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

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Anastasia

#165
Gloom

Fluff:
Spoiler: ShowHide


Gloom are humanoids who seek to emulate the nature of the yugoloths. This path ends in the rise of a gloom, a humanoid transformed into a monster that feeds on other humanoids. They are faceless nightmares, undetectable and nigh unstoppable evil.

Ecology

A gloom is a predator of humanoids. They stalk and slay them. To humanoids they are the reaper, a nightmare that can strike anywhere and at any time. Once a humanoid is slain, a gloom immediately devours them whole. This extends the gloom's life span by taking the life force of its victim. In this fashion, a gloom can live indefinitely, in a manner akin to vampires.

Environment

Glooms prefer urban areas for ease of finding prey and the benefits of civilization. Cities with large sewers, dungeons or caverns beneath it are preferred, and underground cities are even better. A gloom is capable of living in any terrain where humanoids can be found, however. Dense forests with settlements, places in the shadows of mountains and areas with ties to death are also popular with glooms who prefer something different than a city.

A gloom's lair is a dark place where light rarely reaches. They are barren places full of traps and grotesque things.

Typical Physical Characteristics

Normal gloom are around 5 to 6 feet tall. They are shrouded in shadow and any clothing they wear appear as the same. They have long, spindly limbs and longer fingers. A gloom's fingers lack fingerprints as well as fingernails. These fingertips are smooth, fleshy nubs. However, a gloom's face is naught by a mass of shadows and a mouth full of needle-like teeth, curled up in an eternal grin.

Mortals, and especially humanoids, find a gloom's appearance unsettling. It is profoundly unnatural and the typical mortal reaction is revulsion. Most immortals react the same, save for evil outsiders. Evil outsiders find a gloom's appearance rather pleasing.

Alignment

Gloom are always of evil alignment. They have no ethical restrictions and may choose between law and chaos as they please. As they are creatures that have subsumed themselves in the vile evil of the daemons, they are unwavering in their devotion to evil.

Advancement

Most gloom advance slowly. It's not uncommon for experienced gloom to reach 30 hit dice and even 35, but beyond that is rare. Glooms who are this long-lived and successful are often called to Hades, where they are transformed into daemons. The majority of glooms of 30+ hit dice are ones sworn to an evil deity or non yugoloth power, as this protection prevents the daemons from taking them.

Gestalt

The vast majority of gloom gestalt as rogues. While the sneak attack progression of rogue does not stack with the sneak attack gloom get as a racial power, the other abilities of a rogue are highly beneficial to them. The minority that eschews rogue are usually unique and have no particular tendency. A gloom who chooses this path can be particularly dangerous, as it is impossible to predict what abilities they will have to call on.



Notes:
Spoiler: ShowHide


- This is primarily prettying up and tweaking the ELH monster. There's not a ton of changes beyond that. It tries to provide them with a little more of a background, playing off the excellent illustration they have. It gives them a few motives and ties them to the daemons. This is purely to provide more grist to their nightmarish appearance and a reason for them to kill.

- They're a low epic monster, probably CR 21-23. Greater shadow evocation and conjuration gives them a lot of flexibility, which helps ensure they're an epic encounter. Mind blank, darkstalker and the racial bonus to hide/move silently ensure they're capable of surprising even epic characters. Most of those changes were giving them depth as well as allowing them to accomplish what they're supposed to do. That takes some support in epic. Tangentially, darkstalker is an awesome feat and is near mandatory for any sneaky type in high/epic levels. Old news but worth repeating.

- Gloom's racial hit dice provide sneak attack progression identical to a rogue's.

- The ritual at the bottom provides a possible way for an enterprising character to become a gloom. There's other ways, as the 'loths are able to spread it as well. It's one way to test and tempt powerful mortals, a taste of power and a promise of immortality.



Size/Type: Medium Monstrous Humanoid
Hit Dice: 26d8+208 (416 hp)
Initiative: +18
Speed: 30ft
Armor Class: 40 (+10 dex, +20 natural)
Base Attack/CMB/CMD: +26/+32/52
Attack: Gloom's Dagger+42 (1d4+16 plus 13d6 sneak attack plus 4/+4d6 dread vs humanoids 17-20 x2)
Full Attack: Gloom's Dagger+42/+37/+32/+27 (1d4+16 plus 13d6 sneak attack plus 4/+4d6 dread vs humanoids 17-20 x2) plus bite+36 (3d10+10 plus 13d6 sneak attack x3)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+13d6, spell-like abilities, fear aura.
Special Qualities: Damage reduction 15/epic and good, spell resistance 36, darkvision 120ft, telepathy 200ft, faceless, silent and shadowed, devour.
Saves: Fort +16, Ref +24, Will +21
Abilities: Str 23, Dex 31, Con 27, Int 25, Wis 24, Cha 27 
Skills: Balance+39, Climb+35, Concentration+37, Hide+59, Intimidate+37, Knowledge(Planes)+36, Listen+36, Move Silently+59, Search+36, Sleight of Hand+39, Spot+36, Swim+35, Use Magic Device+37
Feats: Mindsight(1), Weapon Finesse(3), Darkstalker(6), Ability Focus(Fear Aura)(9), Improved Initiative(12), Telling Blow(15), Mortalbane(18)
Epic Feats: Superior Initiative(21), Improved Weapon Finesse(24)
Alignment: Always any evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-mind blank, true seeing. At will-greater shadow conjuration, greater shadow evocation, shadow walk. Caster level 26th. The save DCs are 18 + spell level.

Fear Aura (Su)

Any creature within 60ft of a gloom must make a Will save (DC 33) or be be affected as if by a fear spell (caster level 26th). Humanoids suffer a -6 penalty to the saving throw. A creature that succeeds on the save is immune to that gloom's fear aura for 24 hours. A gloom can suppress or activate this aura as a free action. The save DC is Charisma based.

Faceless (Su)

A gloom has a face of shadow and needle-like teeth. Any creature that sees the face of a gloom must make a Fortitude save (DC 31) or contract the gloom's smile disease. Humanoids suffer a -6 penalty to the saving throw. Other glooms and evil outsiders are immune to this ability. The save DC is Charisma based.

Devour (Su)

A gloom can devour a humanoid it has recently slain, its mouth opening up large enough to swallow it in one gulp. This is a full round action that provokes attacks of opportunity and may only be used on a humanoid slain within the past three rounds. The humanoid's corpse is devoured completely, through any clothes, equipment or possessions are left behind. A gloom has no limit to the number of humanoids it can consume.

A gloom's maximum age increases by 1 week per hit die of the consumed humanoid. This allows gloom to live indefinitely as long as they continue to consume humanoids. Note that a gloom suffers no penalties nor gains any bonuses to ability scores from aging.

Silent and Shadowed (Ex)

A gloom is naturally silent and makes no noise, nor can it speak. This grants a +20 racial bonus to Move Silently checks. Likewise, the gloom's shadowy nature allows it to hide extremely well. This grants a +20 racial bonus to Hide checks.


Gear:
Spoiler: ShowHide


Gloom's Dagger

A gloom carries a dagger+6, keen. This dagger counts as a dread weapon against any humanoid.

A gloom's dagger is only a dagger+3, keen in the hands of a non-gloom, though a DC 45 Use Magic Device check can allow a creature to use the dagger's full powers for 24 hours.

Glooms carry more treasure than this, with a focus on defensive items in case they're pinned down or otherwise caught. Many also pack potent staffs to use with Use Magic Device.


Custom Material: [spoiler]

Gloom's Smile

DC 31; immediate onset, 1d4+1 Intelligence, Wisdom and Charisma damage.

Gloom's smile is the result of seeing the faceless horror of a gloom. It is a spiritual malady that corrupts the mind and soul. The disease turns an affected creature's face into a mass of empty shadows, while its mouth twists into the needle-teeth of a gloom. A creature reduced to zero Intelligence, Wisdom or Charisma by this disease immediately recovers from the ability damage and is cured of the disease. Its alignment shifts to evil (if it is not already) and it becomes an inhuman monster solely interested in slaughtering humanoids of all types.

This disease cannot be recovered from naturally. A heal spell or greater magic is required to cure the disease and reverse the changes. A creature reduced to zero Intelligence, Wisdom or Charisma by gloom's smile is harder to restore. If they have not yet killed a humanoid, a heal spell reverses the changes. Once the victim has slain a humanoid, a wish or miracle spell is required to bring the creature back to sanity. A good or neutral character also requires an atonement spell within 7 days or their alignment slips back to evil.

Glooms and evil outsiders are immune to this disease. Outsiders with the good subtype are not immune to it, but they are not subject to transformation if they reach zero Intelligence, Wisdom or Charisma. They instead suffer the normal effects of that ability being reduced to zero in place of the transformation and alignment change.

It is worth noting this disease is not an intentional part of the gloom transformation. It is instead a side-effect of a mortal creature embracing the faceless evil of the ultroloths. The sheer spiritual corruption it represents spreads from them like a plague. It is common for a gloom to wear a mask when hunting prey, as the unique nature of this disease makes it easy to identify a gloom as the cause.

Embrace Gloom
Transmutation [Evil]
Effective Level: 9th
Skill Check: Knowledge (Planes) DC 39, 10 successes.
Failure: 20d6 acid damage on caster
Components: V, S, M, F, Special
Casting Time: 1 day
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This incantation turns the caster into a gloom. The caster's body crumbles to shadows and rubbery black flesh as the incantation is finished, causing choking clouds of darkness to spread from the point of the ritual. On completing the ritual, the caster's alignment shifts to evil if it is not evil already. It must replace all the levels on one side of its gestalt with monstrous humanoid racial hit dice, which grants the various powers of a gloom.

Special

The caster must have at least 26 hit dice.

Material Components

Rare gemstones, ash and blood arranged into a ritual circle. The total cost of these components are no less than 50,000 gold.

Focus

A dagger. This dagger becomes the gloom's dagger.
<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

#166
Mithral Golem

Fluff:
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Mithral golems first appeared eons ago. It is said that they came from Arborea, though the exact source is disputed. Some sages hold that they were a gift from Corellon Larethian to the eladrin. Others claim the eladrin crafted them out of dreams and mithral to serve as guardians in the example of the quasar. Still others assert that a wizard associated with Arborea first created them, drawing on the eladrin's speed and love of freedom as inspiration. Regardless of which story is true, the means to create mithral golems has trickled and spread throughout the cosmos.

Most mithral golems are potent guards or servants. In Arborea, the majority are awakened golems. These golems are friends of the eladrin and chaotic good in alignment. The freedom granted to them by awakening allows them to gestalt and train themselves, making an awakened mithral golem a far deadlier foe.


Notes:
Spoiler: ShowHide


- I did mithral golems back in B1. This is an update and mild retweaking. There aren't any great changes from that incarnation here. They're fairly different than the SRD incarnation, so it's worth reviewing if you aren't familiar with that.

- Mithral golems are tough to fight solely because they're fast for golems and hit fairly hard. Stun combos well with this maneuverability.



Size/Type: Huge Construct
Hit Dice: 36d10+36+72+40 (508 hp)
Initiative: +14
Speed: 70ft, fly 70ft (perfect)
Armor Class: 43 (-2 size, +4 dex, +30 natural, +1 dodge)
Base Attack/CMB/CMD: +27/+43/58
Attack: Slam+40 (4d10+14 plus stun)
Full Attack: 3 slams+40 (4d10+14 plus stun)
Space/Reach: 15ft/15ft
Special Attacks: Pierce damage reduction, stun.
Special Qualities: Damage reduction 20/adamantine and epic, fast healing 10, darkvision 120ft, alacrity, uncanny dodge, true freedom, magic immunity, constructed toughness, construct traits.
Saves: Fort +11, Ref +16, Will +11
Abilities: Str 39, Dex 19, Con -, Int –, Wis 11, Cha 1
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Stun (Su)

A creature struck by a mithral golem's slam attack must succeed on a Fortitude save (DC 42) or be stunned for 1d6 rounds. Each hit requires a save, though multiple stuns do not stack. The save DC is Strength based.

Alacrity (Su)

A mithral golem is constantly under the effects of a haste spell (caster level 36th). It gains a +10 racial bonus to initiative checks.

Pierce Damage Reduction (Ex)

A mithral golem's natural attacks count as mithral, silver and epic to bypass damage reduction. In addition, the golem's shifting nature allows it to emulate one other metal to bypass damage reduction. This is automatic and applies to each attack it makes.

Uncanny Dodge (Ex)

This is identical to the rogue ability of the same name. A mithral golem counts as a 36th level rogue to flank creatures with uncanny dodge.

True Freedom (Su)

A mithral golem is constantly under the effects of a freedom of movement spell. It can pass through walls of force or similar force based effects as if they were not there. Other magical barriers are subject to being dispelled if the mithral golem comes in contact with them. Treat this as a superb dispelling with a +36 dispel check modifier. If the effect is dispelled, the mithral golem suffers no negative effects from coming in contact with it.

Magic Immunity (Ex)

A mithral golem is immune to all spells and supernatural effects that allow spell resistance or a saving throw, except as noted here. A haste or freedom of movement spell restores 1d6 hit point per caster level and counters the effects of a slow spell on it. A slow or hold monster spell negates its alacrity ability for 1d4 rounds and deals 1d6 points of damage per caster level.

Constructed Toughness (Ex)

A mithral golem gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.


Gear:
Spoiler: ShowHide


A mithral golem carries no equipment. If destroyed, a mithral golem's scrap is worth 6d4*1000 gold in scrap mithral.
<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

#167
Mithral Golem, Arborean

Fluff:
Spoiler: ShowHide


The majority of the mithral golems in Arborea are awakened golems. These creatures are granted awareness and a soul, able to grow as any other creature. These golems are fast friends to the eladrin as they explore what it is to be a thinking being. They are of average intelligence and of blunt, open disposition. They lack the natural wit and social graces of most eladrin, though they do slowly learn these traits over time. However, even the most learned golem is held back by natural inclination, as most are relatively uncreative.

Arborean mithral golems are used as elite guardians. They are as likely to guard important revels and celebrations as they are treasure and important places. They are well taken care of and treated right, for no eladrin wiould think of treating a willing guardian as a slave.

Aborean mithral golems gestalt with no preference for any particular class. It comes down to an individual choice, though all but the most gifted find Intelligence, Wisdom and Charisma based classes unrewarding. Many dabble in two to four classes, choosing to diversify rather than specialize.


Notes:
Spoiler: ShowHide


- The only mechanical differences from a standard mithral golem as skills, feats and the ensouled special quality. It's fairly straightforward. Ensouled is purely because the thought of making an intelligent but soulless creature is abhorrent to the eladrin.


Size/Type: Huge Construct
Hit Dice: 36d10+36+144+40 (580 hp)
Initiative: +14
Speed: 70ft, fly 70ft (perfect)
Armor Class: 46 (-2 size, +4 dex, +32 natural, +2 dodge)
Base Attack/CMB/CMD: +27/+43/59
Attack: Slam+40 (4d10+14 plus stun)
Full Attack: 3 slams+40 (4d10+14 plus stun)
Space/Reach: 15ft/15ft
Special Attacks: Pierce damage reduction, stun.
Special Qualities: Damage reduction 20/adamantine and epic, fast healing 10, darkvision 120ft, alacrity, uncanny dodge, true freedom, magic immunity, ensouled, constructed toughness, construct traits.
Saves: Fort +11, Ref +16, Will +18
Abilities: Str 39, Dex 19, Con -, Int 10, Wis 12, Cha 10
Skills: Knowledge(Arcana)+39, Listen+40, Move Silently+43, Spot+40, Swim+53, Tumble+43
Feats: Toughness(B), Dodge(1), Mobility(3), Spring Attack(6), Ability Focus(Stun)(9), Iron Will(12), Power Attack(15), Improved Sunder(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Stun)(21), Epic Sunder(24), Epic Will(27), Dire Charge(30), Epic Toughness(33), Armor Skin(36)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Stun (Su)

A creature struck by a mithral golem's slam attack must succeed on a Fortitude save (DC 48) or be stunned for 1d6 rounds. Each hit requires a save, though multiple stuns do not stack. The save DC is Strength based.

Alacrity (Su)

A mithral golem is constantly under the effects of a haste spell (caster level 36th). It gains a +10 racial bonus to initiative checks.

Pierce Damage Reduction (Ex)

A mithral golem's natural attacks count as mithral, silver and epic to bypass damage reduction. In addition, the golem's shifting nature allows it to emulate one other metal to bypass damage reduction. This is automatic and applies to each attack it makes.

Uncanny Dodge (Ex)

This is identical to the rogue ability of the same name. A mithral golem counts as a 36th level rogue to flank creatures with uncanny dodge.

True Freedom (Su)

A mithral golem is constantly under the effects of a freedom of movement spell. It can pass through walls of force or similar force based effects as if they were not there. Other magical barriers are subject to being dispelled if the mithral golem comes in contact with them. Treat this as a superb dispelling with a +36 dispel check modifier. If the effect is dispelled, the mithral golem suffers no negative effects from coming in contact with it.

Magic Immunity (Ex)

A mithral golem is immune to all spells and supernatural effects that allow spell resistance or a saving throw, except as noted here. A haste or freedom of movement spell restores 1d6 hit point per caster level and counters the effects of a slow spell on it. A slow or hold monster spell negates its alacrity ability for 1d4 rounds and deals 1d6 points of damage per caster level.

Constructed Toughness (Ex)

A mithral golem gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.

Ensouled (Ex)

When an Arborean golem is awakened, the nature of Arborea ensures that it is not a soulless construct. The awakened golem is imbued with a soul, which allows it to be resurrected as if it were a living creature. If slain and not resurrected, a mithral golem's spirit is reborn as an eladrin.


Gear: [spoiler]

A mithral golem carries no equipment. If destroyed, a mithral golem's scrap is worth 6d4*1000 gold in scrap mithral.
<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

#168
Beyalhut, Mechanus Bruiser

Fluff:
Spoiler: ShowHide


Beyalhuts, also known as Mechanus bruisers, are powerful inevitables build to track down chaotic creatures that flout the laws of Creation. Unlike other inevitables, they are not dedicated to a single task or realm of responsibility. They assist other inevitables in dealing with threats and accrue experience in many different matters. They are of dim intelligence but eager to preform their duties at the command of another inevitable.

Sometimes Mechanus needs a bigger hammer to pound chaotic nails down. That's really the purpose of this. They're an alternative to advanced hit dice inevitables and golems. Most outsiders cap around 18-20 hit dice and have advanced specimens from that point on, rather than making new epic outsiders. This is an exception to that, in part by choice and part because construct hit dice offer less power than outsider hit dice.

Mechanus bruisers first appeared in Balmuria 1.



Size/Type: Large Construct (Lawful)
Hit Dice: 25d10+25+50+30 (355 hp)
Initiative: +3
Speed: 40ft
Armor Class: 42 (-1 size, +3 dex, +30 natural)
Base Attack/CMB/CMD: +18/+34/47
Attack: Right fist+32 (3d6+15 plus paralysis)
Full Attack: Right fist+32 (3d6+15 plus paralysis) and left fist+32 (3d6+15 plus binding) and headbutt+32 (4d6+22 plus dictum)
Space/Reach: 10ft/10ft
Special Attacks: Enchanted body, energy beam.
Special Qualities: Damage reduction 15/adamantine and epic, fast healing 40, darkvision 120ft, constructed toughness, immunity to magic, ambidextrous, construct traits.
Saves: Fort +7, Ref +10, Will +9
Abilities: Str 40, Dex 16, Con -, Int 6, Wis 14, Cha 10
Skills: Intimidate+28, Listen+30, Move Silently+31, Spot+30
Feats: Toughness(B), Combat Reflexes(1), Power Attack(3), Improved Sunder(6), Improved Bull Rush(9), Awesome Blow(12), Supernatural Instincts(15), Improved Overrun(18)
Epic Feats: Epic Toughness(B), Epic Sunder(21), Epic Bull Rush(24)
Alignment: Lawful Neutral

Racial powers:
Spoiler: ShowHide


Enchanted Body (Su)

A mechanus bruiser's body is enchanted to bestow powerful secondary effects to the creatures it strikes. The caster level of the spells from this ability is 25.

Right Fist: Affected as if by a hold monster spell (DC 37 negates).
Left Fist: Affected as if by a dimensional anchor spell.
Headbutt: Affected as if by a dictum spell (DC 37 negates).

Additionally, a mechanus bruiser can deal non-lethal damage with its natural attacks, suffering no penalty to the attack roll. When dealing non-lethal damage, any damage it deals is non-lethal. It can change between lethal and non-lethal damage as a free action.

The save DCs are Strength based.

Energy Beam (Su)

As a standard action, a mechanus bruiser can emit a torrent of powerful energy in a line 400ft long, 50ft wide and 20ft tall. This deals 25d10 points of damage to all non-lawful creatures within the line (Reflex DC 37 halves). Chaotic creatures within the beam are also slowed (Will DC 37 to negate). The save DC is Strength based.

Ambidextrous (Ex)

Beyalhut are naturally skilled at fighting with any and all parts of its body. It suffers no penalty to attack rolls with secondary natural weapons and adds its full Strength modifier to damage with them (1.5 times with its headbutt).

Immunity to Magic (Ex)

A Mechanus bruiser is immune to any spell or supernatural ability with the following exceptions. A rusting grasp spell deals 1d12 points of damage per caster level with no save. Spells with the lawful descriptor heal 10 points of damage per level of the spell. For example, a dictum spell would heal a mechanus bruiser 70 hit points.

Constructed Toughness (Ex)

A beyalhut gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.


Custom Material: [spoiler]

Epic Bull Rush [Epic]
Prerequisite: Improved Bull Rush, str 21
Benefit: You gain a +6 bonus on the CMB check you make to bull rush your opponent, as well as a +6 bonus to CMD to resist being bull rushed. This stacks with the bonus from improved bull rush. When you bull rush an opponent, you do not need to travel with them to move them more than 5ft. If you choose to move with your opponent, you do not provoke attacks of opportunity and you are not at risk of being accidentally targeted. Your opponent still triggers attacks of opportunity from the bull rush as normal. If you beat your opponent's CMD by 10 or more, they fall prone at the end of the bull rush.
<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

#169
Dragonborn Spirit, Ux

Fluff:
Spoiler: ShowHide


Ux are the ultimate dragonborn spirits and stand atop the high caste. They are Bahamut's personal guardians and avengers, called on when the Platinum Dragon wishes to personally correct a wrong. They are gifted with the experiences of all the previous castes, granting them the ability to serve in any role needed. Ux, which means platinum in draconic, are the ultimate exemplars of Bahamut.

The exact goals and interests of the ux varies. Each is an individual primed for different tasks and specialties. They tend to work on a cosmic time scale, guided by Bahamut to see Creation in unfathomable time spans. They often lose track of years while fixated on a mission, for such are like mere hours to mortals. Mortals who deal with them find them as alien as the oldest dragons, attuned to things a typical mortal cannot comprehend.

Unlike other dragonborn spirits, there is a great deal of variety in class choice for the ux. Each is a unique agent with a skill set cultivated by Bahamut. While paladin is still the most common class for an ux to take, there are ux of virtually every class and most prestige classes.

Should Bahamut take the field of battle or lead a crusade, the ux are his personal bodyguard. They either attack before Bahamut takes the field to soften his foes, or afterwards to mop them up.

A typical ux shines with platinum white scales. They lack the darker colors of other dragonborn spirits. They shine to the point that some mistake them for golems at first glance, for they lack any imperfections and appear fully metallic.



Notes:
Spoiler: ShowHide


- The ux are the last caste of dragonborn spirits. The dragonborn spirits have been an experiment on my part - every caste beyond the standard dragonborn spirit is something of a gimmick. The idea to build incrementally more powerful spirits based around metallic dragons struck me as a good one. I'm not sure how it turned out in practice, as parts strike me as highly improvable now that the entire set of them are done. I'll likely edit them sometime in the future.

- Likewise, the ux will be extensively edited. I'm not quite happy with them, but since I realize edits are coming, greatly changing them doesn't make sense. They don't feel epic as written. By the way, they lack an ux special ability. Instead, they just get boost to all their other racial powers. I had that written out an ux ability, but it was completely redundant.

- I'm not unhappy with how they turned out, but I'm not happy. In retrospect they feel like a first draft to me. Fixing some consistency issues and a few tweaks should fix this.

- Anyway, an ux breathes for lots of damage and melees you. They're draconic like that. The SLAs replace true dragon's spellcasting, but otherwise they hit a lot of the same notes.

- An ux isn't a platinum dragon. They're inspired by them, but there's cosmological reasons why Bahamut is the only platinum dragon. This came up during the whole Baleruk thing in B3.



Size/Type: Large Outsider (Dragonblood, Good, Lawful)
Hit Dice: 25d8+325+25 (550 hp)
Initiative: +8
Speed: 50ft, swim 100ft, fly 100ft (average)
Armor Class: 48 (-1 size, +27 natural, +12 armor)(+8 dodge vs dragons, +2 deflection vs evil)
Base Attack/CMB/CMD: +25/+38/48
Attack: Scimitar+43 (1d8+24 plus 1d6 electricity plus 1d6 cold plus 1d6 fire 15-20 x2)
Full Attack: Scimitar+43/+38/+33/+28 (1d8+24 plus 1d6 electricity plus 1d6 cold plus 1d6 fire 15-20 x2)
Space/Reach: 10ft/10ft
Special Attacks: Breath weapon, spell-like abilities.
Special Qualities: Damage reduction 20/epic and evil, immunity to cold, paralysis and sleep, resistance to acid, fire and electricity 20, spell resistance 35, blindsight 120ft, darkvision 120ft, low-light vision, magic circle against evil, change shape, aujir, rach, orn, aurix.
Saves: Fort +26, Ref +13, Will +21 (+2 resistance vs evil)
Abilities: Str 35, Dex 10, Con 37, Int 22, Wis 26, Cha 28 
Skills: Appraise+34, Climb+40, Concentration+41, Craft(any three)+34, Diplomacy+37, Intimidate+37, Knowledge(Arcana)+34, Knowledge(Nature)+34, Knowledge(Planes)+34, Knowledge(Religion)+34, Listen+44, Sense Motive+36, Spot+44, Swim+48, Survival+37, Use Magic Device+37
Feats: Power Attack(1), Weapon Focus(Scimitar)(3), Ability Focus(Breath Weapon)(6), Improved Critical(Scimitar)(9), Improved Initiative(12), Toughness(15), Hover(18)
Epic Feats: Epic Ability Focus(Breath Weapon)(21), Superior Initiative(24)
Alignment: Always lawful good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

Always active-spider climb. At will-aid, atonement, bless, consecrate, detect chaos, detect evil, greater teleport, hallow, holy smite, speak with animals. 3/day-control water, control weather, control winds, detect thoughts, fog cloud, foresight, geas/quest, heal, reverse gravity, stone shape, sunburst, wall of stone. 1/day-miracle. Caster level 25th. The save DCs are 19 + spell level.

Breath Weapon (Ex)

This is identical to the breath weapon a dragonborn's heart aspect provides, except that it deals 1d10 points of damage per hit die the ux has. The save DC is 43. The save DC is Constitution based and includes a +2 racial bonus.

Magic Circle Against Evil (Su)

A dragonborn spirit is under a magic circle against evil effect with a radius emanation of 30ft (caster level 25th).

Change Shape (Su)

An ux can take the form of any Small, Medium or Large humanoid.

Aujir (Ex)

Aujirs take bronze dragons as their totem, granting them the ability to breath water and a swim speed double their land speed. They may use their breath weapon underwater without penalty, even if they choose breathe fire.

Rach (Sp)

Rach build on what they have learned as Aujirs and take on copper dragons as a totem. They gain spider climb as an always active spell-like ability. It can be dispelled, but the rach can reactivate it as a free action.

Orn (Su)

The orn are blessed by silver dragons, and from that they take them as a totem. They gain the ability to walk on clouds as if they were solid, this ability can be negated or resumed at will.

Aurix (Sp)

The aurix learn from gold dragons and take them as a totem. They absorb the wisdom of gold dragons and combine it with all they have learned in the previous castes. This grants an aurix a great deal of knowledge. They have bardic knowledge as a 25th level bard and gain a +4 competence bonus to the check.

Skills

Ux gain a +8 racial bonus to Listen and Spot checks.



Gear:
Spoiler: ShowHide


Ux carry a scimitar+6, shock, frost, flaming. An ux's scimitar ignores one half of a chromatic dragon's natural armor bonus. An ux also wears a breastplate+7, heavy fortification. Most have a great deal of treasure beyond that as well as potentially access to artifacts. Bahamut is not stingy with giving his ux what they need to succeed.
<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

#170
Adamantine Golem

Fluff:
Spoiler: ShowHide


Adamantine golems are the creations of long-forgotten dwarven golemsmiths. It is said that they sought an unbreakable and unstoppable golem, and that this dream lead them to creating the first adamantine golem. Indeed, it is said that the first adamantine golem is the only survivor of that long-forgotten clan, still guarding the greatest treasures of the realm.

The art of constructing adamantine golems has trickled throughout Creation. The sheer expense and difficulty in creating on renders them an extreme rarity, only employed by those with both power and wealth to spare. They are long-lasting and difficult to slay, rendering them a virtually eternal defense. They are well suited to defending underground passage, being an unmovable obstacle to stymie opponents.


Notes:
Spoiler: ShowHide


- Not a lot here, since golems aren't the most interesting creatures. I have more to say about their design than the fluff behind them. There's a few ways I could spice up the fluff, but I always feel lots of fluff is wasted on unintelligent golems. That's half the reason I've been doing constructs lately, as I haven't felt like writing fluff.

- Mithral and adamantine golems are both build to reflect the metal they're made of. Mithral is light and useful, treasured for its lightened load. Adamantine is a heavy, powerful metal used for defense and destruction. Both golems are designed to reflect this. Mithral golems are products of the eladrin and are thus light, freedom-oriented and somewhat complex. Conversely, adamantine golems are heavy, a bit unimaginative and mighty since they come from dwarven hands. I feel mithral golems are much more interesting, but adamantine golems have a brutal effectiveness to them.

- Project barrier is the best power the golem has. It lets it control the battlefield stop opponents under a tide of iron walls. The rest of its abilities ensure it is tough and hits really hard. It's a powerful suite of abilities, albeit ones that aren't the most interesting. Sure, high DR, fast healing, top tier magic immunity and crushing blows is a good combo, but it's a bit dull.

- Unlike mithral golems, adamantine golems are rarely awakened. Those that do tend to be dwarf-esque in personality.



Size/Type: Huge Construct
Hit Dice: 42d10+126+42+84+40 (712 hp)
Initiative: -1
Speed: 20ft
Armor Class: 57 (-2 size, -1 dex, +50 natural)
Base Attack/CMB/CMD: +31/+55/64
Attack: Slam+49 (6d10+40 15-20 x3)
Full Attack: 2 slams+49 (6d10+40 15-20 x3)
Space/Reach: 15ft/15ft
Special Attacks: Trample 6d10+30, project barrier.
Special Qualities: Damage reduction 40/adamantine and epic, fast healing 25, magic immunity, unmovable, crushing blows, toughness, constructed toughness, construct traits.
Saves: Fort +33, Ref +12, Will +13
Abilities: Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1 
Skills: -
Feats: Toughness(B)
Epic Feats: Epic Toughness(B)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Project Barrier (Sp)

As a swift action, an adamantine golem can mimic the effects of a wall of iron spell (caster level 42nd), except that the wall and any iron from it vanishes after 10 minutes.

An adamantine golem automatically succeeds on the Strength check to tip a wall of iron over.

Trample (Ex)

Reflex DC 55 half. The save DC is Strength based and includes a +4 racial bonus.

Crushing Blows (Ex)

The slams of an adamantine golem hit with bone-shattering force. An adamantine golem applies double its strength modifier to damage rolls with its slam attack. It threatens a critical hit on a roll of 15-20 and inflicts triple damage on a critical hit.

Unmovable (Ex)

The bulk of an adamantine golem is almost impossible to push, trip or move. It cannot be tripped, bull rushed or knocked prone, nor can effects move it back.

Toughness (Ex)

An adamantine golem is noted for its sheer toughness and rugged endurance. It gains a +20 bonus to Fortitude saves and may substitute a Fortitude save for a Reflex save. It has an additional 3 hit points per hit die.

Magic Immunity (Ex)

An adamantine golem is immune to all spells, spell-like abilities and supernatural abilities.

Constructed Toughness (Ex)

An adamantine golem gains toughness and epic toughness as bonus feats. It has maximum hit points per hit die.


Gear: [spoiler]

An adamantine golem carries no equipment. If destroyed, the scrap is worth 6d8*1000 gold.
<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

#171
Glasya, Lord of the Sixth

Fluff:
Spoiler: ShowHide


Glasya
Princess of Hell, The One Behind the Throne
Lord of the Sixth
Symbol: A short sword on a copper medallion
Home Plane: Malbolge, the 6th Hell
Alignment: Axiomatic Vile
Portfolio: Corruption, manipulation, lies, unseen power
Worshipers: Rogues, manipulators, powers behind the throne, royalty, temptresses
Cleric Alignments: LE, LN, NE
Domains: Corruption, Diabolic, Evil, Law, Life, Temptation, Trickery
Favored Weapon: Sublime (Short Sword)


Notes:
Spoiler: ShowHide


- I've struggled with Glasya for ages. She's a funny case, as she is completely uninteresting mechanically but interesting for her role in the fluff. Both the GoH and FC2 incarnations use straight racial hit dice, so finding an interesting and fitting class was hard. So hard that I ended up making a new PrC for her. Even then, she was like squeezing blood from a stone. I worry she's not my best effort, but sometimes you just have to call something done and move on.

- I think Glasya's more interesting for Hell and for her character, rather than anything else. I personally think Lixer offers more to work with as far as the Heirs of Hell go. Also yes, her position is 100% nepotism. What she represents (especially if Lixer also takes rule of a layer) is Asmodeus making his control over Hell even more unbreakable. Yet as a Lord of the Nine, any action against her is incredibly difficult and regulated to eon-spanning schemes at best.

- Mechanically, Glasya's defense oriented with a side dose of skills. She can fight alright and her weapon's extremely strong, but her main talent isn't being a front line combatant. She does best commanding her thralls, all while debilitating or corrupting her enemies. Princess Loyalty makes her hard to damage, since any Lord of the Nine has thralls and minions to spare and can summon more. It's also a nice way of showing that she's safe because Daddy says so. She'll be protected, even if her thralls don't want to. Notably, any devil can be used for this ability. Loyalty to Glasya is not required.

- Death's metal is really strong and really rare. It's a backhanded insult at Glasya, but her new powers over life let her control the blade safely. This infuriates Lixer to no end. Incidentally, death's metal was also found in B3 during the raid on Castle Crumbling. The ingots there were leftovers from what Lixer used to make Sublime. Also, death's metal is posted in homebrew if you're curious to what it does. Making it's another matter and a ritual to do so will be posted later.

- I'm not sure who is next. I'm not in the mood for a devil, maybe something chaotic or good to cleanse the palate.


Malefircariem 45//Rogue 10/Temptress 35

Size/Type: Medium Outsider (Abomination, Devil, Evil, Lawful)
Divine Rank: 6
Hit Dice: 45d8+630 (990 hp)
Initiative: +23; always goes first
Speed: 60ft, fly 200ft (perfect)
Armor Class: 105 (+13 dex, +6 divine, +16 deflection, +34 natural, +16 charisma, +10 armor)
Base Attack/CMB/CMD: +45/+62/117
Attack: Sublime+69 (1d6+11 plus 17d6 and 2 str sneak attack plus 3d6 unholy and 1 negative level (12d6 and 4 negative levels on crit) plus 3d6 negative energy damage (12d6 on crit) plus 1 cha (drain on critical hit) plus 6d6 on crit 17-20 x4)
Full Attack: Sublime+69/+64/+59/+54 (1d6+17 plus 17d6 and 2 str sneak attack plus 3d6 unholy and 1 negative level (12d6 and 4 negative levels on crit) plus 3d6 negative energy damage (12d6 on crit) plus 1 cha (drain on critical hit) plus 6d6 on crit 17-20 x4) and 2 wings+69 (2d6+11 plus 17d6 and 2 str sneak attack) and bite+69 (4d6+11 plus 17d6 and 2 str sneak attack plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, aura of hell, sneak attack+17d6, crippling strike, temptation (51/encounter; all).
Special Qualities: Damage reduction 40/anarchic, epic, good and silver, immunity to acid, fire and poison, resistance to cold, electricity and sonic 50, spell resistance 60, regeneration 50, see in darkness, true seeing, telepathy 500ft, summon devils, princess allure, divine traits, trapfinding, evasion, penetrating strike, improved uncanny dodge, tempting body, passionate aura, eternal control.
Saves: Fort +56, Ref +55, Will +55
Abilities: Str 33, Dex 36, Con 38, Int 45, Wis 36, Cha 43
Skills: Bluff+74, Concentration+68, Diplomacy+105, Disable Device+71, Disguise+70, Forgery+71, Gather Information+74, Hide+67, Intimidate+76, Knowledge(All)+71, Listen+67, Move Silently+67, Perform(Act)+74, Perform(Dance)+74, Search+71, Sense Motive+67, Spellcraft+71, Spot+67, Tumble+67, Use Magic Device+70,
Feats: Dark Speech(B), Persuasive(1), Ability Focus(Diplomacy)(3), Master Manipulator(6), Telling Blow(9), Improved Critical(Short Sword)(12), Multiattack(15), Improved Multiattack(18), Improved Initiative(21), Maiming Strike(24), Weapon Focus(Short Sword)(27), Mindsight(42)
Epic Feats: Epic Skill Focus(Diplomacy)(T24), Epic Reputation(T28), Overwhelming Critical(Short Sword)(30), Divine Temptation(T32), Devastating Critical(Short Sword)(33), Improved Passionate Aura(36), Improved Temptation(T36), Extra Thralls(39), Improved Temptation(T40), Improved Temptation(T44), Extra Thralls(45)
Salient Divine Abilities: Divine Blast, Divine Glibness, Divine Shield, Divine Skill Focus(Diplomacy), Extra Domain(Diabolic), Extra Domain(Life), Extra Domain(Trickery), Lay Curse, Mass Divine Blast, Princess Loyalty, Supreme Initiative
Alignment: Axiomatic Vile

Racial powers:
Spoiler: ShowHide


Princess Allure (Su)

Glasya naturally allures, a corrupt flower that draws in even those that know better. Creatures that attempt Sense Motive checks against her suffer a -6 penalty. Creatures she attempts to charm do not gain a +5 bonus to the save if they are being threatened or attack by her or her allies. Her suggestion spells and abilities, except for ones that are obviously harmful, always seem highly reasonable and inflict a -6 penalty on the saving throw.

Poison (Ex)

Injury DC 52; 2d6 Wis/4d6 Wis. The save DC is Constitution based and includes a +6 racial bonus.

Aura of Hell (Ex)

The presence of Glasya is so vile that it causes lesser beings to cower or pay homage to the might of her evil. All within 900ft of Glasya must succeed in a Will save equal to 10 + 1/2 hit dice + Charisma modifier + divine rank (DC 54). Those who succumb to the evil Glasya represents suffer one of the two following effects as determined by her (who can change the effect, or discontinue it, as a free action):

Cower: Affected beings cower before the might of Glasya. They can defend themselves normally but take no actions.
Induce Fear: Affected beings become panicked and suffer a -9 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Glasya makes them frightened, and they flee from her as quickly as they can.

Glasya can make her servants, worshipers, beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Glasya dismisses it. Other Lords of the Nine, and beings possessing divine rank equal to or greater than that of the Lord, are immune to the Aura of Hell. The Aura of Hell replaces any existing fear aura and divine aura of the devil.

Summon Devils (Su)

Glasya may call up to 45 hit dice of devils three times per day. Alternately, she can call the same another three times per day. Finally, once per day, she may call a Duke of Hell in her service. The Duke is aware of the situation but must answer the summons.

True Seeing (Su)

Glasya sees through all illusions and is treated as being constantly under the effect of a true seeing spell, with a caster level equal to her hit dice.

Regeneration

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



Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-animate objects, animate plants, beckoning call, befoul, blasphemy, blindness/deafness, calm emotions, charm monster, charm person, confusion, contagion, create undead, death ward, demand, desecrate, despoil, devil's ego, devil's eye, dictum, disguise self, dispel chaos, dispel good, dominate monster, dominate person, doom, false vision, feeblemind, hellfire, hellfire storm, hide from undead, hold monster, insanity, investiture of the pit fiend, invisibility, irresistible dance, lesser planar binding, lesser restoration, magic circle against chaos, magic circle against good, mass heal, mass suggestion, mislead, morality undone, nondetection, order's wrath, pox, planar binding, plant growth, protection from chaos, protection from good, reincarnate, regenerate, screen, shield of law, soul link, suggestion, summon monster 9 (lawful evil only), sympathy, time stop, unholy aura, unholy blight. Caster level 45th. The save DCs are 42 + spell level.

Alter Reality (Su)

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

Inflict Wounds (Su)

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

Domain powers:

Corruption: 6/day ignore the hardness of an object when you attack.
Diabolic: 6/day add a +22 bonus to one Bluff, Diplomacy, Intimidate or Sense Motive check as an immediate action.
Evil: +1 bonus to the caster level of evil spells.
Law: +1 bonus to the caster level of lawful spells.
Life: 6/day grant 1d6+22 temp hp to a creature you touch. Lasts 22 hours.
Temptation: +2 competence bonus on Charisma checks opposed by males and a +1 bonus to the save DC of enchantment spells. Must not be wearing armor.
Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills.

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

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

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

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

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

Create Items: Glasya can create any wondrous item with power related to temptation, corruption or manipulation; the maximum is 30,000 gold.

Portfolio Sense: Glasya is aware of any act of manipulation, corruption or life that involves 500 or more people.



Rogue powers:
Spoiler: ShowHide


Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

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

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

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

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

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

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

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

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

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

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Crippling Strike (Ex)

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



Temptress powers:
Spoiler: ShowHide


Temptation

The save DCs of Glasya's temptations is 54.

Honeyed Words (Su)

As a swift action, the temptress may spend 1 temptation point to gain a bonus to a Bluff, Diplomacy or Gather Information check equal to one half of her temptress level (round up, not down, to determine the total bonus). She may use this ability as often as she has temptation points to power it, but if she fails a Charisma based skill check against a creature when using honeyed words, she suffers a -5 penalty to any further Charisma based skill checks against them for the rest of the encounter.

Charm (Sp)

As a standard action, the temptress may spend 2 temptation points to affect a creature as if by a charm monster spell. A creature that succeeds on the save is immune to further charm attempts from that temptress for the rest of the encounter.

Suggestion (Sp)

As a standard action, the temptress may spend 3 temptation points to affect a creature as if by a suggestion spell. A creature that has been successfully charmed by the temptress suffers a -2 penalty to the saving throw.  A creature that succeeds on the save is immune to further suggestion attempts for the rest of the encounter.

Adjust Morality (Sp)

As a standard action, the temptress may spend 4 temptation points to affect a creature as if by a morality undone spell. Unlike a normal morality undone spell, the creature's alignment changes to that of the temptress, including the law/chaos axis. The alignment descriptor of the spell changes to match the alignment of the temptress. A creature that has been charmed or that is under a suggestion from the temptress suffers a -2 penalty to the saving throw (these stack to -4 if the creature is under both). A creature that succeeds on the save is immune to further adjust morality attempts for the rest of the encounter.

Domination (Sp)

As a standard action, the temptress may spend 5 temptation points to affect a creature as if by a dominate monster spell. A creature that has been charmed, under a suggestion from the temptress or has had its morality adjusted by the temptress suffers a -2 penalty to the saving throw (these stack, to a maximum of -6). A creature that succeeds on the save is immune to further domination attempts for the rest of the encounter.

Sneak Attack (Ex)

This is identical to the rogue ability of the same name. Sneak attack from this class and other classes stack.

Tempting Body (Ex)

A temptress is a master of using her looks to distract her foes. She may apply her Charisma modifier as a bonus to armor class.

Passionate Aura (Su)

Creatures the temptress manipulates enjoy the experience, so enthralled by her charms. When a creature affected by any of the temptress's temptations fights with her as an ally and is within 30ft of the temptress, they gain a +2 morale bonus to attack rolls, weapon damage rolls and saving throw.

Eternal Control (Ex)

A master temptress can enthrall a creature forever, caught in a web of manipulation that allows no escape. She must spend 1 hour with a creature already affected by her charm, adjust morality or domination ability, plying them with the sweetest words and promises. At the end of this, the creature is allowed a second save against the temptation(s) they are under. If they succeed, the temptations end. If they fail, the duration of the temptations becomes permanent.

A temptress can use this ability at will, but can only have up to two creatures affected at a time. If she affects a third with this, one of the other two (chosen at random) is released from the effect of the temptations they are under. A temptress can release a creature from eternal control as full round action. The temptress must be in the creature's presence to do so.

A creature is allowed only one save no matter how many temptations they are affected by. This save covers success or failure for all of the temptations they are under.



Gear:
Spoiler: ShowHide


Sublime

Sublime is a short sword that appears to be made of adamantine. The black metal that composes it is not adamantine and is instead ice cold to the touch. It is a gift from Lixer, her brother. When Glasya became Lord of the Sixth, Asmodeus decreed that all the Lords of the Nine and unbanished archdevils give Glasya a present in honor of her ascension. Lixer was coldly furious that his sister obtained the position while he was passed over, so he forged a short sword of death's metal. He knew full well the weapon would harm Glasya each time she held it, a subtle refutation of her claim over the domain of life. However, Glasya was most pleased by the blade and took it in her hand, wrapping it with the strange, throbbing life left in the wake of the Hag Countess. It protects Glasya from the effects of the sword, and she has taken to wielding it as her favored weapon or when her brother is around.

Sublime is a death's metal short sword+6, humiliating and unholy power. When Glasya holds the blade, the hilt is covered in a thin layer of flesh that constantly dies and regenerates. This protects Glasya from the negative energy damage of death's metal.

Glasya's Silks

Glasya wears a silken, transparent dress that accents her beauty without hiding anything. It is said that it was once owned by Bensozia or made by her for her daughter, just before she died at the hands of Levistus. While commonly accepted as true, this is in fact inaccurate. This dress is the soul of the first mortal she tempted to damnation. She promised that poor soul that he would be at her side after death. Indeed, much like her father, she did not speak a lie. On his death, the mortal's soul was forged by Glasya's hand into this dress. Since that time, a small bit of every soul Glasya damns flies to the dress on death.

Glasya's silks grants Glasya a +10 armor bonus to armor class. Three times per day as an immediate action, Glasya can draw on the energy of the souls within it to to restore her as if by a heal spell (400 hit points healed, caster level 40th).

In addition to this, Glasya wears priceless jewelery and other finery. While not all of it is magical, some is. These benefits may or may not be of any benefit to the Princess of Hell, as she wears what she likes based on appearances rather than functionality. The sole exception to that is a bracelet that grants her unarmed attacks a +6 enhancement bonus. Beyond that, it is known that she has nine pieces of jewelry from her father and each one is enchanted. The powers of that jewelry is unknown, save to Asmodeus and Glasya.



Custom Material: [spoiler]

PRINCESS LOYALTY
Prerequisite: Princess of Hell, Temptation Domain, cha 37
Benefit: Glasya's thralls and allies will protect her to the death, no matter if they want to or not. Any time Glasya takes damage, she may shift the damage to a creature within 600ft and avoid taking the damage. The creature the damage is shifted to must be a devil or an ally (creatures under the effects of charm or domination by Glasya count as allies for this). The creature takes the damage instead of Glasya. The damage is calculated based on Glasya's defenses, the creature's own defenses do not apply to damage shifted to them (with the exception of regeneration, which determines if the damage is lethal or non-lethal damage normally). Archdevils and Lords of the Nine cannot have damage shifted to them. Ability damage and drain can be shifted with this ability, but other conditions (such as stunned, sickened and so forth) cannot.
<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

Adrian Barnan, General of Aurora

Fluff:
Spoiler: ShowHide


Adrian Barnan is a hagspawn native to the world of Lifasa. A former guard of the Ascended Throne of Heaven on Lifasa, he was cast into the planes as a result of Hell's invasion. A simple soldier left to endure the plains, he survived and thrived. This was paired with a mission from Elder Magi Tepen, one of the surviving mages of Lifasa. He was tasked to find the lost fortress Medicant, a mobile castle that could travel the planes and defy Hell itself.

In time, Adrian found reliable companions and they ultimately recovered Medicant. Renamed Aurora, the fortress became the foundation of the crusade to free Lifasa from Hell's domination. Adrian took a place as one of the generals of Lifasa. He has devoted his energies to this, learning the secrets of the planes and strengthening himself with the blood of dragons. He stands now as a champion against the tide of diabolical forces, ready to do his part in freeing Lifasa.

Unlike most hagspawn, Adrian is blessed with relatively human looks and can pass as one. He has dark hair and brooding looks, ones that served him well at Aurora, as they helped lead to his marriage to Misalea, a warrior of the Graceful Blow school of swordsmanship.


Notes:
Spoiler: ShowHide


- Adrian's adaptation required some class re-jiggling. Considering that B3 uses an old version of gestalt saves/BAB, this is inevitable. He comes out alright in the end, with more feats and less skills. He loses some sneak attack and gains better to hit odds, as well as better armor class. In other words, he's more of a fighter with rogue elements than a balanced mix now. That fits how he tends to fight. Anyway, these sort of tweaks will be standard for B3 conversions.

- Adrian would love artificial moonlight. It's not impossible to do with magic, though it's possible Gaelach is powerful enough to discern the difference. Gaelach's powered up mode is pretty great when he can unlock it. If he ever ends up worshiping Selune, he'd probably take or retrain a feat into Moon Devotion.

- Really, Adrian's a good example of a mortal that manages to hack it at the outer planes. He's far from 'normal' now - he sees the invisible as easily as the visible, can cut planar portals with his sword and has adapted the blood of dragons into himself. Mortals that succeed like he does usually end up something like this, able to accomplish deeds far beyond typical mortals. Most mortals who end up this powerful get a divine patron if they don't have one already, as they're too promising and powerful to pass up. In this case, Adrian's position in Aurora relieves him of that pressure.

That being said, Adrian isn't the religious type to begin with. However, he does pay his respects to Selune. The Moonmaiden has supported Aurora's crusade and passed on the means to strengthen Gaelach. He knows that Selune has treated them well and pays her respect in turn. It's not really worship, though it could potentially turn that way some day. The interesting thing is that Adrian knows full well how the afterlife works. He has a vested interest in swearing himself to a favorable power, as he has the rare luxury of being able to knowingly choose his afterlife. Selune makes a certain amount of sense for that reason as well.

- Adrian's fluff is brief. This is on purpose, as he's a testrun for B3 conversions. I'm more concerned with the mechanics than the fluff here. I'll fix this when and if I do more. I think I will as this turned out well, though not right away.



Fighter 23//Hagspawn 2/Rogue 3/Dragon Devotee 5/Planar Champion 13

Size/Type: Medium Monstrous Humanoid (Dragonblood)
Hit Dice: 23d10+184+23 (342 hp)
Initiative: +13
Speed: 30ft
Armor Class: 44 (+5 dex, +10 natural, +11 armor, +6 deflection, +1 dodge, +1 ws)
Base Attack/CMB/CMD: +23/+35/58
Attack: Gaelach+45 (2d6+30 plus 4d6 sneak attack (+2 hit/damage on sneak attack and staggering strike) 17-20 x2)
Full Attack: Gaelach+45/+40/+35/+30 (2d6+30 plus 4d6 sneak attack (+2 hit/damage on sneak attack and staggering strike) 17-20 x2)
Space/Reach: 5ft/5ft
Special Attacks: Sneak attack+4d6, spells, attack ethereal, sunder portal.
Special Qualities: Damage reduction 15/epic, spell resistance 34, darkvision 120ft, low-light vision, trapfinding, evasion, penetrating strike, ignore spell failure, favored plane(Baator+3, Hades+2, Abyss+1), see invisibility, planar survival, ethereal jaunt, rip portal, draconic aura.
Saves: Fort +27, Ref +19, Will +24 (+4 vs paralysis and sleep)
Abilities: Str 34, Dex 20, Con 26, Int 19, Wis 20, Cha 14   
Skills: Appraise+9, Climb+38, Concentration+18, Disable Device+9, Hide+18, Knowledge(Arcana)+10, Knowledge(Planes)+30, Listen+35, Move Silently+18, Sense Motive+31, Spot+37, Swim+38, Use Magic Device+28
Feats: Endurance(1), Weapon Focus(Greatsword)(F1), Power Attack(F2), Telling Blow(3), Weapon Specialization(Greatsword)(F4), Steadfast Determination(6), Improved Initiative(F6), Melee Weapon Mastery(Slashing)(F8), Draconic Aura(Senses)(9), Improved Critical(Greatsword)(F10), Staggering Strike(12), Greater Weapon Focus(Greatsword)(F12), Greater Weapon Specialization(Greatsword)(F14), Combat Reflexes(15), Toughness(F16), Cleave(18), Weapon Supremacy(Greatsword)(F18), Dodge(F20)
Epic Feats: Great Ability(Strength)(21), Spellcasting Harrier(F22), Shared Planar Survival(PC13)
Alignment: Neutral

Rogue powers:
Spoiler: ShowHide


Sneak Attack (Ex)

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

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

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

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

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

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

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

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.


Dragon Devotee powers:
Spoiler: ShowHide


Adrian casts as a 2nd level sorcerer. His save DCs are 12 + spell level.

[6/day]0: AmanuensisSC, Arcane Mark, Detect Poison, Mending, Prestidigitation.
[5/day]1: Golem StrikeSC, Lesser Orb of ColdSC.

SC - Spell Compendium.


Planar Champion:
Spoiler: ShowHide



Favored Plane (Ex)

The planar champion has studied the natives of a particular plane extensively. She gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against a native of that plane. Likewise, the planar champion gets the same bonus on weapon damage rolls against creatures native to the favored plane. The planar champion only gets the damage bonus with ranged weapons if the target is within 30 feet. The damage bonus does not apply to creatures immune to critical hits.

The champion chooses only one favored plane, and even identical creatures from other planes are not affected. For example if a planar champion chooses the Nine Hells as her favored plane, she would gain the bonus against devils native to that plane, but not devils from the adjacent plane of Acheron. The planar champion's studies help in noncombat settings as well. The planar champion gets a +1 bonus on Diplomacy and Gather Information checks when interacting with natives of the favored plane. Survival checks get a +1 bonus when performed on the favored plane.

The planar champion gains a second favored plane when reaching 5th level and a third favored plane when reaching 10th level. When gaining a new favored plane, the bonuses for previous favored planes increase by +1. For example, a 5th-level planar champion could choose Acheron as a new favored plane, earning a +1 bonus against its natives, and her bonus against natives of the Nine Hells would increase to +2. The planar champion may not choose her native plane as a favored plane.

The bonuses from this ability stack with the ranger's favored enemy ability. A ranger/planar champion with a favored enemy of devils and a favored plane of the Nine Hells adds both bonuses together when fighting a devil native to the Nine Hells.

See Invisibility (Su)

Upon reaching 2nd level, a planar champion is treated as being under the effect of a see invisibility spell at all times, with a caster level equal to her hit dice. This ability allows her to see (but not affect) ethereal creatures.

Attack Ethereal (Su)

A planar champion of 3rd level or higher weapons are considered to be ghost touch weapons at all times. This allows her to attack ethereal creatures.

Planar Survival (Su)

At 4th level, a planar champion becomes attuned to the nature of the planes she visits and personally immune to their natural planar effects. She is treated as being under a constant a constant avoid planar effects spell with a caster level equal to her hit dice.

Ethereal Jaunt (Su)

A planar champion of 6th level or higher may step onto the Ethereal Plane three times per day. This functions as an ethereal jaunt spell with a caster level equal to her hit dice.

Rip Portal (Sp)

Once per day, a planar champion of 7th level or higher can rip a portal through the Astral Plane to another plane of existence. By tearing a hole in the fabric of the plane she's on, the champion may open a portal onto the Astral Plane or any plane that the Astral Plane touches that the champion has visited before. As per the plane shift spell, the planar champion has no control over the precise destination on whatever plane she rips a portal to. The portal appears as a ragged hole in space adjacent to the planar champion and lasts for 1d4+1 rounds before healing over.

Sunder Portal (Sp)

Once per day, a planar champion of 8th level or higher has the ability to seal a dimensional gate or portal by severing the connection to the destination. She may do with a successful level check (DC 5 + the caster level of the gate or portal). The gate spell is destroyed as if dispelled, while portals are suppressed for 1d6 days.


Gear: [spoiler]

Gaelach

This sword's origins are lost in the mists of ancient planar times. It is known that in recent eons, it was in the hands of Mistfall, a Shard of Selune. Nothing else is known of it, as Mistfall spoke little of it when it was won in a contest of strength. The blade appears to be made of mithral and never dulls or loses its shine. It is of high quality craftsmanship and possesses no identifying mark or maker's signature. The only sign on it is an invisible symbol engraved on the pommel stone, a rune from a forgotten language that roughly translates to silver cloud.

Gaelach is a greatsword+4, though it functions as a greatsword +6 with Geal (see below). It strikes as a silvered weapon but does not suffer a -1 penalty to damage. When the wielder fights in moonlight with Gaelach, the bearer gains a +5 bonus to attack rolls, weapon damage rolls, saving throws, armor class, skill checks and ability checks. A cloud of silvery dust surrounds the bearer, resembling silver colored glitterdust. Indeed, it spoils any invisibility effect for the wielder, just like glitterdust. However, these motes spread out and show the truth of all things to the wielder, granting them true seeing with a range of 30ft.

In addition, thanks to Geal, the bearer of Gaelach glows with bright moonlight when under Selune's light. This radiance is blinding to any who attempt to do the holder of Gaelach harm. This grants them total concealment against attacks, including area and radius attacks that would not normally be subject to this.

Gaelach is paired with Geal, an enchanted ring. This ring raises Gaelach's enhancement bonus by 2 points and causes the bearer to glow with bright moonlight when under Selune's light, as explained above. The connection between Geal and Gaelach is unclear, though Geal was a gift from Selune to Aurora through a group of favored lycanthropes.

Mother's Amulet

This amulet is said to contain the soul of Adrian's mother, the hag that gave birth to him on Lifasa. It is not known if this is true, though Adrian seems certain of it. It grants Adrian a +6 enhancement bonus to all ability scores. It has great sentimental value to Adrian.

In addition to these, Adrian is extremely well equipped thanks to Aurora's resources and the works of Afina Devilsbane. He wears a mithral breastplate+6, heavy fortification. This is paired with the deadman's helmet, a grotesque skull mask that grants a +10 bonus to Intimidate checks and a permanent healer's vision effect, caster level 15th. He also wears a cloak of resistance+6, a ring of protection+6 that also grants a +7 enhancement bonus to natural armor and winged boots.

As a General of Aurora, Adrian has access to a considerably higher amount of treasure should he need it. As a mere mortal striving to survive in the planes, he does not hesitate to use any magical item.
<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

Terror wolves are the result of a long-ago sorcerer's interest in creating stronger dire wolves. He crossbred the strongest dire wolves he could get with hell hounds, then improved on the results with generations of selective breeding. The end result was terror wolves, a stronger and more capable threat than dire wolves. They are tinged with evil but are fortunately rare, as they have spread slowly. However, terror wolves breed true with dire wolves, so introducing even a single terror wolf to a region can cause them to replace dire wolves over time.

The majority of terror wolves gestalt as scouts. The scout skill set synergies well with typical pack tactics. Older terror wolves advance to 12, 13 or even 14 hit dice, but advancement beyond that is rare.


Terror Wolf

Size/Type: Large Outsider (Native)
Hit Dice: 11d8+55 (111 hp)
Initiative: +3
Speed: 50ft
Armor Class: 22 (+3 dex, +9 natural)
Base Attack/CMB/CMD: +11/+21/34
Attack: Bite+20 (1d8+13 plus trip)
Full Attack: Bite+20/+15 (1d8+13 plus trip)
Space/Reach: 10ft/10ft
Special Attacks: Fear, maul, trip.
Special Qualities: Damage reduction 10/magic, resistance to fire 10, darkvision 60ft, low-light vision, scent.
Saves: Fort +12, Ref +10, Will +11
Abilities: Str 29, Dex 16, Con 20, Int 5, Wis 14, Cha 12
Skills: Balance+16, Climb+23, Hide+17, Jump+31, Listen+16, Move Silently+17, Spot+16, Survival+16, Swim+23   
Feats: Track(B), Combat Reflexes(1), Weapon Focus(Bite)(3), Rapidstrike(Bite)(6), Iron Will(9)
Epic Feats: -
Alignment: Lawful Evil

Racial powers:
Spoiler: ShowHide


Fear (Su)

As a standard action, a terror wolf may emit a bone-chilling howl. This affects all creatures within 60ft as if by a fear spell (DC 18 Will save negates). Other terror wolves are immune to this ability. A creature that successfully saves against a terror wolf's howl is immune to that wolf's howl for 24 hours. The save DC is Charisma based and includes a +2 racial bonus.

Trip (Ex)

A terror wolf that hits with its bite attack may immediately make a free trip combat maneuver. Doing so does not provoke an attack of opportunity. A failed attempt does not allow the target to attempt to trip the terror wolf.

Maul (Ex)

A creature tripped by a terror wolf provokes an attack of opportunity from any terror wolves within range to bite it. Terror wolves gain a +4 bonus to this attack roll.


Gear:
Spoiler: ShowHide


Terror wolves do not carry any treasure. Most are intelligent enough to recognize the value of gold and similar things, and may have caches of valuable things in their den.
<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

Ubalukk

Fluff:
Spoiler: ShowHide


Don't look. Stop looking.

Ubalukk are obyriths from ancient times, lost for eons in the chaos of the Abyss. They are known as fiend of 'blood madness', who destroy the 'sanity of blood' and create nightmares. Little is known of them, save that they serve the First Vampire through an ancient pact. They are unknown and perhaps unknowable, hideous things that serve no purpose in Creation save that of the Abyss.

I told you to stop looking.

An UbaluKk appeaRS as a MaSS of blooDY intestines connected and looped through torn, bloODY fACES. tHey MOVe with unNatural speed anD GRacE, they fLY Through no mECHANIsM that cAn be diSCERnED. THeY are blOOdy buT do NOT BLEED. The faces SCreAm. ThEY NeveR stop screamIng. No screaM is eVER heaRd. EVEr.

Damn you, stop! Listen to me!

Like a6y obyr6th, the6cause 6adnes6.

Please, stop!


- Lost Lore of the Abyss: Ubalukk Obyriths. This tome has unfortunately been corrupted by the chaotic lore held within.


Notes:
Spoiler: ShowHide


- Ubalukks were mentioned during B3 as allies of the First Vampire. They are meaningless, horrible things that exist for no reason. Unfortunately, that's how obyriths are.

- Mechanically, they're high HP and low damage, but put foes down through blood madness and leech. They can lock down an opponent and inflict unpleasant conditions on them, but direct damage isn't their strong suit.

- Speaking of, blood madness replaces the normal form of madness that obyriths get. They get plenty of chances to apply it, but it's not an automatic aura.

- Ubalukks usually gestalt as sorcerers that specialize in corrupt spells as well as madness inducing magic.


Size/Type: Large Outsider (Chaotic, Evil, Obyrith)
Hit Dice: 26d8+260+26+52 (546 hp)
Initiative: +9
Speed: 10ft, fly 100ft (perfect)
Armor Class: 46 (-1 size, +9 dex, +28 natural)
Base Attack/CMB/CMD: +26/+45/55
Attack: Tentacle+44 (2d6+9 plus blood madness plus improved grab)
Full Attack: 6 tentacles+44/+39 (2d6+9 plus blood madness plus improved grab)
Space/Reach: 10ft/10ft
Special Attacks: Blood madness, improved grab, leech, spell-like abilities.
Special Qualities: Damage reduction 20/epic, good and slashing, immunity to mind affecting and poison, resistance to acid, cold, electricity and fire 20, spell resistance 37, fast healing 35, telepathy 200ft, true seeing, unnatural dexterity.
Saves: Fort +24, Ref +23, Will +24
Abilities: Str 28, Dex 29, Con 31, Int 14, Wis 17, Cha 21 
Skills: Bluff+34, Concentration+39, Hide+38, Intimidate+34, Knowledge(Arcana)+31, Knowledge(Nature)+31, Knowledge(Planes)+31, Knowledge(Religion)+31, Listen+32, Move Silently+38, Search+31, Sense Motive+32, Spot+32, Swim+38
Feats: Ability Focus(Blood Madness)(1), Weapon Focus(Tentacle)(3), Toughness(6), Mindsight(9), Rapidstrike(Tentacle)(12), Endurance(15), Steadfast Determination(18)
Epic Feats: Epic Ability Focus(Blood Madness)(21), Epic Toughness(24)
Alignment: Chaotic Evil

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-blasphemy, chaos hammer, insanity, unholy blight, word of chaos. Caster level 26th. The save DCs are Charisma based.

Blood Madness (Su)

Any creature that is struck by an ubalukk's tentacles must make a DC 45 Fortitude save or suffer the curse of blood madness. This causes a part of the creature's blood to become an alien entity, erupting out from the creature's flesh as a demonic head the size of a fist. The location the head comes out from is random, but regardless this trauma deals 1d4 points of Constitution damage. Each round at the start of the creature's turn, this head attempts a bite attack on the creature. The to hit modifier is the creature's base attack bonus plus the creature's Strength modifier, while the damage is 1d8 plus one and one half times the creature's Strength modifier. A creature can have more than one head active, each tentacle hit forces a save against blood madness.

The head lasts indefinitely, tirelessly biting the creature until death (which causes the death of the head as well). A head can be removed by a dispel evil or dispel chaos spell on the affected creature, with each head requiring a separate spell. Alternately, a wish or miracle spell can remove any heads affecting a creature at once. Attacks targeted at the head can destroy it, a head has 20 hit points. However, any damage a head takes is also taken by the creature.

Immunity to Constitution damage prevents the heads from forming. Creatures that do not have blood are immune to this ability. The save DC is Constitution based and includes a +6 racial bonus.

Improved Grab (Ex)

If an ubalukk hits a creature with a tentacle attack, it may attempt a grapple as a free action without provoking an attack of opportunity. If it succeeds, it automatically leeches from the target.

Leech (Su)

Whenever an ubalukk successfully grapples a creature and each round that it holds the grapple, it automatically leeches blood from the creature. Treat this as a vampiric touch spell that deals 26d6 damage. Creatures that do not have blood are immune to this ability.

True Seeing (Su)

An ubalukk is under the effects of a true seeing spell at all times. The caster level equals the ubalukk's hit dice.

Unnatural Dexterity (Ex)

An ubalukk is unnaturally coordinated and applies its Dexterity modifier as well as its Strength modifier to attack rolls and CMB.


Gear:
Spoiler: ShowHide


Ubalukks have no need or desire for gear or treasure. Some do collect it, but more to use it as a bargaining chip than any real desire.
<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

Fluff and notes:
Spoiler: ShowHide


Normally I'd write fluff for elder treants, but I feel that their powers nicely explain what they are. So I'll eschew that in favor of being direct. So I'd recommend reading the stat block and racial abilities first. Anyway, elder treants are meant to evoke concepts like Yggdrasil and other life giving world trees. Trees are often linked with life in mythology, so the they have their strongest ability devoted to that.

An elder treant creates a zone of protection and life for 41 miles around it in all directions, or until the forest ends. This makes them instantly have an impact on the forest they choose to live in. You get creatures that live ten times as long, heal fast and are immune to the ravages of poison and disease. Freed from most means of death, the denizens of it have the time and leeway to grow strong. An elder treant's forest naturally becomes home to powerful creatures. A place with this naturally attracts powerful fey, who in turn attract those who seek the fey.

Simply put, an elder treant is meant to be the root of a 'dungeon' forest. They provide an excellent reason for one to exist, for more powerful than usual monsters to be there and grants the denizens bonuses in combat. All of this helps in designing an epic challenge for epic characters. Generally, I try and make at least one power of an epic creature feel epic in some way. In this case, the sheer scope and range of guardian of the forest's powers is it. It's far beyond what a normal creature could ever produce.

There's largely two class options for gestalting elder treants: ranger and druid. Ranger is for those who want to focus on their melee talents, otherwise it's druid. Exceptions exist but are both rare and situational.

Finally, the feats of the elder treant are fairly generic. Most specialize more.


Elder Treant

Size/Type: Colossal Plant
Hit Dice: 41d8+615+41+82 (1066 hp)
Initiative: +7
Speed: 60ft
Armor Class: 51 (-1 dex, -8 size, +50 natural)
Base Attack/CMB/CMD: +30/+59/68
Attack: Slam+43 (8d8+30)
Full Attack: 2 slams+43 (8d8+30) and 4 root whips+38 (6d6+10 and improved grab)
Space/Reach: 30ft/30ft
Special Attacks: Animate trees, improved grab, object breaker, sap, spell-like abilities.
Special Qualities: Damage reduction 30/epic and slashing, spell resistance 53, fast healing 30, vulnerability to fire, guardian of the forest, plant traits.
Saves: Fort +34, Ref +12, Will +30
Abilities: Str 52, Dex 8, Con 41, Int 20, Wis 33, Cha 25 
Skills: Climb+65, Concentration+59, Diplomacy+51, Hide+43, Intimidate+51, Knowledge(Nature)+49, Listen+55, Move Silently+41, Sense Motive+55, Spot+55, Survival+55
Feats: Toughness(1), Power Attack(3), Improved Sunder(6), Improved Bull Rush(9), Awesome Blow(12), Ability Focus(Trample)(15), Iron Will(18), Improved Initiative(21)
Epic Feats: Epic Toughness(24), Epic Sunder(27), Epic Ability Focus(Trample)(30), Epic Will(33), Superior Initiative(36), Improved Spell Resistance(39)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-control plants, control weather, move earth, plant growth, repel wood, transmute metal to wood, transport via plants, wall of thorns. Caster level 41st. The save DCs are 17 + spell level.

Animate Trees (Su)

As a standard action, an elder treant can animate trees within 1000ft. It can animate up to 20 trees in this manner. Unlike when a regular treant animates trees, it takes no time for these trees to uproot themselves, they act immediately. The animated trees move and fight as treants in all ways and they enjoy a +5 morale bonus to attack rolls. Trees animated in this way remain animated as long as they are within 1000ft of the elder treant and it is not incapacitated or slain.

Trample (Ex)

DC 59 Reflex, 8d8+30 damage. The save DC is Strength based and includes a +2 racial bonus.

Object Breaker (Ex)

Elder treants deal triple damage to objects or structures.

Improved Grab (Ex)

To use this ability, the elder treant must hit with a root whip attack. It can then start a free grapple attempt without provoking attacks of opportunity. It may choose to use the root whip that grapples to hold the target, this does not incur the normal -20 penalty to CMB. A creature held in this way is subject to an elder treant's sap.

Sap (Ex)

A creature held in a grapple by the elder treant is covered in tree sap. This automatically happens once the grapple is established. This sap hardens over the course of one round and finishes at the end of the grappled creature's next turn. Once hardened, the creature is unable to move, attack, cast spells with somatic or verbal components or any other action that requires movement. A creature can escape only if they succeed on a DC 31 Strength check as a full round action.

The sap can be removed before it hardens by immersion in water, 10 points of fire damage or the application of a dose of universal solvent. Freedom of movement prevents the sap from sticking to a creature. Once the sap hardens, it can only be removed by 50 points of fire damage, 100 points of bludgeoning damage (in both cases, the creature trapped also takes this damage) or the application of a dose of universal solvent.

An elder treant is immune to its own sap and the sap of other elder treants, it does not harden on them.

A creature trapped in the sap is unable to breathe and will suffocate if not freed. Creatures slain this way come to resemble bugs trapped in amber.

Guardian of the Forest (Su)

The presence of an elder treant has great effects on both it and the forest around it. Unless noted otherwise, the effects here extend one mile per hit die of the elder treant, in all directions or until the end of the forest. These bonuses do not apply to the elder treant.

Font of Life

All non-evil natives of the forest and non-evil fey gain fast healing 10. This fast healing does not stack with any other sources of fast healing. They are immune to disease and poison. Plants, trees and other natural objects in the forest likewise recover for damage within seconds. Life grows abundantly and fast within the area, which makes clearing a path difficult.

Treant's Protection

All non-evil natives of the forest and non-evil fey gain a +4 sacred bonus to armor class as well as saving throws, damage reduction 15/slashing and spell resistance 35.

Tree's Longevity

Non-evil natives of the forest age at one-tenth normal speed. For example, a native that spends ten years there would only age one year. Natives that die of old age have a 70% chance to transform into trees or treants on death.

Fire's Bane

The greatest enemy of the forest struggles within an elder treant's protection. Non magical flames fail within the area and sputter out if brought into it. Spells and spell-like abilities within the fire descriptor are impeded, with the Spellcraft DC to successfully cast them being 41 + spell level. Supernatural abilities that produce fire or flames require the creature using the ability to succeed on a DC 41 level check.


Gear:
Spoiler: ShowHide


Elder treants do not usually use magical items. However, most have a private collection of treasures and precious things from the forest around them. Many also display evil creatures captured and suffocated within sap, both as art and as a warning to other evil creatures.
<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

#176
Renbuu
Lord of Colors, The Ever-Changing, The Artist
Slaad Lord
Symbol: A blotch of colors
Home Plane: Limbo
Alignment: Anarchic Neutral
Portfolio: Color, art, creation, destruction, passion, change
Worshipers: Bards, artists, performers, artisans, anarchs, travelers
Cleric Alignments: CE, CG, CN
Domains: Chaos, Craft, Creation, Destruction, Passion, Travel
Favored Weapon: Artiste (Dagger; see Artiste in Renbuu's gear tab)

Fluff and notes:
Spoiler: ShowHide


- Renbuu's the same as in normal D&D. He's a slaad lord that focuses on art, creation, destruction and color. Sometimes he creates and it is good, other times it is not and he destroys. He is a traveling artist, his own critic that judges his works and the works of others. He is utterly self-absorbed and indulgent, caring only to advance his artistic agenda.

- As far as domains go, Renbuu's are fairly straight forward. He's a traveling artist and they all tie into that. The only other domain he might have is transformation, as no other really fits. Interestingly, there's no art domain or the like. I considered making one, but decided it wasn't needed. Craft and creation cover it, while passion covers the sincerity of his efforts and how much he cares about his art.

- Mechanically, Renbuu's fairly direct. He prefers combat maneuvers in melee to actually fighting, as he finds it to be more artistic. If things degenerate to magic, he just makes up something suitable thanks to supreme eldritch knowledge. He's not the most optimized ever, he's probably on the lower end for the range of optimization I aim for. This is in part due to his personal preferences and in part just the way it worked out. He'd have a lot more bang if he had things like divine bard, arcane strike or better defenses, but that's okay.

- Regardless of the above, Renbuu gets two swift action prismatic croaks a round. That's decent if unpredictable offense. Beyond that it's hard to say, since his weapon and spells are completely variable.

- Slaad lords don't come from any type of normal slaad. If they weren't already, they become unique outsiders. Most just simply have slaad as their racial hit dice rather than any type of slaad and gain racial powers suited to what they do. There's no real quality control over becoming a slaad lord (beyond Ao), as the other lords don't have any say in it. Of course, since the Spawning Stone is enchanted to put out normal slaads instead of more unique ones, there's not as many unique slaads as you'd think. It's not impossible for a normal slaad to become a slaad lord, hence the note about them becoming unique slaad if they do, but it's harder for them.

- I removed the prerequisite of magic domain from supreme eldritch knowledge. The spontaneous version for prepared casters lacks it, so I feel this is a reasonable adjustment. Honestly, Renbuu makes up his magic as he goes along, as is only proper for a true slaad lord. 



Slaad 46//Bard 46

Size/Type: Large Outsider (Chaotic)
Divine Rank: 8
Hit Dice: 46d8+598 (966 hp)
Initiative: +22
Speed: 80ft, fly 240ft (perfect)
Armor Class: 74 (-1 size, +14 dex, +8 divine, +25 natural, +18 deflection)
Base Attack/CMB/CMD: +46/+61/111
Attack: Artiste+65 (Varies)
Full Attack: Artiste+65/+60/+55/+50 (Varies)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells, captivating colors, prismatic croak.
Special Qualities: Damage reduction 30/axiomatic, cold iron and epic, immunity to fire and sonic, resistance to acid, cold, and electricity 20, spell resistance 61, regeneration 23, summon slaad, craftsman, divine traits, bardic music, inspire courage+9, countersong, fascinate, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, bardic lore.
Saves: Fort +59, Ref +60, Will +58
Abilities: Str 34, Dex 39, Con 37, Int 40, Wis 35, Cha 46
Skills: Appraise+72, Bluff+79, Concentration+70, Craft(All)+72, Craft(Rainbows)+75, Decipher Script+72, Diplomacy+79, Disguise+75, Forgery+72, Gather Information+79, Hide+71, Intimidate+79, Knowledge(Arcana)+72, Knowledge(Dungeoneering)+72, Knowledge(Nature)+72, Knowledge(N&R)+72, Knowledge(Planes)+72, Knowledge(Religion)+72, Listen+69, Move Silently+71, Intimidate+75, Perform(All)+79, Profession(Artist)+69, Sense Motive+69, Spellcraft+72, Spot+69, Survival+69, Swim+71
Feats: Skill Focus(Craft: Rainbows)(B), Warrior of Chaos(1), Versatile Performer(3), Versatile Craftsman(6), Improved Sunder(9), Improved Trip(12), Improved Dirty Trick(15), Slaad Rush(18), Extra Spell(45)
Epic Feats: Epic Sunder(21), Epic Spell Capacity(B23), Epic Trip(24), Deafening Song(B26), Epic Dirty Trick(27), Hindering Song(B29), Chaotic Maneuver(30), Inspire Excellence(B32), Epic Reputation(33), Lasting Inspiration(B35), Blinding Speed(36), Music of the Gods(B38), Multiaction(39), Ranged Inspiration(B41), Armor Skin(42), Epic Inspiration(B44)
Salient Divine Abilities: Alter Size, Divine Blast, Divine Shield, Eldritch Knowledge, Extra Domain(Passion), Extra Domain(Transformation), Improved Alter Size, Irresistible Performance, Lord of Color, Mass Divine Blast, Master Crafter, Supreme Eldritch Knowledge, Wave of Chaos
Alignment: Anarchic Neutral

Racial powers:
Spoiler: ShowHide


Captivating Colors (Su)

Any creature within 400ft of Renbuu that sees his ever-changing rainbow colors risks being entranced by them. Creatures who fail a DC 51 Will save are fascinated by Renbuu. This fascination lasts as long as they can see Renbuu or he attacks them. This is a mind-affecting ability. The save DC is Charisma based.

Prismatic Croak (Su)

As a swift action at will, Renbuu can emit a loud croak that causes prismatic colors to fill the minds of any creatures within 400ft. Each creature that hears it is affected as if by a prismatic spray spell. Renbuu can choose to exclude creatures from this ability as he sees fit. Caster level 46th, the save DCs are 51. The save DC is Charisma based.

Summon Slaad (Sp)

Renbuu may summon or call up 9d10 hit dice of slaad or chaotic neutral outsiders eight times per day.

Change Shape (Su)

Renbuu can assume the form of any Small, Medium, Large or Huge aberration, giant or humanoid.

Regeneration (Su)

Renbuu takes lethal damage from axiomatic, cold iron epic weapons and from spells with the lawful descriptor.

Craftsman (Ex)

Renbuu can make magical items as if he had the appropriate feats to do so. This extends to epic magical items. This does not, however, extend to golems.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-alter self, animate object, animate rope, astral projection, cause fear, chaos hammer, cloak of chaos, confusion, contagion, create food and water, create water, crushing despair, dimension door, disintegrate, dispel law, dominate monster, earthquake, enlarge person, fantastic machine, find the path, fly, forcecage, gaseous form, greater command, greater fantastic machine, greater heroism, greater plane shift, greater teleport, harm, heroes' feast, hideous laughter, inflict critical wounds, inflict light wounds, involuntary shapeshifting, irresistible dance, locate object, longstrider, magic circle against law, major creation, mass inflict light wounds, minor creation, minor image, pavilion of grandeur, permanent image, phase door, protection from law, shatter, song of discord, stone shape, storm of vengeance, summon monster 9(CN only), teleport, true creation, wall of stone, wood shape, word of chaos. Caster level 46th. The save DCs are 46 + spell level.

Alter Reality (Su)

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

Inflict Wounds (Su)

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

Domain powers:

Chaos: +1 caster level for chaotic spells.
Craft: +1 caster level for conjuration (creation) spells.
Creation: +1 caster level for conjuration (creation) spells.
Destruction: 8/day make a smite with a +4 bonus to attack and +23 to damage.
Passion: 23/rounds a day act as if under a rage spell.
Travel: 23/rounds day act as if under freedom of movement.

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

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

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

Communication: Renbuu can understand, speak, and read any language, including nonverbal languages. He can speak directly to any beings within eight miles of himself.

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

Create Items: Renbuu can create any wondrous item with power related to warfare and planning; the maximum is 30,000 gold.

Portfolio Sense: Renbuu is aware of any act of art, passion or creation that involves 500 or more people.


Bard powers:
Spoiler: ShowHide


Renbuu casts as a 46th level bard (caster level 47th for chaotic spells). The save DCs are 28 + spell level. Renbuu knows all available spells due to his supreme eldritch knowledge salient divine ability.

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Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.



Gear:
Spoiler: ShowHide


Artiste

No matter what form of art Renbuu focuses on, he always has a suitable tool for it. Be it a paintbrush, chisel, pencil or whatever else, it is always on hand for him. Most assume this is merely a minor power, able to generate suitable tools for what he does. They are wrong. Artiste is a single item, a shapeless mass of pure creative energy that stays by Renbuu's side at all times. It is his sole and single possession, something as chaotic and changing as he is. The truth of it is that it is Renbuu's own essence, endless cycles of art's creation and destruction solidified into something more. Every inspired act of creation and enraged moment of destruction in his art is a part of Artiste.

Artiste has no set form, but can take the form of any weapon Renbuu wishes. No matter the form, Artiste strikes as a +8 weapon, anarchic power. If Artiste takes the form of a ranged weapon such as a bow or sling, ammunition is created by Artiste. Alternately, Artiste can take the form of any artistic implement. When in that form, Artiste grants a +35 competence bonus to any Craft, Profession or Preform checks related to art.

As Artiste has no set form, worshipers of Renbuu use a dagger as his favored weapon. It is the closest weapon to two of Artiste's most common forms - a paintbrush and chisel.

Renbuu often has other magical equipment on him, but it varies at any given time. He prefers capes, finery and other trappings of nobility, as it fits his image of an artist.


Custom Material: [spoiler]

Chaotic Maneuver [Anarchic, Epic]
Prerequisite: Warrior of Chaos, base attack bonus+21, cha 25
Benefit: Your combat maneuvers are so unorthodox that they leave victims confused. When you succeed on a combat maneuver against a creature, they must make a Will save (DC 10 + 1/2 your hit dice + your Charisma modifier) or be confused for 1d3 rounds. This is a mind-affecting ability.

Epic Dirty Trick [Epic]
Prerequisite: Improved Dirty Trip, int 23
Benefit: You gain a +6 bonus on the CMB check you make to perform a dirty trick, as well as a +6 bonus to CMD to resist a dirty trick. This stacks with the bonus from Improved Dirty Trick. Add the following possible conditions to the list of conditions your dirty trick can cause: confused, dazed, prone and stunned.

Slaad Rush [Anarchic, Bardic]
Prerequisite: Perform 8 ranks, Bardic Music
Benefit: As a standard action, you can expend one daily use of your bardic music ability to grant all allies within 30ft a +30ft enhancement bonus to speed and a +4 dodge bonus to armor class against attacks of opportunity provoked by moving through threatened squares. The bonuses last for one minute.

Versatile Craftsman [General]
Prerequisite: Craft 5 ranks
Benefit: Pick a number of Craft categories equal to your Intelligence bonus (minimum 1). For the purpose of making Craft checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Craft category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Craft category. You gain new categories of your choice if your Intelligence bonus permanently increases. In addition, you gain a +2 bonus on a combined Craft check when using two or more forms of Craft at the same time, such as creating an alchemist's sword. In such cases, add the bonus to the higher of your two Craft skill modifiers.

Warrior of Chaos [Anarchic]
Prerequisite: Cha 13
Benefit: Your combat style is bold and unpredictable, which makes battling you difficult. You gain a +2 anarchic bonus to CMB and CMD.
Special: This feats counts as power attack or combat expertise for the sake qualifying for combat maneuver related feats such as improved sunder, improved disarm and so forth.

LORD OF COLOR
Prerequisite: Color as a portfolio element, cha 41
Benefit: Renbuu is capable of manipulating colors at will, changes that can fundamentally affect the nature of creatures and items. As a standard action, Renbuu can change the color of any single creature or object he sees. This can be any color he desires or mix of colors. A successful Will saving throw negates (DC is 10 + 1/2 hit dice + Charisma modifier + divine rank; DC 59) and Renbuu must succeed on an opposed rank check against another deity.

A creature that has its color changed is usually not otherwise affected. However, if the creature has another type separated by color, that creature becomes one of its new color. For example, Renbuu could use this ability on a blue slaad to transform it into a gray slaad. Alternately, he could transform a green dragon into a white dragon. Other effects are also possible, such as turning a creature bright pink to inflict a penalty to Hide, at the DM's discretion.

Objects changed are changed in color and possibly what they are. If an object's color would have it look as another type of object, it becomes that type of object. For example, if a ruby was changed from red to blue, it would then be a sapphire or another blue gemstone of Renbuu's choice. A blue potion changed to clear could become non magical water if Renbuu wished. The only limitation is price, as Renbuu cannot change an item into something that is more than triple its base value.

As a side effect of this ability, Renbuu is immune to prismatic spells, such as prismatic spray and sphere. He and any of his attacks or effects ignore prismatic walls, spheres and similar barriers. Any spell that uses color as a primary attacking element, such as rainbow pattern, fails against Renbuu.
<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

#177
The Great Xorn

Fluff:
Spoiler: ShowHide


There are legends told by the Xorn, staples of oral history that are told from generation to generation. The Great Xorn is known as one of the greatest outcasts ever. Cast out from his family for reasons unknown, it took to wandering the planes. It learned the ways and secrets of Creation, many legendary deeds and fables accomplished before at last returning to Earth as a legendary figure. He is proof that even the strangest races have a history and heroes, a lesson many can forget amid the endless planes.

Lesser Xorn want to be The Great Xorn and elder Xorn wish to surpass it. It is said that it lives in a massive cave full of rich metal and gemstone deposits, ones that regrow so that it always has the finest food available. There is even something horrifying there - a great open, empty cave with no stone or material at all. It is here that The Great Xorn practices the most stunning of its accomplishments: the ability to fly. This victory over the not-Earthness of Air is seen as a pinnacle of Xorn achievement. In the darkest of hours when elder Xorn meet, it is said that they tell of how this ability scared away Ogremoch, and how he will never dare to attack The Great Xorn after seeing this.


Notes:
Spoiler: ShowHide


- Sometimes I have a silly one-off idea and I run with it. This is one of those. It does have some merit - showing that adventurers aren't all humans and elves, that stranger things can thrive on the planes. Take the stories littered in fluff and elsewhere in this statblock with a grain of salt. If nothing else, intimidating Ogremoch with flying is likely a tall tale, as divine rank comes with flight as an innate ability.

- Mechanically, this was putting the horizon walker rewrite I did through the paces. It holds up fairly well and adds a lot of variety to the base creature. This isn't just an oversized Xorn - it can teleport, fly and swim, so getting away from it is harder than expected. It has spells for further boosts and is generally capable of surprising foes with its high level of power. Not to mention the fact it wears armor, something stupefying to other Xorn. Why would you wear tasty food like that?

- The Great Xorn's animal companion is an enhanced wolf. It's a pet more than an actual combat option for it.


Elder Xorn 23//Ranger 10/Horizon Walker 13

Size/Type: Large Elemental (Earth)
Hit Dice: 23d8+138+23 (265 hp)
Initiative: +8
Speed: 60ft, burrow 40ft, climb 20ft, swim 30ft, fly 60ft (perfect)
Armor Class: 55 (-1 size, +25 natural, +15 armor, +6 shield)
Base Attack/CMB/CMD: +23/+33/
Attack: Bite+36 (4d8+14 x3)
Full Attack: Bite+36/+31/+26/+21 (4d8+14 x3) and 3 claws+36 (1d6+9 x3)
Space/Reach: 10ft/10ft
Special Attacks: Favored enemy(elemental+6, outsider(water)+4, ooze+2), spells, terrain bonus+3, 
Special Qualities: Damage reduction 15/adamantine, bludgeoning and epic, immunity to cold, fatigue and fire, resistance to electricity 20, darkvision 180ft, tremorsense 180ft, fast healing 2, all around vision, earth glide, wild empathy, animal companion, woodland stride, swift tracker, evasion, terrain mastery(mountains, underground, plains, hills, aquatic), planar terrain mastery(weightless, transitive, aligned, cavernous, positive)
Saves: Fort +28, Ref +17, Will +19
Abilities: Str 29, Dex 10, Con 23, Int 12, Wis 14, Cha 12 
Skills: Appraise+27, Balance+27, Climb+43, Diplomacy+27, Hide+26, Knowledge(Geography)+27, Knowledge(Nature)+27, Knowledge(Planes)+27, Listen+28, Move Silently+26, Spot+32, Survival+28, Swim+43
Feats: Cleave(B), Improved Initiative(1), Track(R1), Power Attack(R2), Multiattack(3), Endurance(R3), Improved Multiattack(6), Improved Sunder(R6), Steadfast Determination(9), Rapidstrike(Bite)(12), Toughness(15), Improved Rapidstrike(Bite)(18)
Epic Feats: Superior Initiative(21), Planar Terrain Master(HW13)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


All Around Vision (Ex)

The Great Xorn's has a +4 racial bonus to Spot and Search checks, plus it cannot be flanked.

Earth Glide (Ex)

The Great Xorn can move through rock, dirt or any other type of earth as a fish swims through water. It leaves behind no hole behind it and it does not leave any signs of its presence.


Ranger powers:
Spoiler: ShowHide


The Great Xorn casts as a 10th level ranger. The save DCs are 12 + spell level.

[2/day]1: Alarm, Delay Poison
[2/day]2: Barksin, Bear's Endurance

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.


Horizon Walker powers:
Spoiler: ShowHide


Terrain Mastery

At each level, the horizon walker adds a new terrain to his repertoire from those given below. Terrain mastery gives the horizon walker two benefits. The first is that they may apply their terrain bonus (see the table above) to attack rolls and weapon damage rolls, as well as Hide, Listen, Move Silently, Spot and Survival checks while in that terrain. This represents the horizon walker's hard won knowledge of how to fight effectively in that terrain. Secondly, the horizon walker gains a specific benefit as listed in the terrain. This benefit applies beyond that terrain. For example, a horizon walker with the hills terrain mastery is immune to fatigue both in and out of hilly terrain.

In the event a terrain might count as more than one type of terrain, the horizon walker only applies his terrain bonus once.

Planar Terrain Mastery

Planar terrain mastery functions just like terrain mastery, except that it applies to planar conditions that are not native to the Prime Material. The horizon walker can take a non-planar terrain type instead, if he wishes.

Terrain masteries and planar terrain masteries are extraordinary abilities unless noted otherwise.

Terrain Masteries

Aquatic

You gain a swim speed equal to one half of your land speed. You gain a +8 racial bonus to swim checks to perform some special action or avoid a hazard. You can always can choose to take 10 on a swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.

If you already have a swim speed, increase it by 10ft instead.

Hills

You resist effects that tire you. You are immune to fatigue and anything that would cause you to become exhausted makes you fatigued instead.

Mountains

You gain a climb speed of 10ft. You gain a +8 racial bonus on all climb checks. You must make a climb check to climb any wall or slope with a DC of more than 0, but you can always choose to take 10, even if rushed or threatened while climbing. You climb at the given speed while climbing. If you choose an accelerated climb, you move at double your climb speed and make a single climb check with a -5 penalty. You cannot run while climbing. You retain your Dexterity bonus to armor class (if any) while climbing and opponents get no special bonuses on their attacks against you.

If you already have a climb speed, increase it by 10ft instead.

Plains

Your land movement speed rises by 10ft. This stacks with other bonuses to movement speed, such as a monk's fast movement.

Underground

You gain darkvision out to 60ft. This stacks with any darkvision you already possess.

Planar Terrain Masteries

Weightless

You gain a fly speed equal to your land speed with perfect maneuverability. When you are on planes with no gravity or subjective gravity, you use the plane's fly speed but gain a +30ft bonus to it.

Transitive

You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds.

This is a supernatural ability.

Aligned

You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

Cavernous

You gain tremorsense with a 30ft range.

Positive

You gain fast healing 2. This stacks with any fast healing you have from other permanent sources. You are not at risk of being blinded in a major positive dominant plane and you do not gain temporary hit points from fast healing on the plane.



Gear: [spoiler]

The Great Power

The Great Xorn's natural attacks are far above that of normal xorn. They benefit from a +5 enhancement bonus and deal triple damage on a successful critical hit.

It is whispered that it gained this ability by slaying 100 water elementals and then purifying itself in a pool of boiling lava provided by Lady Sunnis. Others claim that The Great Xorn instead gained this power from a primal earth elemental, honored for being one of the greatest incarnations of Earth the Xorn have ever produced. More outlandish tales are also claimed and on consensus on the truth exists.

The Great Armor

Legends say that The Great Xorn's wanderings once took it to Gond's forges. Here he so impressed the Lord of All Smiths that he forged The Great Xorn a suit of armor. What precisely he did to impress Gond varies from tale to tale, ranging from deeds of valor to aiding him with Earth. Details vary from teller to teller, with most tales only agreeing that Gond made the armor. No matter the truth of it, The Great Armor is an exceptional suit of engineered armor and bears all the markings of Gond's advanced methods.

The Great Armor is mithral full plate+7, heavy fortification. It counts as light armor and has no armor check penalty. An enchanted metal arm with a shield is attached to the side, which protects The Great Xorn automatically and grants a +6 shield bonus to armor class. Strands of enchanted adamantine gird the insides and protect The Great Xorn's body, granting it a +6 resistance bonus to saving throws. Sprayers within the armor constantly coat The Great Xorn's body with enchanted mercury, a mist that doubles all of The Great Xorn's movement speeds and negates any penalty to movement speed from the armor. (The mist is harmless and it is not at risk of mercury poisoning.)
<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

#178
Valkyries

Fluff:
Spoiler: ShowHide


Valkyries are female outsiders who wander Ysgard and Warrior's Rest. They are battle maidens, seeing to the constant wars there and sometimes going to the Prime to recruit worthy mortals to Ysgard's endless wars. They are fearsome lovers of battle who owe their ultimate devotion to it, rather than anything or anyone else. They are celestials but not angels or eladrin (the latter of which they generally dislike). Some serve The Red Knight, but the majority are independent and maintain strongholds across Ysgard and Warrior's Rest.

A typical valkyrie is intimidating, relentless and fearless. They do not fear death or even oblivion, for battle is their purpose. They are happiest fighting fiends and evil, but are still more than content in Ysgard's eternal conflict.

Valkyries gestalt as paladins of freedom, fighters and rangers primarily, though any class with good base attack bonus progression is viable. With the exception of cleric for a few that serve The Red Knight, fair and poor base attack bonus classes are avoided. Valkyries do not disdain magic or disrespect it, but they relish melee combat above everything else.


Notes:
Spoiler: ShowHide


- Not a lot to say here. They're medium level outsiders I never got around to filling out. They work for what they are and aren't too complex.

- They're not related to the valkyries in the ToB. Think more of the valkyries from Valkyrie Profile and you're on the right track.

- Being immune to cold and fire makes sense for natives of Ysgard. Both are factors there, so that's what they got.

- I did some writing on how valkyries reproduce (via seducing worthy warriors rather than normal outsider methods), but decided it didn't really fit what I was going for. It's interesting but it really gives the wrong impression. It's also a little too close to how the FC2 portrays erinyes. There's a bit overlap here in any case. If a valkyrie fell, they'd probably end up as an erinyes.

- More relevantly, valkyries also resemble asuras from the BoED. I've never used them much, due to being unhappy with the stat block and not wanting to readjust them. They still exist, but I'd use a valkyrie before an asura. That's fine, chaotic planes are big on variety. It's only natural for chaos to have variations on a theme rather than a monolithic representation.



Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 9d8+27+9 (89 hp)
Initiative: +6
Speed: 30ft, fly 60ft (good)
Armor Class: 21 (+2 dex, +3 natural, +6 armor)
Base Attack/CMB/CMD: +9/+13/25
Attack: Bastard sword+15 (1d10+7 19-20) or longbow+12 (1d8+5 x3)
Full Attack: Bastard sword+15/+10 (1d10+7 19-20) or longbow+12/+7 (1d8+5 x3)
Space/Reach: 5ft/5ft
Special Attacks: Call to battle, counterattack, spell-like abilities.
Special Qualities: Damage reduction 5/cold iron and evil, immunity to cold and fire, resistance to acid and electricity 10, spell resistance 20, darkvision 60ft, aura of courage.
Saves: Fort +9, Ref +8, Will +8 (+4 vs poison)
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 14, Cha 16   
Skills: Balance+14, Concentration+15, Craft(any one)+13, Diplomacy+15, Intimidate+15, Knowledge(Dungeoneering)+13, Knowledge(Local: Ysgard)+13, Knowledge(N&R)+13, Knowledge(Planes)+13, Listen+14, Perform(Oratory)+15, Sense Motive+14, Spot+14
Feats: Improved Initiative(B), Weapon Focus(Bastard Sword)(1), Toughness(3), Combat Expertise(6), Improved Trip(9)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-consecrate, holy smite, magic vestment, magic weapon, spiritual weapon. 3/day-blade barrier, cure serious wounds, divine power, flame strike. Caster level 9th. The save DCs are 13 + spell level.

Call To Battle (Su)

As a full round action, a valkyrie can inspire all allies (including herself) within 60ft with a stirring speech to join battle. This grants a +2 morale bonus to attack rolls and weapon damage rolls. Additionally, they may make an extra attack at their full base attack bonus when they make a full attack, as if hasted. This bonus attack does not stack with other sources of extra attacks, such as haste or flurry of blows. These bonuses last until the end of the encounter.

Counterattack (Ex)

As an immediate action, a valkyrie can make a single melee attack against a creature that attacked her in melee. This ability is used after the attack resolves and before any further attacks from the creature.

Aura of Courage (Su)

This ability is identical to the paladin ability of the same name.


Gear:
Spoiler: ShowHide


All valkyries are given a bastard sword+1, longbow+1 and a breastplate+1. They usually have more treasure than this, as they collect plunder from defeated opponents. Melee weapons and enchanted armor are particularly prized, as well as anything to increase Strength or Constitution.
<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

Purple Star

Fluff:
Spoiler: ShowHide


Army 138, "Crushers." This army is lead by Purple Star, a valkyrie noted for her use of a massive fullhammer. She has a unyielding personality suited to offensive operations, which supports the army's goal of tactical destruction and fortress penetration. Of note, she was personally recruited by The Red Knight from Ysgard.

- An excerpt from a report to the Order of the Fly, courtesy of an embedded agent in Warrior's Rest.

Bull headed. Not in the traditional sense, no. Quietly so. She doesn't give up, doesn't stop. One time she came on a wall of solid diamond blocking her way. Did she look to go around it or circumvent it? No. She stood there and hit it, over and over and over again. A waste of good effort, but I'll admit she finally cracked that wall.

Same thing when The Red Knight got her. The two fought and Purple Star got knocked down. You know what she did? She got up and swung again, got knocked down for her troubles. She got up again and kept going. So The Red Knight disarmed her, and she started battering at her with her fists. Her hands broke from hitting bare armor, but she kept on. When her hands finally failed, she threw all her magic at her. She made The Red Knight knock her out.

So she's dedicated, I'm sure you can find other celestials with that sort of will. The scary part about it is how she acts. She doesn't get angry. She didn't cry in pain when her hands broke, didn't swear when she came on that diamond wall. She gives any obstacle the same unimpressed look and gets to breaking it down. It can be a stone wall, a warrior or even a balor in her way, and she'll handle all of the same.


- Strength of Light, commenting on Purple Star to Seira Aryn.

You ever fought a lower ranked archon, like say a hound archon? Fight them long enough and they tend to do the same thing over and over. It's the lawful nature, lesser inevitables and devils can fall into it too. Fight an eladrin, slaad or demon and you won't see the same. Can't, see, since that's abhorrent to the chaos they're made of. But Purple Star's different. She's as chaotic as any eladrin, but she's terrifyingly unchanging. She attacks each problem in the same way, yeah?

Like there I am, minding my own business and fighting her. She'll just keep battering me down. See, you get to know a chaotic spirit and you know they have to keep doing different things. It's just how they are. So Purple Star really stuck in my craw. I really think it over and it hits me like a berserk cornugon. No matter the problem, the nature of it and the situation, she can only see one solution. She's broken in some way. I don't know. No matter how she expresses herself, it's always the same. No wonder she's so damn good at destroying things. It's all she can do.


- Tannin Darkbrooke of Aurora, talking to Moonstar, a tulani eladrin visitor to Aurora.

You came all this way and did so much just to ask that? Hah, there's some spirit on you, eladrin. You're right, she's broken but her own choice and own will. There's an old story about a monk who became the best by practicing one punch his entire mortal life. Purple Star sought that and had no trifling limitations like mortality to stop her.

A day, she swings her hammer against all foes and problems. A month, a year, a decade, a century. Oh, she tries to apply it in different ways and learn new techniques all the time. But there's only so many ways she can break things. Not even chaos can make the same hammer blow different forever. She made herself into something that sees the same practice wall before her every time. She's beaten it every time before, so why stop now?

Change her back? Fix her? No. She made her choice and more importantly, it would deprive war of a skilled specialist. It may destroy her in the end or she may become something different than she is. But that's war, nothing is unchanged by it. Besides, is not chaos everything, eladrin? Even that which is not chaos.


- The Red Knight, to Moonstar.



Notes:
Spoiler: ShowHide


- Purple Star explores a few concepts. She's a specialist and this examines the role of specialists of that level, as well as what it may take to reach that sort of skill. It's an example of an advanced valkyrie, though this is relatively minor. Finally, she's a reflection of chaos and how it can become something seemingly unchaotic, all for the sake of chaos being all by its basic nature.

- Mechanically, she works fairly well. Shattering knight is good at doing exactly what it's supposed to. I confess I'm fond of this one, even if it's limited in use since sunder is unpopular. The rest of her racial abilities are boosted versions of the normal valkyrie powers, while her weapon is tailored to her. She's good at what she specializes in. While she does have some versatility beyond it, she largely sticks to her niche.

- Red Knight's generals are all gifted the same breastplate. Not all use it and full plate variants do exist. But you're more likely to see it on one of her generals than not. She prefers them to use it if possible, but accepts it if they have something better (so long as they get it recolored to red) or don't use armor. It's generally viewed dimly by other generals and The Red Knight's high clergy.



Valkyrie 26//Fighter 10/Shattering Knight 16

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 26d10+286+26 (462 hp)
Initiative: +14
Speed: 30ft, fly 60ft (good)
Armor Class: 49 (+6 dex, +19 natural, +11 armor, +4 insight)
Base Attack/CMB/CMD: +26/+40/60
Attack: Hata+50 (2d10+38 19-20 x4)
Full Attack: Hata+50/+45/+40/+35 (2d10+38 19-20 x4)
Space/Reach: 5ft/5ft
Special Attacks: Call to battle, counterattack, spell-like abilities, sunder specialist(+8/+8d4), cleaving sunder.
Special Qualities: Damage reduction 15/cold iron, epic and evil, immunity to cold and fire, resistance to acid and electricity 20, spell resistance 37, darkvision 120ft, aura of courage, improved mettle, magic touched, improved glorious destruction, touch of adamantine, absorb dweomer.
Saves: Fort +29, Ref +24, Will +28 (+4 vs poison)
Abilities: Str 38, Dex 23, Con 32, Int 18, Wis 19, Cha 21   
Skills: Balance+35, Concentration+40, Craft(Weaponsmithing)+33, Craft(Armorsmithing)+33, Diplomacy+34, Intimidate+34, Knowledge(A&E)+33, Knowledge(Dungeoneering)+33, Knowledge(Local: Warrior's Rest)+33, Knowledge(N&R)+33, Knowledge(Planes)+33, Listen+33, Perform(Oratory)+34, Sense Motive+33, Spot+33, Swim+43
Feats: Improved Initiative(B), Iron Will(B), Power Attack(1), Exotic Weapon Proficiency(Fullhammer)(F1), Cleave(F2), Toughness(3), Improved Sunder(F4), Weapon Focus(Fullhammer)(6), Weapon Specialization(Fullhammer)(F6), Melee Weapon Mastery(Bludgeoning)(F8), Brutal Strike(9), Greater Weapon Focus(Fullhammer)(F10), Improved Critical(Fullhammer)(12), Flyby Attack(15), Crushing Strike(18)
Epic Feats: Epic Will(B), Superior Initiative(B), Great Strength(21), Epic Sunder(SK13), Pulverize(24), Shatter Golem(SK16)
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-blade barrier, consecrate, cure serious wounds, detect evil, divine power, flame strike, holy smite, magic vestment, magic weapon, spiritual weapon. 3/day-foresight, power word blind, power word stun. 1/day-miracle, storm of vengeance. Caster level 26th. The save DCs are 15 + spell level.

Call To Battle (Su)

As a full round action, Purple Star can inspire all allies (including herself) within 60ft with a stirring speech to join battle. This grants a +4 morale bonus to attack rolls and weapon damage rolls. Additionally, they may make an extra attack at their full base attack bonus when they make a full attack, as if hasted. This bonus attack does not stack with other sources of extra attacks, such as haste or flurry of blows. These bonuses last until the end of the encounter.

Counterattack (Ex)

As an immediate action, Purple Star can make a single melee attack against a creature that attacked her in melee. This ability is used after the attack resolves and before any further attacks from the creature.

Aura of Courage (Su)

This ability is identical to the paladin ability of the same name.


Shattering Knight powers:
Spoiler: ShowHide


Magic Touched (Su)

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

Sunder Specialist (Ex)

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

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

Cleaving Sunder (Ex)

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

Glorious Destruction (Su)

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

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

Touch of Adamantine (Su)

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

Improved Glorious Destruction (Su)

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

Absorb Dweomer (Su)

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

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

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

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


Gear:
Spoiler: ShowHide


Hata

When Purple Star pledged herself to The Red Knight, she broke her hammer to signify the break from her previous life. The scraps of this weapon were melted down and mixed with aurorum to form Hata, a fullhammer that Purple Star has wielded ever since. It is 10ft tall and towers over Purple Star, but she has learned to fight with it effectively through dogged determination. It appears as a fullhammer made entirely of metal with an indigo gleam. The head is decorated with images of siege engines and catapults, while the long haft is smooth.

Hata is an aurorum fullhammer+6, sundering. Hata deals double damage against objects. As a full round action, Hata can be used to make a single attack. This attack deals triple damage if it hits (and sextuple damage on a critical hit) a creature and quadruple damage on an object. Doing so shatters Hata into dozens of fragments, though they can be recombined as usual for aurorum.

Red Breastplate

This armor is given to The Red Knight's favored servants. It is a deep, beautiful red and never rusts or becomes dirty. It is a breastplate+6 that has a maximum dexterity bonus equal to the wearer's Dexterity modifier and no armor check penalty. Additionally, for every 2 points the wearer's Intelligence is above 10 (12, 14, ect), the wearer gains a +1 insight bonus to armor class and saving throws. 

Past this, Purple Star wears a girdle that grants her a +8 enhancement bonus to Strength and Constitution. Unlike most valkyries, she dislikes archery and does not carry a bow.
<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?