy judgment. This deals 1d8 points of damage per caster level, to a maximum of 40d8. Against evil outsiders, it instead deals 1d10 points of damage per caster level, to a maximum of 40d10. A Fortitude save is allowed to halve the damage. If the creature is slain by this spell, its life energy explodes out in all directions, laced with holy power. This life force extends in all direction 100ft, healing good creatures an amount equal to the damage the target took.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#2302
Keeping busy. Also, I wrote a lot of fluff for her rather than do her spells. Cor asked awhile back about non-divine, epic outsiders and characters. Here's a fully flushed out example. Be sure to read the flavor tab before the statblock.

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 form, 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 Dutchess 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.


Angel 42//Favored Soul 10/Silverstar 32

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/+48/64
Attack: Moonfire+50 ranged touch (20d6)
Full Attack: 2 moonfires+50 ranged touch (20d6)
Space/Reach: 10ft/10ft
Special Attacks: Moonfire, spells, turn undead 16/day (5d6; DC 29), moon's hand (+11, lightning blast), moonfire.
Special Qualities: Damage reduction 30/cold iron, epic and evil, spell resistance 54, 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, 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+57, 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), Rapture of the Prophet(SS25), Bonus Domain(Good)(36), Improved Alignment-Based Casting(Good)(SS28), Epic Toughness(39), Improved Metamagic(SS31), Epic Toughness(42)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities: Always active-detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. At will-continual flame, dispel magic, holy smite, invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day-blade barrier, flame strike, power word stun, waves of fatigue; 1/day-greater restoration, mass charm monster, moonfire, resurrection, waves of exhaustion. Caster level 42st. The save DCs are 24 + 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 AoOs with Moonfire when creatures come within her reach. When attacking, Moonfire has a range of 50ft and requires a ranged touch attack roll. A successful hit deals 20d6 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, she gains several benefits from Selune's empowerment. Her spell resistance rises by 20, her damage reduction becomes 60/axiomatic, cold iron, epic and evil, her regeneration rises to 100, she gains 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. Finally, during this time Phoebe is treated as having divine rank 1 for the sake of interacting with effects, including making rank checks.

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.

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 their 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.


Favored Soul powers:
Spoiler: ShowHide


Phoebe casts as a 42nd level favored soul with access to the Good domain and lunar spells.


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 the 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 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 mithal mace+5, holy and impact kept at the ready.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

I posted a quick sketch of Villisa awhile back. Now that I have time and leisure, I'm filling it out with all the trimmings. If you like the fluff and want to see more, say so. Feedback and comments are good.

Villisa, Guardian of Love.

Fluff:
Spoiler: ShowHide


Background

Villisa and her sisters are solars created from the tears of Sune, Goddess of Love. They are tasked with aiding her in overseeing all aspects of love. Villisa is one of the Stronghearted, an order of solars who see to the protection of love. Villisa's particular duties involve protecting loves of all sort, though she tends to protect traditional love while her sisters Debonah and Sapha see to relations between homosexual men and women, respectively. The three sisters are a blade for Sune for when battle must be joined, though none of the sisters relish combat and seek to avert bloodshed whenever possible.

Appearance

Villisa stands ten feet tall, a willowy woman of breath-taking beauty. She does not wear armor, wearing a dress of white silk resembling a bridal gown. Her hair is blonde, shining bright with a faintly metallic glint in the light. A length of red silk cord is curled around her right wrist. To mortals and lesser creatures, she seems hyper-real and captivating, drowning out everything else nearby. They notice her beauty, but her sense of presence overwhelms them. This invariably causes creatures to quickly fall in love with her. As such she prefers not to use her true form when dealing with mortals, as having them fall in love with her is usually not the love she wishes to kindle. Powerful mortals and outsiders are able to handle her without difficulty, though she is still a gorgeous woman in the full flower of womanhood.

Personality

Villisa is a cheerful, vivacious woman who embraces life. She is slow to anger and 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 trust and love each other with unreserved joy. It is a purely platonic love and woe to any who snidely suggest otherwise, as all three sisters find that suggestion highly offensive. Villisa has good relations with the rest of the Stronghearted, in particular with Esan, a gallant solar who oversees chivalry and related romantic concepts. Beyond the Stronghearted she has many ties in Brightwater, particularly in the quarters of Sune and Sharess. She has relatively few close friends outside of Brightwater, but is known to be welcome in the court of Chan, Princess of Elemental Good in Air. Villisa did a great service to Chan ages ago and Chan views her as a welcome guest to her court. For her part, Villisa takes the court by storm, reading the lines of love and creating several dramatic tangles of love in her time there.

Romantic entanglements are common for Villisa. She takes lovers whenever she desires but her relationships seldom last long. She has a recurring series of relationships with Esan. He forever seeks to woo his perfect princess, yet she 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 instead. Both of her sisters believe she hasn't met the right man or woman yet, something the lines of love support. This troubles Villisa, who routinely compensates by looking for new loves and new relationships in the hopes of finding that special person. These various unisons have resulted in a few children, the most notable being the solar Cresiel. Cresiel's father is the solar Romiel of Mount Celestial, whom he takes after rather than Villisa. As such, mother and son are not close. This is exasperated by the fact that Cresiel travels Creation as a holy crusader, serving the causes of righteousness.

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 offends Villisa mightily, as she feels her powers are for a higher purpose. While the Waukeenites would argue that making money for a good cause is a higher purpose, Villisa does not agree. She goes out of her way to avoid then whenever possible. Beyond them, Villisa has clashed several times with Sharrans. Shar's doctrine of bitterness is incompatible with the love Villisa represents. As such, Villisa feels inevitably drawn to oppose Shar whenever she crosses her path with her slaves. Yet the machinations of Shar are not Villisa's primary concern.

Loviatar holds a special place of persona enmity for Villisa. 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 laity. The roots of this rivalry go back eons. Villisa was captured by a powerful cleric of Loviatar, Ryxis. He took her to Loviatar's court, where Villisa was subject to soul shattering torments for a decade. Her mind and will broke under the torment. Yet before she could be converted into a Fallen, her sisters mounted a daring rescue. Villisa has since recovered and has accepted what happened to her. In the care of her loving friends and Goddess 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.


Solar 35//Paladin of Freedom 20 (Ruby Rose Knight)/Heartwarder 10/Divine Champion 5

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 22d10+13d8+385 (716 hp)
Initiative: +19
Speed: 50 ft, fly 150 ft (good)
Armor Class: 55 (-1 size, +12 dex, +21 natural, +1 dodge, +12 armor)
Base Attack/CMB/CMD: +35/+45/63
Attack: Villisa's Silk+54 (1d3+18 plus entangle)
Full Attack:Villisa's Silk+54 (1d3+18 plus entangle)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, inspire love, spells, smite evil 7/day, turn undead 16/day (DC 31; 8d6)
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, lines of love, aura of good, detect evil, lay on hands(260 hp), divine grace, aura of resolve, enduring personality, special mount, heroism 5/week, heroic rapture, heart of passion, lips of rapture, voice of a siren, tears of evergold, lay on hands(DC version; 65 hp), imbue with spell ability, divine wrath.
Saves: Fort +41, Ref +41, Will +42  (+4 vs poison, +4 resistance vs evil, +2 sacred vs divine magic, outsider SLAs and SUs)
Abilities: Str 28, Dex 32, Con 32, Int 28, Wis 34, Cha 37
Skills: 38+ability modifier.
Feats: Words of Creation(B), Dodge(1), Mobility(3), Spell Focus(Enchantment)(6), Exotic Weapon Proficiency(Whip)(9), Divine Might(12), Weapon Focus(Whip)(15), Power Attack(18), Improved Initiative(21), Combat Reflexes(DC2), Combat Expertise(DC4)
Epic Feats: Epic Spell Capacity(24), Superior Initiative(27), Epic Skill Focus(Diplomacy)(30), Epic Skill Focus(Sense Motive)(33)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Regeneration (Ex)

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

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will-aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion; 1/day—greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 35nd, DC 23+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 33rd level cleric with access to the Chaos, Charm, Good, Protection and Pleasure domains.

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 44 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.

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 circumstances call for it.

The save DC is Charisma based and includes a +4 racial bonus.


Paladin of Freedom powers:
Spoiler: ShowHide


Villisa casts as a 20th level paladin.

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.

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. 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 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.

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: ShowHide


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. 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+10, 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.

Bridal Gown

This beautiful white gown is enchanted to protect Villisa, granting her a +12 armor bonus to armor class.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Sister two of three. I'm going to finish up Sapha then go back to Domiel. I figure I'll rotate in a few non-divine entities of various power then do a member of the Hebdomad for the immediate future.

Debonah, Guardian of Love

Fluff:
Spoiler: ShowHide


Background

Debonah and her sisters are solars created from the tears of Sune, Goddess of Love. They are tasked with aiding her in overseeing all aspects of love. Villisa is one of the Stronghearted, an order of solars who see to the protection of love. Villisa's particular duties involve protecting loves of all sort, though she tends to protect homosexual male love while her sisters Villisa and Sapha see to relations between traditional love and homosexual women, respectively. The three sisters are a blade for Sune for when battle must be joined, though none of the sisters relish combat and seek to avert bloodshed whenever possible.

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. She carries a heart motif bow and arrow with her at all times. Her presence does not draw the natural love or burning desire that Villisa and Sapha inspire, but instead something akin to awe. Overwhelmed mortals do not fall in love with her, but instead find themselves enraptured by the artistry of her form.

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 much of her time as a shapechanged 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 trust and love each other with unreserved joy. It is a purely platonic love and woe to any who snidely suggest otherwise, as all three sisters find that suggestion highly offensive. Her relations with the other Stronghearted are cordial but distant, as Debonah prefers to make friends outside of 'work'. She is close friends with Herensugalarn, 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 Herensugalarn's natural tidal wave of warm good humor endearing. She is on good terms with many of the higher divine servants in Arvandor, Ysgard and Elysium, though she avoids Celestia. Despite styling her work as the hand of destiny, she finds Mount Celestia's interpretation of destiny cloying. She is aware of the mild hypocrisy, which only inflames her pique.

Romance finds Debonah fairly often. As noted above, her duties and shapechanging have her often in the form of a man. She's come to prefer homosexual relations while a man. She routinely has passing affairs with mortals that blossom into long relationships. While not all of them last the length of the mortal's life, it is rare when one does not last several years. When a love does last the length of a mortal's life, she ensures that his soul moves on safely. So far none of them have been so blessed as to retain their mortal memories, so instead Debonah moves on. This is no great tragedy for her, as she fully believes that 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 is understood early in the relationship.

For enemies, Debonah does not get along with most of Lathander's servants. Her sphere of protection is incompatible with creating newborn life, something which brings them into natural conflict. While this does not degenerate into violence, there are often vigorous debates whenever she encounters one of Lathander's flock. Debonah does not mind the arguments, even if they end up being the same arguments on both sides. Beyond Lathander, Debonah considers all of evil her enemy. Yet while she even holds Loviatar in special disdain for kidnapping 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 Choust's ire, resulting in spirited combat. Debonah has come to oppose Chourst and his occasional, insane cultist whenever she comes across them. Chourst is the same, whenever the desire happens to cross his ever-changing mind. This has lead to several difficult battles for Debonah, but so far she has proved her mettle against his machinations. Debonah tries quite hard to forget the image of a half dozen death slaad giving into frenzied lust with each other, no matter how it allowed her to triumph against hideous odds.


Solar 35//Psychic Warrior 35

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 35d8+385 (665 hp)
Initiative: +19
Speed: 50 ft, fly 150 ft (good)
Armor Class: 54 (-1 size, +7 dex, +25 natural, +5 deflection, +8 armor)
Base Attack/CMB/CMD: +35/+45/68
Attack: Cupid's Arrow+55 (1d8+21 x3)
Full Attack: Rapidshot Cupid's Arrow+55/+55/+55/+50/+45/+40 (1d8+21 x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, psionics, inspire love.
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, lines of love.
Saves: Fort +28 , Ref +28, Will +31  (+4 vs poison, +4 resistance vs evil)
Abilities: Str 29, Dex 32, Con 32, Int 28, Wis 38, Cha 33
Skills: Autohypnosis+49, Concentration+49, Craft(Bowmaking)+47, Craft(Weaponsmithing)+47, Diplomacy+49, Escape Artist+49, Gather Information+49, Hide+49, Intimidate+49, Knowledge(A&E)+47, Knowledge(History)+47, Knowledge(Planes)+47, Knowledge(Psionics)+47, Knowledge(Religion)+47, Listen+52, Move Silently+49, Psicraft+47, Sense Motive+52, Spot+52, Survival+52, Swim+47
Feats: Zen Archery(1), Point Blank Shot(PW1), Precise Shot(PW2), Psionic Shot(3), Greater Psionic Shot(PW5), Fell Shot(6), Rapidshot(PW8), Ability Focus(Inspire Love)(9), Manyshot(PW11), Psionic Meditation(12), Quicken Power(PW14), Quicken Spell(15), Improved Rapidshot(PW17), Far Shot(18), Improved Initiative(PW20)
Epic Feats: Epic Spell Capacity(21), Epic Manifesting(PW21), Epic Zen Archery(24), Distant Shot(PW24), Epic Ability Focus(Inspire Love)(27), Epic Rapidshot(PW27), Superior Initiative(30), Armor Skin(PW30), Great Ability(Wisdom)(33), Armor Skin(PW33)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spells

Debonah casts as a 32nd level cleric with access to the Chaos, Destiny, Good, Joy and Protection domains.

Regeneration (Ex)

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

Spell-Like Abilities:

Always active-detect evil, detect snares and pits, discern lies, see invisibility, true seeing. At will—aid animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite, imprisonment, invisibility (self only), lesser restoration, power word stun, remove curse, remove disease, remove fear, resist energy, summon monster vii, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, mass charm monster, permanency, resurrection*, waves of exhaustion; 1/day—greater restoration, power word blind, power word stun, prismatic spray, miracle. Caster level 35nd, DC 20+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Change Shape (Su)

A solar 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 50 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 week, 1 month or permanent at Debonah's discretion.

Unlike Villisa, Debonah embraces using her powers. While she admits that were a mortal to have her powers that it would be a problem, she has been entrusted with these powers 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.


Psychic Warrior powers:
Spoiler: ShowHide


Debonah manifests as a 35th level psychic warrior.


Gear:
Spoiler: ShowHide


Cupid's Arrow

Cupid's Arrow is a heart themed bow and arrow, engraved with powerful enchantment magic. It functions as a longbow+7 when used in battle, but that is not where the true powers of it lie. Debonah may use Cupid's Arrow to fire a special invisible arrow. Resolve this attack as normal, except that the arrow deals no damage. Unless the target sees Debonah firing at them, they are not even aware they were struck. If Debonah hits two or more targets in a single round with Cupid's Arrow, she may use her Inspire Love ability as a free action. Those struck must make the normal Will save against it, albeit with a -7 penalty to the Will save. Failure results in permanent romantic love for any other creature struck by the arrows that round. 

Debonah prefers not trust armor, especially in her particular line of business, where circumstances may lead to situations where clothing is infeasible. She has a ring of protection+5 and a bellybutton piercing that functions as bracers of armor+8.


Custom Material:
Spoiler: ShowHide


Epic Zen Archery [Epic]
Prerequisite: Zen Archery, wis 19
Benefit: You may apply your Wisdom modifier in place of your Strength modifier for ranged attack damage rolls.

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.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#2305
Took a bit longer than I expected. Alas. I had trouble with a few aspects of her. It wasn't anything serious but here you go. You may note she technically doesn't qualify for Virtuoso, as she doesn't have arcane casting. I allowed her Factotum SLAs to qualify for this. It's a bit of a cheat, but I didn't want to add a 1 level dip into a high level build for minimal gain. If I was building her for pure power, a 1 level dip into bard would make a lot of sense.

Speaking of, the Sisters presented here are in their absolute base stats. They don't have any extra gear, spells prepared or resources available. If you faced one of them in combat, they'd almost certainly be fully equipped and prepared. Debonah in particular has a vicious buffing game with Psychic Warrior manifesting and Cleric spellcasting. If nothing else, I expect all three sisters would cast Superior Resistance daily. Or at least Debonah and Sapha would, as they have relatively low saves.

I'll probably do Domiel next or a follower of Seira and one of Alicia next. The follower of Seira is named Burnar and lives in Kesse. He'll be a bit of an insight to how that region's doing. Alicia's follower will be a wandering cleric of some sort. They'll be somewhere from 8-15, depending on how complicated a build I want to whip up. Burnar will probably be higher level, as I see him as a more experienced agent (and thus able to better comment on 20 years of Kessian history) and Alicia's as a younger fellow.


Sapha, Guardian of Love

Fluff:
Spoiler: ShowHide


Background

Sapha and her sisters are solars created from the tears of Sune, Goddess of Love. They are tasked with aiding her in overseeing all aspects of love. Sapha is one of the Stronghearted, an order of solars who see to the protection of love. Sapha's particular duties involve protecting loves of all sort, though she tends to protect homosexual female love while her sisters Villisa and Debonah see to relations between traditional love and homosexual men, respectively. The three sisters are a blade for Sune for when battle must be joined, though none of the sisters relish combat and seek to avert bloodshed whenever possible.

Appearance

Sapha is an impossible beauty, nearly eleven feet tall. She is busty and yet extremely slender, having generous proportions and perfect thinness together. She wears elaborate dresses and gowns, carrying a vast collection of enchanted clothes in a special bag of holding. Her look varies from one day to the next. The only constant is a pair of gold rimmed glasses and a well made but unremarkable spear. Dealing with mortals in her true form is an unpredictable affair, as Sapha's long studies and exposures to chaos have resulted in inconsistent results. Mortals tend to fall in some manner of love with her, but the exact type varies and can change at a moment's notice. Stronger mortals and outsiders tend to like or dislike her solely along ethical lines. Those of law find her unpleasant despite her beauty, while the neutral are not influenced and the chaotic find her lovely. Unless affairs necessitate otherwise, this uncertainty results in Sapha using her true form whenever possible.

Personality

Sapha is quiet and inquisitive. She often allows her presence or her powers speak as she studies a situation. She is more likely to intervene with Inspire Love, a timely spell or spell like ability or her Virtuoso abilities rather than words. She directs events around her with a scholarly silence, speaking only when it will cause the most wonderful, intoxicating chaos. When dealing with her sisters, Sune or a serious situation, she retains her quiet manner but adds insightful observations instead.

Relations

Villisa, Debonah and Sapha are close sisters, holding no secrets from one another. They trust and love each other with unreserved joy. It is a purely platonic love and woe to any who snidely suggest otherwise, as all three sisters find that suggestion highly offensive. Within the Stronghearted, she is friendly with Abaxim and Maxiba, the twin angels who oversee soulmates. She has many casual friends within Brightwater. Of note is the risen succubus Mial. Mial oversees a museum within Brightwater and finds Sapha's efforts to be a form of art all their own. Sapha enjoys the compliments Mial pays as well as her taste in art, so the two are fast friends and occasional lovers. Sapha has a smattering of acquaintances outside of Brightwater, mostly lesbians who she maintains friendly, professional bonds with. She has an interest in the newly risen deities Seira, Alicia and Syala, as all three fall into her duties. Circumstances have not allowed her to meet any of them; however, she has met Antenora Reynes and Marie a few times.

Sapha embraces love often. Her preferences have come to match her duties, much as Debonah's have. Her preference for relationships is the opposite, as her affinity for chaos and change cause her to flit from affair to affair like a hummingbird. She is often entangled with the mortals she protects and meddles with, brief dalliances as she uses her powers to help them find another, more permanent love. When in Brightwater she does the same, representing a view close to the hedonism Sharess embodies. Sapha has no interest in a long term relationship. This puts her at odds with Debonah's own views on romance. The two debate the matter often, resulting in occasional friction between the siblings. Villisa often insists that Sapha should settle down for a few centuries as well, something that results in more arguments. Ultimately these spats end up with pouting on all sides, before Villisa quickly puts it behind her and helps the sisters make up.

It is safe to say that ordered creatures are at least disfavorably inclined to Sapha. In particular, archons that deal with love and romance find Sapha intolerable. In particular, the throne archon Sayuel finds everything about Sapha distasteful. As Sayuel is charged by her superiors to protect and promote the benefits of monogamy to mortals, this is only natural. Further, Sayuel happens to a lesbian. The two celestials cannot stand each other's company, with Sapha trying to 'guide' Sayuel and Sayuel attempting to 'mentor' Sapha. Only the barest of restraints and the near endless wisdom celestials possess prevents them from becoming genuine enemies. Sayuel believes that homosexuals have enough difficulties without adding morally dubious promiscuity. Conversely, Sapha believes that restricting love and passion is a crime and that the chaos it brings should be understood, no matter what others think.

Beyond this, Sapha holds a disdain for Loviatar after Villisa's kidnapping. She has also crossed paths with Semyaza, the Arch-Devil of Seduction. The two found each other both alluring and repelling, resulting in a passionate battle that lead to Sapha being slain - and could have just as easily lead to a romantic tryst. As this battle took place on Fire the results were not permanent, yet the battle has left Sapha disturbed. The fact that they attract each other is patently absurd and disgusts Sapha. Semyaza feels much the same, but has dismissed it as unimportant in light of growing rebellion within Benfal.


Solar 35//Factotum 20/Virtuoso 10/Chaotician 5

Size/Type: Large Outsider (Chaotic, Good)
Hit Dice: 30d8+5d10+385 (675 hp)
Initiative: +25
Speed: 50 ft, fly 150 ft (good)
Armor Class: 55 (-1 size, +10 dex, +21 natural, +15 dodge)
Base Attack/CMB/CMD: +35/+45/80
Attack: Lovely Lure+52 (2d6+22 plus 3d6 anarchic and 1 negative level (9d6 and 3 negative levels on crit) x3)
Full Attack: Lovely Lure+52/+47/+42/+37 (2d6+22 plus 3d6 anarchic and 1 negative level (9d6 and 3 negative levels on crit) x3)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, inspiration (10 points/encounter), arcane dilettante (8 spells), cunning strike, opportunistic piety 16/day, bardic music (fascinate), virtuoso performance (persuasive song, sustaining song, jarring song, song of fury, mindbending melody, revealing melody), chaotic contagion.
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 20, resistance to electricity and fire 20, spell resistance 48, tongues, cunning insight, cunning knowledge, trapfinding, brains over brawn, improved cunning defense, cunning move, cunning breach, cunning dodge, cunning brilliance, scofflaw, anarchic grace, babble, destiny's arbiter.
Saves: Fort +28, Ref +27, Will +27  (+4 vs poison, +4 resistance vs evil, +2 insight vs patterns, compulsion and lawful spells)
Abilities: Str 28, Dex 30, Con 33, Int 38, Wis 30, Cha 34
Skills: Appraise+52, Balance+62, Concentration+49, Craft(Pottery)+52, Diplomacy+50, Disable Device+52, Escape Artist+62, Gather Information+50, Handle Animal+50, Heal+48, Hide+62, Intimidate+50, Knowledge(Arcana)+52, Knowledge(Dungeoneering)+52, Knowledge(Nature)+52, Knowledge(Nobility and Royalty)+52, Knowledge(Planes)+52, Knowledge(Religion)+52, Listen+48, Move Silently+62, Perform(String Instruments/All)+52, Profession(Mathematician)+78, Sense Motive+48, Spot+48, Survival+48, Use Magic Device+50
Feats: Words of Creation(B), Versatile Performer(1), Power Attack(3), Dodge(6), Mobility(9), Spring Attack(12), Bounding Assault(15), Rapid Blitz(18), Maximize Spell(27), Ability Focus(Inspire Love)(30)
Epic Feats: Epic Spell Capacity(21), Final Blitz(24), Epic Ability Focus(Inspire Love)(33)
Alignment: Anarchic 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, power word stun, prismatic spray, miracle. Caster level 35nd, DC 20+spell level. The save DCs are Charisma-based. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on it's turn.

Spells

Solars can cast divine spells as 32nd level clerics. A solar has access to two of the following domains, as well as any approriate to it's deity or plane of service: Air, Destruction, Good or War. The save DCs are Wisdom-based. A solar that continues to advance it's hit dice gains a casting level except for every tenth hit die. (10, 20, 30, ect.)

Change Shape (Su)

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

Lines of Love (Su)

As a free action, Sapha can see the lines of love. These manifest as red lines that reach from the heart of a creature towards those that they love. Sapha 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.

Sapha 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 Sapha 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. Sapha often uses the lines of love, but only gives them minimal weight. She prefers to work out mental calculations and her gut feelings in regards to the blissful chaos she can sow instead.

Inspire Love (Su)

As one of the Guardians of Love, Sapha can inspire pure, true love in any creature she sees. As a standard action, Sapha 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 50 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 Sapha 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 day, 1 month or permanent at Sapha's discretion.

Sapha uses Inspire Love whenever possible. She holds that the love she spreads is always good, even if love holds the potential for heartbreak. The wild, consuming chaos of romantic entanglements thrills Sapha, who often tries to mathematically quantify the chaos that results. She is only partially successful, which inevitably draws her back to try again.

The save DC is Charisma based and includes a +4 racial bonus.


Factotum powers:
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Inspiration

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 (see Table: The Factotum).

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.

Arcane Dilettante (Sp)

At 2nd level, you acquire 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 sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table: The Factotum. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.

You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.

If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modifi ed spell's level.

Brains over Brawn (Ex)

At 3rd level, you gain your Intelligence bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

Cunning Defense (Ex)

You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing 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 during your turn against a single foe.

Cunning Strike (Ex)

With a quick study of a vulnerable opponent's defenses, you can spot the precise area you need to hit to score a telling blow. Starting at 4th level, you can spend 1 inspiration point to gain 1d6 points of sneak attack damage. You must spend the inspiration point to activate this ability before making the attack roll. When determining if you can use sneak attack against a target 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 Breach (Su)

Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, you can ignore a single target's spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.

Cunning Dodge (Ex)

Starting at 13th level, your luck, reflexes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 inspiration points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, or otherwise escape. You can use this ability once per day.

Improved Cunning Defense (Ex)

At 16th level, you gain your Intelligence bonus as a dodge bonus to Armor Class. You no longer need to spend an inspiration point to gain this benefit. Unlike the standard cunning defense ability, you do not gain this benefit when wearing medium or heavy armor.

Cunning Brilliance (Ex)

At 19th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the benefits and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day.

For example, if you use a monk's flurry of blows ability, you gain all the benefits and drawbacks described under Flurry of Blows. You do not gain the benefits of unarmed strike, because that is a separate ability in the monk's class description.


Virtuoso powers:
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Bardic Music

Virtuoso levels stack with bard levels for the purpose of determining the virtuoso's daily uses of his bardic music abilities (if any) and the value of the bonus granted by inspire courage (if the virtuoso has that bardic music ability). For example, a 10th-level bard/4th-level virtuoso could use bardic music fourteen times per day, and his inspire courage ability would grant a +3 morale bonus on the appropriate rolls. A virtuoso also gains the fascinate bardic music ability, if he doesn't already have it. He can use his performance to cause one or more creatures to become fascinated with him. See the bard class feature, page 29 of the Player's Handbook.

Virtuoso Performance (Su)

A virtuoso can use his Perform skill to create magical effects on those around him. He can use this ability once per day per virtuoso level. He can use any form of performance as part of this ability. Although many of the names refer to musical performances, a virtuoso isn't actually so limited – for example, an actor could perform a "sustaining soliloquy" or "sustaining dance" rather than a sustaining song. Each ability requires both a minimum virtuoso level and a minimum number of ranks in any Perform skill to qualify. If a virtuoso does not have the required number of ranks in at least one Perform skill, he does not gain the virtuoso performance ability until he acquires the needed ranks.

Starting a virtuoso performance effect is a standard action. Some virtuoso performance abilities require concentration, which means that the virtuoso must take a standard action each round to maintain the ability. Unlike with bardic music, virtuoso performance doesn't restrict a virtuoso's spellcasting or magic item activation. If a virtuoso's performance requires sound, a deaf virtuoso has a 20% chance to fail when attempting to use virtuoso performance. If he fails, the attempt still counts against his daily limit. If a virtuoso has the bardic music class feature, he can spend two daily uses of bardic music to deliver a virtuoso performance.

Persuasive Song (Ex)

A virtuoso with at least 11 ranks in a Perform skill can deliver a performance that sways the attitude of his audience. Treat this as a Diplomacy check made to influence NPC attitudes (see pages 71–72 of the Player's Handbook), but replace the Diplomacy check with a Perform check. Viewers must be within 30 feet of the virtuoso, be able to see and hear him clearly, and be willingly paying attention to his actions. This ability requires at least 10 consecutive rounds of concentration to take effect, and it can affect a particular creature only once per day. Hostile audience members can't be influenced with this ability.

Sustaining Song (Su)

A virtuoso of 3rd level or higher with at least 13 ranks in a Perform skill can sustain his dying allies, assisting their recovery. Each round that the song continues, all allies within 30 feet of him automatically become stable (if dying) or regain 1 hit point (if stable and between –1 and –9 hit points). A sustaining song has no effect on enemies or on allies with 0 or more hit points. A virtuoso can keep up his sustaining song for 5 minutes. This is a mind-affecting ability.

Jarring Song (Su)

A virtuoso of 5th level or higher with at least 15 ranks in a Perform skill can inhibit spellcasting. Any enemy within 30 feet attempting to cast a spell during a jarring song must make a Concentration check with a DC equal to the virtuoso's Perform check to avoid losing the spell. A virtuoso can keep up his jarring song for 10 rounds.

Song of Fury (Su)

A virtuoso of 7th level or higher with at least 17 ranks in a Perform skill can use his performance to turn his allies into furious berserkers. Each ally within 30 feet who can see and hear the virtuoso can choose to enter a rage on her turn. This functions identically to a barbarian's rage, except that it ends automatically if the virtuoso stops performing. If the ally already has the ability to rage, she can choose to apply the full effect of her own rage, without spending one of her daily uses of rage. A virtuoso can't use song of fury on himself. This is a mind-affecting ability.

Mindbending Melody (Sp)

A virtuoso of 9th level or higher with at least 19 ranks in a Perform skill can dominate a humanoid that he has already fascinated. This ability functions like a dominate person spell with a caster level equal to the virtuoso's class level. The target can make a Will save (DC 10 + virtuoso's class level + virtuoso's Cha modifier) to negate the effect. A mindbending melody is a mind-affecting, language-dependent, enchantment (compulsion) ability.

Revealing Melody (Su)

A 10th-level virtuoso with at least 20 ranks in a Perform skill can use his performance to reveal all things as they actually are. All allies within 30 feet who can see and hear the virtuoso's performance are affected as if by a true seeing spell with a caster level equal to the virtuoso's class level. The effect lasts as long as the virtuoso performs.


Chaotician powers:
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Chaotic Contagion (Su)

A chaotician can attempt to infect a target with chaotic impulses that disrupt the target's ability to defend against the chaotician. If the chaotician makes a successful melee touch attack against the target, the target creature takes a —2 penalty to his Armor Class against attacks made by the chaotician, a -2 penalty on saves made to resist spells or abilities of the chaotician, and a -2 penalty on skill checks opposed by the chaotician. A successful Will save (DC 10 + chaotician's class level + chaotician's Cha modifier) negates the effect and gives the target immunity to similar attacks by that chaotician for 24 hours. This effect lasts for 1 hour per class level.

A chaotician can use this ability a number of times per day equal to his class level.

Scofflaw (Su)

Divinations cast by lawful characters are difficult to perform on chaoticians. This ability functions much like a nondetection spell, except that it is useful for shielding a chaotician only against creatures of lawful alignment. Such creatures must succeed on a caster level check against a DC of 15 + the chaotician's class level + his Cha bonus (if any) to successfully employ a divination against a chaotician. This ability can be suppressed or resumed as a free action.

Anarchic Grace (Su)

A 2nd-level chaotician accepts that randomness underlies all reality. Once per day, the chaotician can tap into this randomness to make his movements and posture unpredictable. This effect results in attackers having a 50% miss chance on all their attacks. Even true seeing and similar effects can't offset this ability. Activating the effect is a free action, and it lasts for a number of rounds equal to the chaotician's class level. When it ends, the chaotician becomes fatigued for 1 minute.

At 4th level and higher, a chaotician can use this ability twice per day.

Babble (Su)

Once per day, chaotician of 3rd level or higher can generate a 10-foot-radius emanation that causes all sounds in the area to turn into garbled, cacophonous, and unintelligible noise. Sounds that issue from, enter, or pass through the area are altered and made unrecognizable as a natural sound. Within this area, verbal communication is impossible. Even something as simple as a shout of surprise is turned into a warped and alien sound. Spells with verbal components cannot be cast. Scrolls and other magic items that require a verbal component to be activated do not function. Spells and items that rely on sound do not function. Sonic damage has no effect.

Clarity of Confusion (Su)

Starting at 3rd level, a chaotician gains a +2 insight bonus on saves against illusion (pattern) spells, enchantment (compulsion) spells, and spells with the lawful descriptor.

Destiny's Arbiter (Su)

A 5th-level chaotician is a friend of chaos and can summon it. Once per day as a free action, the character can either reroll one roll he just made, or force another creature to reroll a result the chaotician does not like. A chaotician must use this ability immediately after the result of the roll is known. If he wants to force another creature to reroll a result, the chaotician must be able to see the other creature, and it must be within 60 feet of the chaotician. Whether rerolling his own roll or forcing another to reroll, the results of the second roll stand.


Gear:
Spoiler: ShowHide


Lovely Lure

Lovely Lure is a long, slender polearm. It is crafted of fine wood and steel, though it looks unremarkable on first glance. It is a longspear+9, anarchic power. As a swift action after a successful attack with Lovely Lure, she may use her Inspire Love ability on the target. A failed save results in the creature instantly falling in deep romantic love with Sapha. A creature may be targeted with this ability as many times as Sapha strikes them in a round. Sapha will only use this on other females or when it can avert a greater battle.

Glasses of Chaotic Insight

These gold rimmed glasses frame Sapha's face in a pleasing manner, doing nothing to hide her natural beauty. These glasses give Debonah the ability to constantly see chaos as if by a detect chaos spell, except that she gains all results instantly instead of over three rounds. Numbers and complicated formula are projected directly into Sapha's vision by the glasses, greatly aiding her ability to comprehend and analyze chaos. This grants her a +30 competence bonus to Profession(Mathematician) checks.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

#2306
More keeping busy. Burnar's next then Domiel. Probably. Not in a deity mood right now, even if Domiel's much easier after having Barachiel done.

Savin, Wanderer of Alicia

Fluff:
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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 wander.

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.


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/+10/26
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+19, Climb+13, Concentration+13, Jump+13, Knowledge(Religion)+7, Listen+16, Spellcraft+16, Spot+16, 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: Neutral Good

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:
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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:
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Imith: Rapier+1. When Imith threatens a critical hit, Savin may take 6 points of damage. Doing so automatically confirms the critical hit. The damage is equal to 10% of Savin's maximum hit points and scales.
Padded Armor+2
Gloves of Dexterity+4
Circlet of Intelligence+2
Potion of Cure Moderate Woundsx3
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

In other news? Yuth, have you finished leveling Muirfinn yet?

Man, it feels good to nag.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

Keeping going.

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. Divine Metamagic is used to empower his direct damage magic. He rarely attacks in melee. If he knows he must, 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.



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+2 19-20 x2)
Full Attack: Golden Fang+13/+8 (1d6+2 19-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Spells, turn undead 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), Divine 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


Dragon's Fang: Shortsword+1. Grants a +2 sacred bonus to armor class when drawn. Applies to the wielder only.
Armor of the Order of the Golden Knights: Full plate+5, grants fire resistance 10. A gift from Valar for two decades of faithful service.
Shield of the Order of the Golden Knights: Heavy steel shield+5. Another gift.
Ring of the Agile Mind: +4 enhancement bonus to Intelligence, Wisdom and Charisma.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

In the quest to stave off ever growing amounts of boredom and tedium, I'm working on a new project. Some parts of it are in the spoiler box below. These are varying shades of beta and will see further revisions before I'm done.

It's worth noting that these rules are planned to be used in Balmuria 4. They aren't meant to exclude you from doing anything on the Prime. Avatars are a built in loophole to this and there will be other rules added to ensure they don't unduly inhibit game play. They're meant to add flavor and depth, not restrict game play.

Spiritual Wounds
Spoiler: ShowHide


Spiritual wounds are the result of powerful outsiders coming to the Prime Material Plane. The mortal world is unable to withstand true purity of spirit, and such encounters leave permanent marks on the world. These spiritual wounds cause varying effects, ranging from beneficial to baneful. No matter the type of the effect, the wound frays at the fabric of the Prime.

Overview

As noted above, spiritual wounds are what happens when powerful outsiders come to the Prime. The mortal world is a world of souls encased in bodies of dirt, blood and flesh. Outsiders are beings of pure spirit, alignment and ethos. They are one body and soul united together in perfect and intense harmony. A world designed to hold mortals cannot withstand this and spiritual wounds are the inevitable result.

Outsiders of all types can cause spiritual wounds. A celestial is no less alien to the Prime Material Plane than a demon. While the wounds they cause are likely to be less onerous than the ones fiends cause, they still weaken the world and bombard it with things mortals are not prepared to handle. Other creatures do not cause spiritual wounds, including elementals. Elementals with an alignment template, such as celestial creature (or the other equivalents) or the half-celestial (or again the other equivalents) may be able to cause spiritual wounds at the DM's discretion. If the elemental is able to, count it as one hit dice category lower than it actually is. Thus, an eligible elemental would need to have at least 26 hit dice to cause a spiritual wound and can never qualify for 40+ hit dice effects.

Creatures from the Far Realm and outside of Creation do not use these rules. They cause specific maladies as explained in the creature's stat block. Creatures of the Beyond are translated into outsiders with the evil subtype by Creation, but this is merely Creation's attempt to interpret something alien to it. These damages these creatures cause are not limited to the Prime Material in any case.

Note that deities are not covered by these rules. Deities cause terrific spiritual wounds, ones beyond the power of the wounds presented here. (For instance, consider when Kossuth was summoned before the Ash'arai or the God-King did battle and created the wastelands.) Deities that are not outsiders still cause spiritual wounds, as do Archomentals and other elementals with divine rank. For the sake of this, a deity is a creature with divine rank 1 or higher. A deity's wounds are always unique to the deity and fitting of what they represent. Divine avatars are not subject to causing spiritual wounds, no matter how many hit dice they have.

Example Spiritual Wounds

(Note that a creature can cause more than one type of wound and mix them. These are building blocks. Also note that druids and rangers will have specific other ways of dealing with these, as befitting nature focused spell casters. They tend to lack a lot of the spells needed to counter these effects, including wish or miracle.)

Align Area
Type: Alignment
Prerequisites: 21+ hit dice, good or evil subtype, cha 13
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: A consecrate or desecrate spell, whichever is the opposite of the effect caused. A caster level check equal to the hit dice of the outsider that caused it is required.

The presence of the outsider causes the area around it to become consecrated (if the outsider has the good subtype) or desecrated (if the outsider has the evil subtype).

Burning Wound
Type: Elemental
Prerequisites: 21+ hit dice, fire subtype
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: A dispel fire spell.

This spiritual wound causes a drastic rise in the temperature within the wound. The temperature within the area rises by two temperature bands(minimum warm). Water evaporates from the area within 10 minutes. Small sources of water such as a stream or a pond are evaporated and destroyed by this wound. Larger sources of water such as a river or lake, suffer a small reduction in mass but are otherwise unaffected. Due to the temperature instability between the wounded area and the surrounding, violent, unpredictable and unnatural weather within and around the wound is common.

Glory
Type: Alignment
Prerequisite: 26+ hit dice, good subtype
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: A dispel good spell. A caster level check equal to the hit dice of the outsider that caused it is required.

The area of this spiritual wound is suffused with the eternal glory of the Heavens. The area is bright and full of beauty. Life seems better here and pain, discomfort and misery are far away. Peace reigns within this wound. Plants become full and animals that stay within the area gain the celestial creature template. However, this glory does not come without effects. Any mortal creature that spends an hour within this wound must make a Will save. Failure results in the creature becoming unwilling to leave the area of the wound. They will resist leaving by any and all means, and if removed, attempt to return with all their power. This effect can be dispelled by dispel good, greater dispel magic or remove enchantment. Creatures that stay within the wound age at triple their normal rates. They feel drawn to what lies beyond, less and less attached to the mortal realm.

Greater Align Area
Type: Alignment
Prerequisites: 30+ hit dice, good or evil subtype, cha 13
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: A hallow or unhallow spell, whichever is the opposite of the effect caused. A caster level check equal to the hit dice of the outsider that caused it is required. Creatures of the opposite alignment of the effect gain a +4 bonus to this roll.

This functions as align area, except that the area is hallowed or unhallowed. A fitting spell may be attached depending on the outsider that causes this wound. The spell effects creatures that share the outsider's alignment (if positive) or all creatures of the opposing good-evil alignment (if negative).

Intermixing
Type: Alignment
Prerequisite: 26+ hit dice, chaotic subtype
Area: A number of miles equal to 2d10 times the outsider's Charisma modifier.
Means of healing: A dispel chaos spell.

Within the bounds of this spiritual wound, newborn life is altered and changed. Any pregnant creature that spends at least 1/4th of her pregnancy within this spiritual wound will give birth to a mutated child. These mutations vary wildly from the minor to the impossible. In addition, there is a 25% chance any child affected will be born with the anarchic creature template. The mutations are entirely random in nature and can range from helpful to harmful. Multiple generations born within this spiritual wound soon become nothing like known creatures from the Prime. Such creatures are usually unique magical beasts, aberrations or outsiders.

Mathematical Instability
Type: Alignment
Prerequisite: 26+ hit dice, chaotic subtype, cha 13
Area: 8d10 times outsider's Charisma modifier.
Means of healing: A dispel chaos spell. A caster level check equal to the hit dice of the outsider that caused it is required.

This wound causes chance to infuse everything and cause unpredictable results. All attack rolls, damage rolls, checks and saving throws have a -6 penalty and gain a 1d10 bonus. Chaotic creatures reduce this penalty to -5 and increase the bonus to 1d12. For example, an attack roll of 1d20+20 would become 1d20+14+1d10. Effects that eliminate chance, such as spells augmented with the Maximize Spell feat, fail within this spiritual wound. Due to the unpredictable nature of this wound, any sort of divination to analyze or predict it fails.

Perfected Life
Type: Alignment
Prerequisite: 21+ hit dice, lawful subtype, cha 13
Area: A number of feet equal to the outsider's hit dice times its Charisma modifier.
Means of healing: Dispel law spell. A caster level check equal to the hit dice of the outsider that caused it is required.

The presence of the outsider causes the natural world to discard chaos and assume rigid order. All plants, natural terrain, buildings and unintelligent animals are altered to become more perfect. They gain greater symmetry, a healthy if perfectly predictable and regimented growth and a lack of any wear, tear or damages. Unintelligent animals within the radius when the wound is first inflicted gain the axiomatic creature template, as do any creatures that lair or constantly visit the area.

Omens
Type: Alignment
Prerequisite: 30+ hit dice, evil subtype
Area: 5ft and 1000 miles; see text
Means of healing: Dispel evil spell. A caster level check equal to the hit dice of the outsider that caused it is required. Good creatures gain a +4 bonus to this roll.

This spiritual wound is a tiny, festering tear. It is usually part of another wound. Regardless, the effects of this wound reach for 1,000 miles. Omens causes macabre omens to sweep over the range of effect. These omens vary but are obvious and foretell great doom. If part of another wound, this wound's omens relate to that. This wound also projects a considerable mental effect that targets seers, diviners and others who deal in divination. Every week, a number of suitable creatures equal to the Charisma modifier of the outsider that caused the wound are beset by apocalyptic visions. These visions are omens and warnings. While they provide insight to the problem and wound, these visions are deeply disturbing. A Will save is needed to prevent madness from the vision. Creatures that fail the save are treated as being under the effects of an insanity spell. This insanity may be cured as by the spell.


<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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