Characters and monsters

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

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Anastasia

Aurora Golems

Fluff:
Spoiler: ShowHide


Aurora golems are an early creation of Medi, creator of Aurora. They stand in Aurora's main hall as a vigilant defense against any who would invade. They follow all instructions from Elena and Galariel to the letter and will give their lives to defend Aurora. They are an extra layer of defense, used by the current crusade as a reserve in case all else fails.


Notes:
Spoiler: ShowHide


- There's little to say here. They're golems with 3.0 magic immunity and some extra damage on their slam attacks. Sometimes simple works best.

- As far as legacies go, they're not one of Medi's strongest. Medi was a golem maker but they were not his greatest passion. He could have done better, but he chose to focus on the fortress itself and magical items instead. Self replenishing magical ice is quite a breakthrough and more important than the golems themselves. This one was lost to history and the B3 crew never really thought to investigate this. Perhaps just as well, since it's really hard to replicate. Medi pulled it off in part because of the built in limitation of drying up if exposed to air.

- Medi had the knack of being an incredible builder combined with wizardry talent and a knack at finding ways to finesse magical systems. Any one of those would be enough talent to take one far, all three is a combination seen indescribably rarely, let alone in a mortal.


Aurora Golem

Size/Type: Large Construct
Hit Dice: 20d10+30+20 (250 hp)
Initiative: +4
Speed: 30ft
Armor Class: 34 (-1 size, +25 natural)
Base Attack/CMB/CMD: +15/+31/41
Attack: Slam+30 (1d10+15 plus 2d6 cold plus 2d6 holy)
Full Attack: 2 slams+30/+25 (1d10+15 plus 2d6 cold plus 2d6 holy)
Space/Reach: 10ft/10ft
Special Attacks: Injector system.
Special Qualities: Damage reduction 15/adamantine, immunity to magic, fast healing 5, darkvision 60ft, low-light vision, construct traits.
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 40, Dex 11, Con -, Int 2, Wis 11, Cha 2
Skills: Listen+23, Spot+23
Feats: Power Attack(1), Toughness(3), Improved Initiative(6), Rapidstrike(9), Improved Sunder(12), Weapon Focus(Slam)(15), Brutal Strike(18)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Injector System (Ex)

An aurora golem has myriad hidden needles over its hands, pricking any foe that takes damage from its slam attack. This injects a cool, clear blue gel that deals an additional 2d6 points of cold damage and 2d6 points of holy damage. This gel, a product of blue ice, holy water and other reagents, is self replenishing within the golem. If exposed to air the gel dries out and loses all power in four rounds. Destroying the golem generally causes systemic damages that destroys the golem's ability to generate the gel.

Immunity to Magic (Ex)

An aurora golem is immune to any spell, spell-like ability or supernatural ability.


Gear: [spoiler]

Aurora golems carry no treasure, as they are semi-intelligent parts of Aurora's defenses with no desire for such.
<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

#181
These are meant to replace the phoenix in the MM2. Phoenixes are quite rare and a symbol of life. Most are tied to Lathander and serve as legendary protectors, figures of destruction or sages. They have the ability to heal injury, restore the maimed and even defy death. As such, they are creatures of legend.

Mechanically, they're around CR 22-23. They aren't overwhelming in battle, but they keep getting back up after being slain. Plus they do it with a bang, which makes them harder than their statistics would indicate.


Phoenix

Size/Type: Huge Magical Beast (Fire)
Hit Dice: 28d10+280 (560 hp)
Initiative: +6
Speed: 20ft, fly 140ft (good)
Armor Class: 46 (-2 size, +6 dex, +24 natural, +8 deflection)
Base Attack/CMB/CMD: +28/+43/67
Attack: Claw+39 (3d6+13 plus 3d6 fire)
Full Attack: 2 claws+39/+34/+29/+24 (3d6+13 plus 3d6 fire) and bite+37 (4d8+6 plus 3d6 fire) and tail slap+37 (3d6+6 plus 3d6 fire)
Space/Reach: 15ft/15ft
Special Attacks: Phoenix cry, rise from the ashes, spell-like abilities.
Special Qualities: Damage reduction 20/epic and evil, immunity to fire and poison, resistance to acid and electricity 30, spell resistance 41, fast healing 60, vulnerability to cold, see in darkness, flaming body, unearthly grace.
Saves: Fort +32, Ref +28, Will +21
Abilities: Str 36, Dex 23, Con 30, Int 18, Wis 20, Cha 27 
Skills: Balance+37, Concentration+41, Heal+36, Knowledge(Arcana)+35, Knowledge(Nature)+35, Knowledge(Religion)+35, Listen+36, Sense Motive+36, Spot+36, Survival+36
Feats: Power Attack(1), Multiattack(3), Rapidstrike(6), Hover(9), Flyby Attack(12), Ability Focus(Rise from the Ashes)(15), Quicken Spell-Like Ability(Fireball)(18), Improved Rapidstrike(21)
Epic Feats: Epic Ability Focus(Rise from the Ashes)(24), Epic Quicken Spell-Like Ability(Fireball)(27)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-cure critical wounds*, dispel evil, fireball*, greater dispel magic, hallow, holy aura, holy word, neutralize poison, remove blindness/deafness, remove curse, remove disease, remove paralysis. 3/day-heal, greater restoration, rain of embers*, regenerate, resurrection. Caster level 28th. The save DCs are 18 + spell level.

* Treat as maximized, as if by the Maximize Spell feat.

Flaming Body (Su)

A phoenix deals an extra 3d6 points of fire damage with its natural attacks. Creatures that strike it with melee attacks suffer the same damage per strike, while those that grapple it take 10d6 points of fire damage per round.

Unearthly Grace (Su)

A phoenix adds its Charisma modifier as a bonus to its saving throws and a deflection bonus to armor class.

Phoenix Cry (Su)

As a full round action, a phoenix can emit a cry that causes a channel energy (positive) effect on all creatures within 60ft. Treat it as a cleric of its level to determine the damage and save DC. (14d6; DC 36). A phoenix is healed by its phoenix cry, unlike a cleric channeling energy. Additionally, creatures that have been dead one round or less are affected by its cry. If this healing would restore them to 0 or greater hit points, they are restored to life.

The save DC includes a +4 racial bonus.

See in Darkness (Ex)

The burning eyes of a phoenix can see normally in any darkness, even magical darkness.

Rise from the Ashes (Su)

A phoenix that is slain immediately resurrects in a burst of fire. When the phoenix dies, its body burns away to ash. 1d4 rounds later it rises from the ashes (or the spot where it died if the ashes are scattered or destroyed). Any creature within 60ft of the phoenix when it rises from the ashes suffers 336 points of fire damage (DC 44 Reflex halves). This fire damage ignores resistance to fire and deals half damage to creatures immune to fire. The phoenix acts immediately after its resurrection.

The means to permanently kill a phoenix are not known, though petrification can stop one.

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


Gear: [spoiler]

Phoenixes have little need for treasure and most items cannot withstand its burning body. Occasionally phoenixes will wear enchanted circlets or diadems, though this is not common.
<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

#182
Goldenfire Golems

These golems are adamantine golems made and shaped by Lathander's goldenfire, deep in a secret forge on Elysium's sun. Only one in a thousand adamantine golems survives this process, those that do are awakened by Lathander and serve him directly. They are an elite corps of soldiers that vanquish the undead at his command.

The life of a goldenfire golem is about two things: destroying the undead and learning to be a person. Lathander and his followers encourage goldenfire golems to develop their own personality, to grow and become more than a mere golem. Those that do well at this gain a higher Charisma score and the greatest of those become sentinels to better vanquish undead and evil. Interestingly, those that develop this far are sometimes transformed into solars by Lathander. This is seen as the greatest reward a goldenfire golem can be given, for it is the gift of life.

Goldenfire golems usually gestalt as fighters. Those that sufficiently develop retrain as sentinels, this requires a natural Charisma score of 18 or higher.


Size/Type: Huge Construct
Hit Dice: 42d10+126+42+168+40 (796 hp)
Initiative: -1
Speed: 20ft
Armor Class: 61 (-2 size, -1 dex, +54 natural)
Base Attack/CMB/CMD: +31/+55/64
Attack: Slam+50 (6d10+40 15-20 x3)
Full Attack: 2 slams+50/+45 (6d10+40 15-20 x3)
Space/Reach: 15ft/15ft
Special Attacks: Trample 6d10+30, project goldenfire barrier, goldenfire burst.
Special Qualities: Damage reduction 40/adamantine and epic, fast healing 25, magic immunity, unmovable, crushing blows, toughness, constructed toughness, living golem, construct traits.
Saves: Fort +37, Ref +12, Will +17
Abilities: Str 51, Dex 9, Con -, Int 10, Wis 11, Cha 10
Skills: Concentration+45, Craft(any one)+45, Jump+59, Knowledge(Religion)+45, Listen+45, Spot+45
Feats: Toughness(B), Ability Focus(Trample)(1), Weapon Focus(Slam)(3), Power Attack(6), Improved Sunder(9), Improved Bull Rush(12), Awesome Blow(15), Rapidstrike(Slam)(18)
Epic Feats: Epic Toughness(B), Epic Ability Focus(Trample)(21), Epic Sunder(24), Epic Fortitude(27), Epic Will(30), Epic Toughness(33), Armor Skin(36), Armor Skin(39)
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Project Goldenfire Barrier (Sp)

As a swift action, a goldenfire golem can mimic the effects of a wall of iron spell (caster level 42nd), except that the wall and any iron from it vanishes after 10 minutes. This wall blazes with goldenfire, dealing 2d6 points of goldenfire damage per round to any creature within 20ft of it. A creature who comes in direct contact with the wall or is crushed by it takes 7d6 points of goldenfire damage instead.

Goldenfire damage is fire damage, except that it ignores immunity and resistance to fire.

A goldenfire golem automatically succeeds on the Strength check to tip a wall of iron over.

Trample (Ex)

Reflex DC 61 half. The save DC is Strength based and includes a +4 racial bonus.

Crushing Blows (Ex)

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

Unmovable (Ex)

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

Toughness (Ex)

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

Magic Immunity (Ex)

A goldenfire golem is immune to all spells, spell-like abilities and supernatural abilities, with the following exceptions. Conjuration (healing) spells restore hit points to the goldenfire golem as if it were a living creature.

Constructed Toughness (Ex)

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

Goldenfire Burst (Su)

As a standard action, a goldenfire golem can emit a burst of goldenfire all around it. This deals 20d6 points of goldenfire damage to all creatures within 30ft. A Reflex DC 31 Reflex save halves this damage.

The save DC is Charisma based.

Living Golem (Ex)

A goldenfire golem is granted life and a soul by Lathander. It heals hit points from conjuration (healing) spells as if it were a living creature, these affect it normally. A goldenfire golem counts as a living or non-living creature for the sake of effects, whichever is more beneficial. Goldenfire golems have a soul and are reborn as outsiders in the House of Nature if destroyed.


Gear: [spoiler]

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

Infiltration Cows

Fluff:
Spoiler: ShowHide


Ecology

Infiltration cows are cows with an ever changing color and skin patterns, ones that shift to make them best blend into wherever they are. They are slightly smaller than typical cows, with a thinner profile and more muscle definition.

Unlike many unusual and freakish creatures, the origin of infiltration cows is known. Ages ago in Elysium, an enterprising mercane wizard attempted to muscle into the local cattle market. He bred special cows able to blend in anywhere without being seen and created a spell to allow him to see through their eyes. His plan was that this would allow him to spy on the herds of his competitors and undercut them. The fact that he felt the need to make his spies chameleon-cows instead of simply enchanting normal cows to spy is held as proof of the mercane's insanity, besides the fact that he created infiltration cows in the first place. His plan ultimately failed, though a few of his special cows ended up inadvertently traded to other planes.

Infiltration cows are carnivores and apex predators, ones that hide and ambush prey with a swift, overwhelming attack. They have an unnatural gift at striking their prey's weak points, often taking down lesser prey in a single strike.

There is no natural terrain for infiltration cows. They tolerate any climate barring extreme heat or cold, so long as there is water and ample prey.

Environment

Infiltration cows make no dens and instead wander their territory. Such territory ranges from 5 to 50 miles in range, depending on the density of prey and the cow's own tendencies.

Typical Physical Characteristics

A typical infiltration cow is a thin, muscular cow with every changing skin color and patterns. They have longer and sharper horns than the average cow as well as keener teeth as befitting a carnivore. If placed in an area with terrain its chameleon abilities can't adapt to, an infiltration cow's skin is rough and uniformly gray.

Alignment

Infiltration cows are neutral in alignment, as they lack the intelligence for meaningful ethical responsibility.

Advancement

By racial hit dice. Few infiltration cows advance to 9 hit dice. Progression beyond that is extremely rare, the large majority never exceed 8 hit dice. Those rare outliers gain an additional die of sneak attack damage at level 10 and every 3 levels thereafter.

Gestalt

None. Infiltration cows lack the mental ability to gestalt.



Notes:
Spoiler: ShowHide


- These aren't remotely serious. They're my homage to D&D's stranger creatures. You know the odd cross breeds that pop up as monsters, the ones that make you tilt your head and wonder what's gong on? Those are the stranger creatures I have in mind. Insanity and magic are a bad combination and strange things arise of it.

- Yes, the mercane who made them was quite mad. Look at his premise alone for a moment: trying to horn in on Elysium's cattle business. As if the infinite plane didn't have enough cattle for him if he wanted some without going to such extremes. Just spend some time there, Elysium is a Heaven and provides all that stay there with perfect happiness. Of course, by the time mercane had spent some time there, perfect happiness for him may well have nothing to do with cows. While outsiders aren't subject to Elysium's entrapping trait, mercane have no alignment traits and are fairly flexible there (compared to normal outsiders). Combine that with being already unstable and insane and he'd probably have been changed by Elysium a great deal.

- As far as mechanics go, they're ambush predators more than capable at what they do. Normal prey animals pose no difficulty for them and the can compete with some advanced fauna. Unlike typical cattle, they tend to be loners and solitary, so you don't see packs of them. Think more territorial.

- I don't ever intend to use these, in case that's not clear.



Size/Type: Large Magical Beast
Hit Dice: 8d10+16 (67 hp)
Initiative: +1
Speed: 40ft
Armor Class: 15 (-1 size, +1 dex, +5 natural)
Base Attack/CMB/CMD: +8/+10/20
Attack: Gore+16 (1d8+12 plus 3d6 sneak attack 19-20 x2)
Full Attack: Gore+16 (1d8+12 plus 3d6 sneak attack 19-20 x2) and bite+10 (2d6+4 plus 3d6 sneak attack)
Space/Reach: 10ft/10ft
Special Attacks: Sneak attack+3d6.
Special Qualities: Darkvision 60ft, low-light vision, scent, chameleon, hide in plain sight.
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 26, Dex 12, Con 14, Int 2, Wis 12, Cha 7
Skills: Hide+24, Move Silently+14
Feats: Stealthy(1), Weapon Focus(Gore)(3), Darkstalker(6)
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Sneak Attack (Ex)

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

Chameleon (Su)

Infiltration cows are natural chameleons, changing color to match the terrain around them. This grants them a +10 racial bonus to Hide checks.

Hide in Plain Sight (Ex)

An infiltration cow can use the Hide skill even when being observed.


Gear: [spoiler]

Infiltration cows carry no possessions of note. However, the leather of an infiltration cow is useful in making leather armor with stealth enchantments. If properly harvested with a DC 15 Craft(Leatherworking) check, the hide of an infiltration cow is worth 1d10*100 gold.
<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

Celestial Dire Tiger

This is for those polymorph subschool spells I'm doing. It's a dire tiger with the celestial creature template, nothing more.

Size/Type: Large Magical Beast
Hit Dice: 16d8+48 (123 hp)
Initiative: +2
Speed: 40ft
Armor Class: (-1 size, +2 dex, +6 natural)
Base Attack/CMB/CMD: +12/+21/37
Attack: Claw+20 (2d4+8)
Full Attack: 2 claws+20 (2d4+8) and bite+14 (2d6+4)
Space/Reach: 10ft/10ft
Special Attacks: Improved grab, pounce, rake, smite evil.
Special Qualities: Damage reduction 10/magic, resistance to acid, cold and electricity 10, spell resistance 21, darkvision 60ft, low-light vision, scent.
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide+13, Jump+18, Listen+12, Move Silently+13, Spot+12, Swim+18
Feats: Alertness(1), Run(3), Weapon Focus(Claw)(6), Stealthy(9), Improved Natural Attack(Claw)(12), Improved Natural Attack(Bite)(15)
Epic Feats: -
Alignment: Neutral Good

Racial powers:
Spoiler: ShowHide


Improved Grab (Ex)

To use this ability, a celestial dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the CMB check, it establishes a hold and can rake.

Pounce (Ex)

If a celestial dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex)

Attack bonus +18 melee, damage 2d4+4.

Smite Evil (Su)

Once per day a celestial dire tiger can make a normal melee attack to deal 16 extra damage against an evil foe.


Gear: [spoiler]

None. Celestial dire tigers are animals and don't use such things.
<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

#185
Snowy, servant of Sharess

Fluff:
Spoiler: ShowHide


Long ago, Snowy was a farm cat. His humans gave him treats and let him catch all the mice in the barn, so Snowy was content. During a snowstorm, strange green creatures came and attacked his humans and scared him. They had the nice one that gave him treats down and were pointing a big sharp thing at his throat. Snowy didn't like that and leaped right onto that green creature's face. This bought time for his humans to recover and get away, but not for him, and he barely felt the axe that cut him into two.

Fortunately for Snowy, Sharess approved of what he did and rewarded him with intelligence and the ability to speak. He now wanders Rapture, enjoying the sights and sounds of the realm. His days are sunning, hunting food and napping. The only exception is when Sharess or one of her servants has him do a minor task, such as watching over a sleeping warrior that Sharess just blessed.


Notes:
Spoiler: ShowHide


- Snowy showed up briefly in B3. Sometimes taking a peek into a throwaway character can be interesting. This gives an example of what a typical cat in Sharess's realm looks like, statistically. They're all blessed with human level intelligence and the ability to speak.

- Speaking of, the vast majority are rogues. It just fits cats and few have the inclination to learn anything more exotic.

- Finally, Snowy has a small bit of treasure. If you're desperate enough to loot a cat's collection of shiny things for gold, you may want to reconsider this whole adventurer thing.


Cat 3//Rogue 3

Size/Type: Tiny Outsider (Chaotic, Good)
Hit Dice: 3d8 (17 hp)
Initiative: +2
Speed: 30ft
Armor Class: 15 (+2 size, +2 dex, +1 natural)
Base Attack/CMB/CMD: +3/-3/7
Attack: Claw+7 (1d2-4 plus 2d6 sneak attack)
Full Attack: 2 claws+7 (1d2-4 plus 2d6 sneak attack) and bite +2 (1d3-4 plus 2d6 sneak attack)
Space/Reach: 2 1/2ft/0ft
Special Attacks: Sneak attack+2d6, penetrating strike.
Special Qualities: Darkvision 60ft, low-light vision, scent, evasion, speech.
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 10
Skills: Balance+16, Bluff+6, Climb+12, Hide+14, Jump+16, Knowledge(Nature)+6, Listen+7, Move Silently+14, Spot+7, Survival+7, Swim+2, Tumble+8
Feats: Weapon Finesse(B), Stealthy(1), Darkstalker(3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide


Speech (Su)

Cats blessed by Sharess can speak as a human does. Snowy knows Celestial and Common.


Gear: [spoiler]

Snowy is a cat and doesn't care for gear. However, his collection of shiny things does include some coins and bits of valuable metal worth 50 gold.
<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

#186
Selune, the Moonmaiden

Notes:
Spoiler: ShowHide


- Selune's not meaningfully changed from FR canon, so no flavor block here. Unlike in faiths and pantheons, she's a greater power instead of an intermediate power.

- My first thought was to make Selune a druid. While there is some appeal there and shapechange suits her well, I felt a full BAB class would help her more. In particular, ranger offers the same flavor with a more martial bend. With chameleon she has plenty of spellcasting, so having her BAB taken care of lets chameleon focus on what it does best rather than the mediocre combat focus. Also, for a deity that champions female empowerment, taking a more martial class (and more male focused due to cultural associations) subtly supports her portfolio.

- Moon warded ranger is an obvious choice for Selune. Plus combat styles don't suit Selune well, so it's really a no duh sort of choice. Skin of the moon isn't very good, but armor of the senses and indomitable mind are both excellent. It's nice when fluff and effectiveness come together like that. I'm also a sucker for it on ranger dips, since getting Wis to AC's always nice.

- Selune's build is meant to model itself after the phases of the moon. Selune always shows a different face, this is reflected in her combat capabilities. It's a more interesting take to me than just slapping a bunch of base classes on her or otherwise phoning it in. It's a unique use of chameleon and one I'm fairly satisfied with. I don't use chameleon often (I feel it's broken in gestalt), but this case felt like a good reason to use it. Chameleon's broken matters a lot less for deities, anyway.

- Technically, lycanthropes aren't a valid selection for favored enemy. Selune cheats a bit here. To be honest, I'd allow it anyway since I feel it's a reasonably defined class of creatures. Narrow, but the various humanoid ones are anyway.

- Selune's damage reduction is almost impossible to fulfill. You have to get stars somewhere the moon doesn't reach, which requires circumventing or blocking out Selune. Damage reductions of this level are usually a quest into themselves to overcome.  As seen in Dispater's stat block, damage reductions under supreme damage reduction usually have a great deal of symbolic value. In this case it's the denial of Selune and the light she represents in the sky above - one of Shar's goals is to blot the moon and turn night into true, absolute darkness.

- Seers are an addition to Selune's portfolio and worshipers. I tend to play the vision and future telling of Selune up, so they're added here. Her domain emphasis of that is insight, which keys to how her doctrine supports feminine insight and instincts.

- Bane of Enemies is really good for epic rangers, since they have so many favored enemies it applies to almost everything. I like how it rewards people who takes lots of ranger as well as those who take a few certain favored enemies. Hi favored enemy: evil.

- Some of Selune's later epic feats are uninspired or a bit messy, I may revise these in the future.

- Moonmaiden is a very strong SDA. It's mostly for the moon transformation. I made a point to answer any immediate questions about it, but it's simply one of those abilities that needs the DM to exercise common sense. Turning into a literal moon takes a degree of DM adjudication regardless of how well you write the ability.



Selune
Our Lady of Silver, the Moonmaiden
Greater Deity
Symbol: Pair of female eyes surrounded by seven silver stars
Home Plane: Gates of the Moon
Alignment: Anarchic Exalted
Portfolio: Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers, seers
Worshipers: Female spellcasters, good and neutral lycanthropes, navigators, sailors, seers
Cleric Alignments: CG, CN, NG
Domains: Chaos, Chastity, Dream, Good, Insight, Moon, Night, Protection, Sky, Transformation, Travel
Favored Weapon: Rod of the Four Moons (Heavy Mace)

Ranger (Moon Warded Ranger) 61//Bard (Spell-Less Bard) 10/Chameleon 51

Size/Type: Medium Outsider (Chaotic, Good)
Divine Rank: 16
Hit Dice: 61d8+915+61+244 (1708 hp)
Initiative: +41; always goes first
Speed: 90ft, fly 235ft (perfect)
Armor Class: 121 (+17 dex, +16 divine, +33 natural, +21 deflection, +23 wis, +1 dodge)
Base Attack/CMB/CMD: +61/+93/165
Attack: Rod of the Four Moons+114 (1d8+45 plus 2d6 holy plus 3d6 moonfire plus 1d6 sneak attack plus +2/+2d6 vs favored enemies plus 4d6 on crit 19-20 x3)
Full Attack: Rod of the Four Moons+114/+114/+109/+104/+99 (1d8+45 plus 2d6 holy plus 3d6 moonfire plus 1d6 sneak attack plus +2/+2d6 vs favored enemies plus 4d6 on crit 19-20 x3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, favored enemy(outsider (evil)+22, lycanthropes+16, undead+16, aberrations+10, dragons+10, elementals+10, vermin+10, outsider (lawful)+10, outsider (chaotic)+10, humanoids (humans)+10, outsider (air)+10, outsider (fire)+10, humanoid(goblinoids)+10), mimic class feature 23/day, sneak attack+1d6.
Special Qualities: Damage reduction 35/special, immunity to cold and electricity, spell resistance 96, fast healing 45, low-light vision, divine traits, wild empathy, solitary hunting, woodland stride, swift tracker, improved evasion, indomitable mind, camouflage, hide in plain sight, bardic music 22/day, inspire courage+3, countersong, fascinate, inspire competence, suggestion, inspire greatness, bardic knowledge, improved uncanny dodge, aptitude focus unlimited/day, ability boon+10, rapid refocus.
Saves: Fort +77, Ref +80, Will +79
Abilities: Str 42, Dex 45, Con 41, Int 47, Wis 56, Cha 53
Skills: Bluff+101, Concentration+95, Craft(Stars)+98, Diplomacy+101, Disguise+101, Gather Information+101, Hide+97, Knowledge(All)+98, Listen+103, Move Silently+97, Perform(All)+101, Search+98, Sense Motive+103, Spellcraft+98, Spot+103, Survival+103, Swim+96, Tumble+97, Use Magic Device+101
Feats: Able Learner(1), Toughness(H), Words of Creation(B1), Track(R1), Song of the Heart(B2), Versatile Performer(3), Endurance(R3), Extra Music(B4), Combat Expertise(R4), Power Attack(6), Extra Music(B7), Improved Favored Enemy(R8), Nemesis(Evil Outsiders)(9), Extra Music(B10), Improved Disarm(R11), Improved Critical(Heavy Mace)(12), Improved Trip(R14), Weapon Focus(Heavy Mace)(15), Improved Initiative(18), Hunter's Insight(45), Tactical Advantage(Evil Outsiders)(54), Spell Mastery(60), Variable Feat(C2)
Epic Feats: Epic Spell Capacity(21), Bane of Enemies(R23), Epic Nemesis(24), Integrated Aptitude Focus(Arcane)(C14), Improved Favored Enemy(R26), Music of the Gods(27), Integrated Aptitude Focus(Divine)(C18), Epic Toughness(R29), Epic Disarm(30), Epic Ability Boon(C22), Blinding Speed(R32), Epic Trip(33), Fast Healing(R35), Selune's Falll(36), Swift Refocus(C26), Improved Favored Enemy(R38), Superior Initiative(39), Epic Ability Boon(C30), Epic Toughness(R41), Overwhelming Critical(42), Devastating Critical(C34), Fast Healing(R44), Favored Hunter(R47), Integrate Class Feature(48), Extra Mimic Class Feature(C38), Improved Favored Enemy(R50), Improved Sneak Attack(51), Extra Mimic Class Feature(C42), Improved Favored Enemy(R53), Armor Skin(C46), Epic Tactical Advantage(R56), Spell Stowaway(Miracle)(57), Fast Healing(R59), Extra Mimic Class Feature(C50)
Salient Divine Abilities: Alter Form, Alter Size, Arcane Mastery, Clearsight, Area Divine Shield, Divine Aptitude, Divine Blast, Divine Celerity, Divine Fast Healing, Divine Shield, Extra Domain(Chastity), Extra Domain(Dream), Extra Domain(Protection), Extra Domain(Transformation), Extra Domain(Travel), Free Move, Increased Damage Reduction, Increased Spell Resistance, Mass Divine Blast, Moonmaiden, Spontaneous Arcane Spells, Supreme Damage Reduction, Supreme Initiative, Wave of Chaos.
Alignment: Anarchic Exalted

Racial powers:
Spoiler: ShowHide


Damage Reduction (Su)

Selune's damage reduction can be overcome by a weapon forged of a star's fragments that have never been touched by the moon's light.


Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aerial alacrity, aid, alter self, animate objects, antimagic field, astral projection, augury, blade barrier, break enchantment, chaos hammer, cloak of chaos, commune, control winds, deeper darkness, deep slumber, dimension door, dispel good, dispel law, divination, doppelganger transformation, dream sight, enduring flight, enlarge person, fabricate, faerie fire, fear, find the path, fly, foresight, gaseous form, greater arcane sight, greater plane shift, greater scrying, greater shadow evocation, greater teleport, holy aura, holy smite, holy word, insanity, interposing hand, involuntary shapechanging, iron body, lesser restoration, locate object, longstrider, maddening whispers, magic circle against good, magic circle against law, magic vestment, mass enlarge person, mass owl's wisdom, mastery of the sky, mind blank, moment of prescience, moonbeam, moon blade, moonfire, moon path, nightmare, phantasmal killer, permanent image, phantom steed, phase door, power word stun, prismatic sphere, protection from energy, protection from evil, protection from law, raptor's sight, repulsion, reverse gravity, sanctuary, shades, shadow walk, shatter, shield of faith, shield other, sleep, spell immunity, spell resistance, summon devoted roc, summon dire hawk, summon monster 9 (chaotic good only), teleport, true strike, waves of exhaustion, weird, wind walk, word of chaos. Caster level 61st. The save DCs are 57 + spell level.

Alter Reality (Su)

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

Cure Wounds (Su)

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

Domain powers:

Chaos: +1 caster level to chaotic spells.
Chastity: 16/day dispel magic on one spell targeting you as targeted dispel magic, CL 61st.
Dream: Immunity to fear.
Good: +1 caster level to good spells.
Insight: Gain uncanny dodge or improved uncanny dodge.
Moon: +2 hit/damage vs lycanthropes.
Night: Gain low-light vision.
Protection: 16/day grant a +30 resistance bonus to touched creature's next save.
Sky: +5ft bonus to fly speed.
Transformation: +1 caster level to transmutations.
Travel: 30 rounds/day act as if under freedom of movement.

Divine Aura (Ex)

The save DC against Selune's divine aura is 47 and the radius is 16 miles.

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

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

Selune does not automatically fail on a natural attack roll or saving throw roll of 1. She automatically receives a 20 on any check she makes. She automatically gets the best result possible on any dice roll she makes. In the case of an attack roll or another roll where a natural 20 provides automatic success, she may still roll to see if she manages automatic success. Likewise, she must roll to see if an attack is a possible critical threat.

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

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

Create Items: Selune can create any wondrous item with power related to the moon, night, stars, chastity or insight; the maximum is 400,000 gold.

Portfolio Sense: Selune is aware of any act involving the moon, as well as any act related to insight, the night, travel and protection.


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

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

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

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

Wild Empathy (Ex)

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

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

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

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

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

Evasion (Ex)

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

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.


Bard powers:
Spoiler: ShowHide


Bardic Knowledge

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

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

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

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

Countersong (Su)

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

Fascinate (Sp)

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

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

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

Inspire Courage (Su)

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

Inspire Competence (Su)

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

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

Suggestion (Sp)

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

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

Inspire Greatness (Su)

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



Chameleon powers:
Spoiler: ShowHide


Selune casts as a 51st level chameleon (caster level 52nd for good or chaotic spells, caster level 52nd for transmutations). The save DCs are 28 + spell level (arcane) and 33 + spell level (divine). Selune tailors her spells when needed on the spot, she rarely uses them except against serious foes. As such, no default spells are provided.

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Gear:
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The Rod of Four Moons

The Rod of Four Moons has been at Selune's side since the beginning of recorded time. The origins of it are not clear, though Selune's teachings claim is made of the Moonmaiden's silver tears and forged of Creation itself, an answer to Shar's all enveloping darkness. Indeed, no darkness save what Selune permits can exist around the weapon, for it always shines with pure moonlight. However, this is not the precise truth. The first time Selune and Shar did battle, they did so in a savage brawl. The two tore each other's bodies, both deities suffering wounds that linger to this day. Selune suffered great craters across her surface, craters that are now a defining feature of the moon.

When the battle was over, Selune called the broken parts of the moon back to her. They were now lifeless things, forever sundered from Selune by Shar's oblivion. The Moonmaiden wept over her loss, silver tears mixing with the dead pieces of herself. Just as the new moon gives way to the full moon, these tears brought life to death. Her tears created moonlight mithral and bonded with the pieces of the moon to give them life once more. They combined into a mace, a weapon to smash Shar back to the oblivion she so craves.

The Rod of the Four Moons is a heavy mace with four heads. Two are crescents, one is a hollow mace head and one is a full head. These signify the phases of the moon and swell with power in Selune's hand. It routinely glows with moonlight and no darkness can exist around it, except as Selune wills.

The Rod of the Four Moons is a moonlight mithral heavy mace+14, holy and moonfire blasting. As a free action, Selune can choose one of the four heads of it to be dominant, granting additional powers to the weapon. These are usually paired with the matching ability set with Chameleon, though Selune can mix and match them if she wishes.

Hollow Head (New Moon): The Rod of Four Moons gains the ghost touch special ability. Shadows surround Selune and her movements become silent, granting her a +30 bonus to Hide and Move Silently checks.

Crescent Head (Waxing Moon): The Rod of Four Moon's enhancement bonus increases to +16 and the holy enchantment becomes holy power. The DC of her arcane spells gains a +7 sacred bonus.

Full Head (Full Moon): The Rod of the Four Moon's enhancement bonus increases to +18 and the holy enchantment becomes holy power. Any spell Selune casts is automatically intensified.

Crescent Head (Waning Moon): The Rod of the Four Moon gains the defending special ability. Opponents that attack Selune in melee and miss provoke an attack of opportunity from her. She may make an unlimited number of attacks of opportunity of this type each round.

Beyond the Rod of the Four Moons, Selune does not regularly use any single piece of magical equipment but instead relies on armor and equipment the change as easily as she does. She has a vast collection she draws on as she sees fit. No matter the armor or equipment, Selune can summon it onto her or banish it as a free action.


Selune's Setups:
Spoiler: ShowHide


These are Selune's default combat strategies. She is capable of combining them in different ways as well, these are merely her most reliable choices.

New Moon (Stealth)

Focuses: Stealth and Combat Focus.
Floating Feat: Darkstalker.
Ability Boon: Dexterity.

Selune relies on being unseen and devastating her foes with overwhelming sneak attacks. She also has power over the incorporeal in this form and the Rod of the Four Moons has the ghost touch special ability. She routinely teleports out of her enemy's visual range (if needed) and then sneaks up on them, sight unseen and invisible to even the keenest special senses.

Waxing Moon (Martial)

Focuses: Combat and Arcane Focus.
Floating Feat: Arcane Strike.
Ability Boon: Strength.

Selune leverages her magic and martial skill, aglow with ever-rising moonlight as she meets her foes head on. She approaches them brazenly and crushes them with flurries of arcane strike boosted spells, complemented by throwing out spells that are almost impossible to resist. Charges are also part of her arsenal, as are spells to further boost her melee potential. Rage is also an option should she desire, as is smiting.

Full Moon (Magic)

Focuses: Divine and Arcane Focus
Floating Feat: Quicken Spell.
Ability Focus: Intelligence

Selune relies on her overwhelming magic to obliterate her foes. She weaves both arcane and divine magic together to leave no survivors in her wake and she shines with the light of the full moon. Any enemy her light touches will be laid low. Should a foe manage to close with her and endure her magic, her mace combined with smites aim to quickly crush her opponent into dust.

Waning Moon (Defense)

Focuses: Stealth and Divine Focus
Floating Feat: Protection Devotion.
Ability Focus: Wisdom

Selune is in retreat, making her opponents come to her and miss her. All of her magic is bent to defending herself and protection devotion is used to ensure misses. Each time an enemy misses her, she strikes them in return and brings them closer to defeat. Healing magic and teleportation are used liberally, both to control the flow of the battle and to keep herself in strong shape.


Custom Material: [spoiler]

Epic Nemesis [Epic, Exalted]
Prerequisite: Nemesis, at least four favored enemies, wis 25
Benefit: The benefits of your nemesis feat apply to all of your favored enemies. You can discern between different types of favored enemies when you sense them.

Epic Tactical Advantage [Epic]
Prerequisite: Tactical Advantage, at least four favored enemies, wis 23
Benefit: The benefits of your tactical advantage feat apply to all of your favored enemies. You use the bonus for each favored enemy on that respective type of favored enemy.

Favored Hunter [Epic]
Prerequisite: Favored Enemy, Track, Survival 15 ranks, wis 21
Benefit: You gain a +10 bonus to Survival checks to track creatures that are one of your favored enemies. This stacks with the bonus to Survival checks from favored enemy. You may track creatures protected by a Pass Without Trace spell or similar measures, so long as they are one of your favored enemies.

Hunter's Insight [General]
Prerequisite: Favored Enemy, int 13
Benefit: You may apply your favored enemy bonus to Knowledge checks to identify such creatures and learn about their special powers and vulnerabilities. You may make these checks untrained, even if the DC is higher than 10.

Selune's Fall [Epic]
Prerequisite: Epic Disarm, Epic Trip
Benefit: Whenever you succeed on a disarm or trip maneuver against a target, you also automatically succeed on the other maneuver. For example, if you successfully trip an opponent, you also disarm them. This counts as making both maneuvers for the sake of benefits from feats, such as the extra attack from improved trip.

DIVINE APTITUDE
Prerequisite: Swift Refocus, Chameleon level 20th, int 39
Benefit: The deity can change her aptitude focuses as a swift action. Unlike a mortal chameleon, if the deity chooses the arcane or divine focuses, she instantly has her spells prepared. She change change her aptitude an unlimited number of times per day. Whenever you change your aptitude focus, you can change your chameleon bonus feat as well.
Notes: The deity only has one allotment of arcane and divine spells from those focuses, no matter how many times she changes her focus in a day.

MOONMAIDEN
Prerequisite: Moon domain
Benefit: Selune is the moon and the moon is Selune. The two are same and every moon in Creation is a reflection of Selune. How this connection works is largely unknown to all save Selune herself, but it offers her several benefits.

Selune is able to safely manifest on the Prime Material plane, so long as she does so on the moon or within 2000ft of it. She does not cause spiritual wounds in this case. Further, she treats the moon and the 2000ft around it as part of her divine realm, able to alter it as she sees fit. She is considered a native of the Prime Material and cannot be banished or dismissed from the Prime.

As a full round action, Selune may take the form of a moon. She is a full sized moon approximately 2100 miles in diameter; as such, her size increases to Colossal. Her form crushes anything within the space she now occupies, destroying virtually anything (including magical effects, such as a wall of force, which are not normally subject to destruction through physical harm). Creatures take 60d6 points of damage, a Reflex save (DC 10 + 1/2 hit dice + Strength modifier + divine rank; DC 72) negates. Regardless, any surviving creatures are carried along by her expansion and deposited just outside of her form, about 2000ft from her surface.

In this form Selune is immune to almost any form of attack. Non divine sources of damage cannot meaningfully harm her due to her size unless the attack is on such a scale to affect the moon. An attack would have to affect hundreds of miles at once to do so. For example, a fireball or polar ray would be ineffective against Selune in this form, though a fireball with a radius of several hundred miles may be able to affect her. What precisely qualifies for this is left to DM's discretion. Regardless, any attack still has to overcome her normal defenses to damage her.

The sole exception to the above is if a deity succeeds on an opposed rank check against her when she first attacks Selune in an encounter. If the attacking deity succeeds, they can affect Selune normally until the end of the encounter, regardless of her size.

Selune cannot make melee attacks in this form nor cast spells, though she can use her spell-like abilities and divine abilities normally. She may use her divine blast freely when in this form, she may ignore her normal limit of uses per day.

Selune can move normally in this form, though her vast size makes teleportation the preferred option.

Selune hears, sees and experiences all of her senses normally while in moon form. She sees, hears and so forth in all directions from her equally.

Selune rarely uses this form in combat, as it wreaks a great deal of destruction and she finds it an overly destructive way of dispatching her foes. Generally, she will only use it if desperate or fighting alone and in an area where her transformation will not destroy innocents.

Moonfire

A moonfire weapon glows with silvery moonlight, shedding faint illumination in a 5ft radius when drawn. A moonfire weapon deals an extra 2d6 points of damage as creatures struck by it feel an unnatural chill. Any shapechanged creature struck by a moonfire weapon must make a DC 20 will save or be immediately returned to their natural form. Finally, a moonfire weapon grants spell resistance 20 to the holder against spells and spell-like abilities with the electricity descriptor. Market Price: +3 bonus. Spells used: moonfire.

Moonfire Blasting

A moonfire blasting weapon sheds silvery moonlight in a 10ft radius when drawn. A moonfire weapon deals an extra 3d6 points of damage as creatures struck by it feel an unnatural chill. Any shapechanged creature struck by a moonfire blasting weapon must make a DC 35 Will save or be immediately returned to their natural form. Finally, a moonfire weapon grants spell resistance 35 to the holder against spells and spell-like abilities with the electricity descriptor. Market Price: +5 bonus. Spells used: moonfire.
<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

#187
All-Elementals are extraordinarily rare, a perfect harmony of the four elements held in balance. As the elements naturally do war with one another, this is not a natural state. Nonetheless, in extremely rare circumstances, an all-elemental can be born. These creatures are akin to elemental monoliths but more powerful, and are unafraid to use that power to carve a niche out for themselves in Creation.

These replace omnielementals from MM3. Same concept but done differently, as well as in a way to trim away some of the sheer boring normal elementals are straddled with. Despite 36 hit dice - a legacy of elemental design - they are just barely epic creatures. Elemental storm's the big gun they have and is essentially a souped up hell ball. They have secondary abilities, mostly to give them options besides full attack like most elementals fall into.

They're the sort of thing Seira would create with her goal of elemental harmony. Worth putting them in as a todo whenever that happens. Incidentally, the creature Afina fought at the end of her prismatic quest wasn't quite like this. It had some similarities but was unique.


All-Elemental

Size/Type: Gargantuan Elemental (Air, Earth, Fire, Water)
Hit Dice: 36d8+216+36+72 (452 hp)
Initiative: +18
Speed: 60ft, fly 100ft, swim 120ft
Armor Class: 36 (-4 size, +10 dex, +20 natural)
Base Attack/CMB/CMD: +27/+46/66
Attack: Slam+39 (6d8+15 plus 1d6 acid plus 1d6 cold plus 1d6 electricity plus 1d6 fire)
Full Attack: 2 slams+39 (6d8+15 plus 1d6 acid plus 1d6 cold plus 1d6 electricity plus 1d6 fire)
Space/Reach: 20ft/20ft
Special Attacks: Elemental storm, lava burst, tsunami, wind fury.
Special Qualities: Damage reduction 15/-, immunity to acid, cold, electricity and fire, darkvision 120ft, earth glide, elemental perfection.
Saves: Fort +27, Ref +27, Will +23
Abilities: Str 41, Dex 31, Con 23, Int 12, Wis 15, Cha 17
Skills: Concentration+45, Knowledge(Arcana)+40, Knowledge(Planes)+40, Listen+41, Spot+41, Survival+41, Swim+62
Feats: Ability Focus(Elemental Storm)(1), Power Attack(3), Improved Initiative(6), Toughness(9), Improved Natural Attack(12), Combat Reflexes(15), Weapon Focus(Slam)(18)
Epic Feats: Epic Ability Focus(Elemental Storm)(21), Superior Initiative(24), Epic Toughness(27), Improved Combat Reflexes(30), Epic Will(33), Epic Fortitude(36)
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Elemental Perfection (Ex)

An all-elemental has all good saving throws, unlike normal elementals.

Elemental Storm (Su)

As a standard action, all-elementals can unleash a devastating storm of elemental fury in an 100ft radius around them. Fire, ice, lightning and acid burst as the elements go crazy, dealing 10d6 points of fire damage, 10d6 points of cold damage, 10d6 points of acid damage and 10d6 points of electricity damage to all creatures within the radius. A DC 42 Reflex save halves the damage. The save DC is Charisma based and includes a +5 racial bonus.

If the all-elemental uses this ability as a full round action instead, it can add the winds of its wind fury ability (see below) to the elemental storm. All creatures within the radius of elemental storm are battered by hurricane force winds. See wind fury for more information. These winds last until the beginning of the all-elemental's next turn.

Lava Burst (Su)

As a standard action, the all-elemental can cause lava to burst up from the ground. It can only use this ability on solid ground or rock, though no lava or magma needs be present. It selects a point and lava erupts from that point. The burst of lava deals 20d6 points of fire damage to all creatures within 20ft of that point, a DC 36 Reflex save halves the damage. Unlike being immersed in lava, there is no ongoing damage afterwards, though flammable materials may be set on fire and deal damage that way. The save DC is Charisma based and includes a +5 racial bonus.

Tsunami (Sp)

As a standard action, an all-elemental can mimic the effects of a tsunami spell (caster level 36th). An all-elemental is never damaged by its own tsunami and can ignore being moved or otherwise affected by it.

Wind Fury (Su)

As a standard action, the all-elemental can unleash gale force winds. This is identical to gust of wind, except it conjures hurricane force winds and has a range of 200ft. This wind makes ranged attacks impossible, as well as Listen checks. Medium or smaller creatures are blown away by this wind, Large creatures are knocked down, Huge creatures are checked and larger creatures are not impeded.

Earth Glide (Ex)

This is identical the power of the same name that a standard earth elemental possesses.


Gear: [spoiler]

All-Elementals have no interest in equipment or treasure. Nonetheless, most gather various jewels and precious metals due to instincts from their earth elemental aspects.
<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

The Battle of the Astral Rift had many fiendish and undead abominations birthed in the potent energies of Gehenna, Limbo and the Astral Plane. The battles that soon sealed the rift resulted in the destruction of many of these creatures, but more yet survived and were cast about the planes in the aftermath. Awoken Death is one such creature. Formerly the skeleton of a giant, it was infused with an unholy zeal to slay living creatures. Nurtured on power, it grew rapidly and gained an intellect of its own. Before it could join the battles and act on its urges, the rift was sealed and it was cast away into a realm of eternal winter.

Since that time, Awoken Death wanders the endless vistas of winter and seeks knowledge. It has innate knowledge of warfare but is still raw, mostly potential that has not yet fully developed. In time, Awoken Death could become many things - an unholy paladin dedicated to the destruction of life, a fighter of supreme skill, a fervent favored soul of the foul forces that defend undeath or as of yet unrealized choices. For now, Awoken Death must triumph in his battles against the creatures of ice that inhabit the plane he finds himself on.

Awoken Death has little personality. It knows and it thinks, but for now acts on little but its impulses to kill. In many ways it acts as a newborn, all instincts and little thinking.

---

Awoken Death is one of the many leftovers from Aurora's recent Astral Adventure. It is mostly untapped potential, warrior levels coming from an innate understanding of destruction. In time it will retrain and become far more of a threat than it is, so long as it can survive the Para-Elemental Plane of Ice and avoid the attention of greater forces. Properly taken and trained, Awoken Death would be a fine prize.


Skeleton 36//Warrior 36

Size/Type: Gargantuan Undead
Hit Dice: 36d12+180+36+72 (720 hp)
Initiative: +11
Speed: 60ft
Armor Class: 32 (-4 size, +3 dex, +23 natural)
Base Attack/CMB/CMD: +36/+55/68
Attack: Slam+47 (4d10+30 plus vampire smash 19-20 x2)
Full Attack: 2 slams+47 (4d10+30 plus vampire smash 19-20 x2)
Space/Reach: 20ft/20ft
Special Attacks: Killer instincts, vampire smash.
Special Qualities: Damage reduction 20/bludgeoning, epic and good, immunity to cold and fire, fast healing 5, unholy toughness, undead traits.
Saves: Fort +17, Ref +14, Will +14
Abilities: Str 41, Dex 17, Con -, Int 11, Wis 16, Cha 20   
Skills: Balance+42, Climb+54, Hide+42, Jump+66, Listen+42, Move Silently+42, Spot+42, Swim+54
Feats:  Improved Initiative(B), Power Attack(1), Toughness(3), Improved Natural Attack(Slam)(6), Improved Critical(9), Improved Bull Rush(12), Awesome Blow(15), Ability Focus(Vampire Smash)(18)
Epic Feats: Superior Initiative(21), Epic Toughness(24), Epic Bull Rush(27), Epic Ability Focus(Vampire Smash)(30), Great Strength(33), Pulverize(36)
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


Killer Instincts (Ex)

Awoken Death has a preternatural instinct to slay creatures, taking the slightest opening and crushing his foes. He automatically confirms his critical threats. Whenever he rolls a natural 20 on an attack roll, he may make an extra attack against the target of his attack. These extra attacks apply against foes normally immune to critical hits, though the natural 20 is still not a critical threat against them. There is no limit to the number of extra attacks Awoken Death can make in a round in this manner.

Unholy Toughness (Ex)

Awoken Death uses its Charisma modifier in place of a Constitution modifier to determine bonus hit points. Awoken Death gains maximum hit points per hit die due to the conflux of planar and unholy energies that birthed it.

Vampire Smash (Su)

Creatures struck by Awoken Death's slam attack must make a Fortitude save (DC 49) or suffer an additional 10d6 points of negative energy damage. The save DC is Strength based.


Gear: [spoiler]

As of yet, Awoken Death has not collected much treasure beyond a few coins and some minor trinkets. It keeps them in a cloth sack it drags along as it wanders.
<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

#189
This is a stock-standard human commoner. They are men and women of considerable skills, knowing many and myriad abilities to survive a medieval life. The vast majority of humans in Creation (over 99%) use this stat block or one with only minor alterations from it. That's fine, D&D isn't about representing standard humans with a great deal of detail and variety. Tweaks are easy enough to represent different commoners. For example, a peasant gifted at farming would replace improved initiative with skill focus (profession:farmer) and would switch his Wisdom and Strength scores.

This was made mostly to see how it would shake out. I've mentioned how commoners are built before, but I've never bothered sketching it out. Here it is.


Commoner 1//Expert 1

Size/Type: Medium Humanoid (Human)
Hit Dice: 1d6+1 (7 hp)
Initiative: +4
Speed: 30ft
Armor Class: 10 (-)
Base Attack/CMB/CMD: +0/+1/11
Attack: Club+1 (1d6+1)
Full Attack: Club+1 (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: -
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 11, Int 10, Wis 10, Cha 8
Skills: Handle Animal+3, Heal+4, Hide+4, Knowledge(Local)+4, Listen+4, Move Silently+4, Profession(Farmer)+4  Ride+4, Spot+4, Survival+4, Use Rope+4
Feats: Toughness(1), Improved Initiative(H)
Epic Feats: -
Alignment: Neutral

Gear: [spoiler]

Most commoners only carry a simple club, knife or other simple weapon. They wear clothes of little value and carry copper and the occasional silver coins. Most do own more at home, in the form of supplies, cattle, farm animals and so on.
<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

Faded Sorrow, Voidchild of Shar

Fluff:
Spoiler: ShowHide


Faded Sorrow is one of Shar's accursed voidchildren, doomed to never find the release of oblivion or truly embrace the light of life. His story is all the more bitter, for he once knew the taste of hope. During his endless journeys, Faded Sorrow came on a wandering solar on the Astral Plane. His response to Faded Sorrow's attack was not to succumb to the pain or fight back, but instead to embrace him and promise that he would help. Stunned, Faded Sorrow ceased his attack and listened to the solar's words.

The solar vowed to free Faded Sorrow from Shar's curse. To this, he constructed a grand ritual that would sever the voidchild's curse and allow it to live a proper life, one where it could overcome its misery and become a powerful agent for righteousness. An agent who could help the other voidchildren and strike directly against Shar's plans with them. The solar was mighty indeed, commanding magic lost to mortals since time immeasurable and invoking names that caused the sky to turn alight, as if noon had come to the Astral Plane unawares. 

The solar failed. Shar's curse was too much and not even a solar's power could overcome it. The celestial was stunned and reeling from the failure, and Faded Sorrow knew at that moment there was no hope for him. His rage boiled over anew, and he slew the solar by ripping his heart out. Worse, Faded Sorrow found the heart stayed with him, granting him a mocking version of a celestial's protection. He could not escape the memory of hope's bitter death, for each beat of the celestial's dead heart reminded him of it.

This fueled Faded Sorrow's hatred of celestials and he has dedicated himself to eradicating them. He wanders the planes, seeking any agent of good to murder. His despair is obvious to any who see him, though they rarely live long enough to remark on it.


Notes:
Spoiler: ShowHide


- Faded Sorrow is a fairly typical voidchild. He mostly opts for versatility rather than more power, as it's hard to outdo oblivion's stare. He gets an improved melee game, lots of movement options so he's harder to shut down and a few other useful tricks. Darkstalker, tremorsense and mindsight also make him deadly in ambushes, should he choose to fight that way. He's hard to catch and hard to hide from barring teleportation magic.

- Celestial slayer's an okay ACF, though it doesn't do much for Faded Sorrow. He selected it for thematic reasons. He has enough going on that choosing something for flavor rather than power is no big deal.

- I played loose with his ranger bonus bonus feats, as he's using a non-standard combat style. They're designed for standard rangers and he's not one, so allowances are made.

- Horizon walker fits the typical voidchild well, as they're wanderers by nature. Voidchildren have a few exceptionally capable gimmicks already, so choosing a class that adds bonuses instead of being its own big thing is preferable.

- Shar's power is cruel, even when empowering something to serve a voidchild. Heart's really a slap in Faded Sorrow's face, nothing more. That's really the point of Faded Sorrow, to emphasize Shar's hateful nature. Not that it needs it.



Voidchild 39//Ranger 10/Horizon Walker 29

Size/Type: Small Outsider (Abomination, Evil)
Divine Rank: 0
Hit Dice: 39d8+741+39+156 (1248 hp)
Initiative: +23
Speed: 60ft, swim 30ft, climb 10ft, fly 180ft (perfect)
Armor Class: 84 (+1 size, +15 dex, +31 natural, +17 deflection, +10 armor)
Base Attack/CMB/CMD: +39/+50/92
Attack: Slam+61 (1d8+18 plus plus 1d8 piercing plus 1 con plus 3d8 voidstrike plus voidstrike)
Full Attack: 2 slams+61/+56/+51/+46 (1d8+18 plus plus 1d8 piercing plus 1 con plus 3d8 voidstrike plus voidstrike)
Space/Reach: 5ft/5ft
Special Attacks: Voidstrike, oblivion's stare, favored enemy(outsider(good)+6, elementals+4, fey+2), terrain bonus+7.
Special Qualities: Damage reduction 35/special, immunity to electricity, acid and sonic, polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting, spell resistance 54, vulnerability to cold and fire, true seeing, darkvision 60ft, tremorsense 30ft, telepathy 500ft, regeneration 44, cursed, celestial slayer, swift tracker, evasion, woodland stride, terrain mastery(aquatic, forest, marsh, mountain, plains, underground), planar terrain mastery(aligned, cavernous, transitive, watery, weightless)
Saves: Fort +54, Ref +50, Will +46
Abilities: Str 34, Dex 40, Con 48, Int 32, Wis 33, Cha 44   
Skills: Balance+57, Bluff+59, Climb+62, Disguise+59, Heal+53, Hide+57, Intimidate+59, Knowledge(Arcana)+53, Knowledge(Dungeoneering)+53, Knowledge(Geography)+53, Knowledge(Nature)+53, Knowledge(Planes)+53, Knowledge(Religion)+53, Listen+53, Move Silently+57, Perform(Dance)+59, Perform(Song)+59, Spellcraft+53, Spot+53, Survival+53, Swim+62, Tumble+57, Use Magic Device+59
Feats: Ability Focus(Oblivion's Stare)(1), Track(R1), Power Attack(R2), Ability Focus(Voidstrike)(3), Endurance(R3), Combat Expertise(R4), Toughness(6), Improved Sunder(R6), Improved Natural Attack(R8), Improved Initiative(9), Rapidstrike(12), Weapon Finesse(15), Improved Rapidstrike(18), Mindsight(21), Darkstalker(39)
Epic Feats: Blinding Speed(HW13), Superior Initiative(24), Dire Charge(HW16), Armor Skin(27), Extra Terrain(Marsh)(HW19), Epic Toughness(30), Water Terrain Master(HW22), Epic Ability Focus(Oblivion's Stare)(33), Epic Toughness(HW25), Epic Ability Focus(Voidstrike)(36), Improved Terrain Bonus(HW28)
Salient Divine Abilities: -
Alignment: Neutral Evil

Racial powers:
Spoiler: ShowHide


True Seeing (Su)

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

Telepathy (Su)

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

Damage Reduction

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

Regeneration

A voidchild takes normal damage from epic, good aligned weapons that also deal fire, cold, positive energy or negative energy damage. They also take normal damage from spells with the good descriptor and either the fire or cold descriptor.

Cursed (Ex)

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

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

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

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

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

Voidstrike (Su)

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

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

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

Oblivion's Stare (Su)

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

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



Horizon Walker powers:
Spoiler: ShowHide


Terrain Mastery

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

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

Planar Terrain Mastery

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

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

Terrain Masteries

Aquatic

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

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

Forest

You gain woodland stride, as the ranger ability of the same name. If you already have this ability, you instead gain a +4 bonus to saving throws against enchanted or magically manipulated thorns, briars and overgrown areas.

Marsh

You resist the diseases that fill swamps. You are immune to diseases.

Mountains

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

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

Plains

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

Underground

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

Planar Terrain Masteries

Weightless

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

Transitive

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

This is a supernatural ability.

Aligned

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

Cavernous

You gain tremorsense with a 30ft range.

Watery

You gain the ability to breathe water as if it were air.


Gear:
Spoiler: ShowHide


Heart

Faded Sorrow carries with him a withered heart. It is the heart of the celestial who attempted to save him, which he tore out in rage when the celestial failed. He carried it with him for a time, unthinking in his furious sorrow. When at last Faded Sorrow recovered his wits and cast the heart away, he found it forever returned to him. It is indestructible, even to his own efforts to return it to oblivion. Thus Faded Sorrow carries it with him, forever reminded of his failure.

Heart grants Faded Sorrow a distorted version of an angel's protection. He gains a +4 deflection bonus to armor class against good attacks and a +4 resistance bonus to saving throws against good spells and effects, though both overlap with his existing powers. He is surrounded by a 20ft aura that stops all spells of 4th level or lower from affecting him. Each round of combat on Faded Sorrow's turn, Heart casts wretched blight (caster level 30th), centered on one of Faded Sorrow's enemies.

In addition to Heart, Faded Sorrow wears a pair of bracers made of bone. They grant him a +10 armor bonus to armor class and grant a +6 enhancement bonus to his natural attacks. Whenever he strikes with his slam attack, small bone claws jut out from his knuckles, dealing an additional 1d8 points of piercing damage and 1 point of Constitution damage. The name and origin of these bracers are unknown, as Faded Sorrow took them from a mortal hero he slew.



Custom Material:
Spoiler: ShowHide


New Disease: Song of Ending

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

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

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

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

#191
A lingering flames spell made into a living spell. Some adaptation was needed for its spell effect to be consistent with the spell. I'd put it at CR 13 or so? High HP but it's an ooze, so it's really a single nasty trick.

These living spells are made by Simmer of Aurora, who is a low epic sorceress. As her specialty is fire magic, these oozes enjoy a fair deal of power.


Living Lingering Flames

Size/Type: Huge Ooze
Hit Dice: 31d10+93 (263 hp)
Initiative: +1
Speed: 40ft
Armor Class: 15 (-2 size, +1 dex, +6 deflection)
Base Attack/CMB/CMD: +23/+25/41
Attack: Slam+24 (1d8+4 plus lingering flames)
Full Attack: Slam+24 (1d8+4 plus lingering flames)
Space/Reach: 15ft/15ft
Special Attacks: Lingering flames, engulf.
Special Qualities: Damage reduction 10/magic, spell resistance 41, ooze traits.
Saves: Fort +18, Ref +16, Will +16
Abilities: Str 16, Dex 13, Con 16, Int -, Wis 13, Cha 16
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Lingering Flames (Su)

Targets struck by the living lingering flames take 15d6 points of fire damage, a DC 28 Reflex save halves. The damage repeats for three rounds thereafter, with a new saving throw each time.

Engulf (Ex)

DC 23 negates.


Gear: [spoiler]

Living spells and mindless and have no possessions.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

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

Anastasia

In some cases, the template has to be altered a bit to capture the essence of a spell. In this case it trades engulf in favor of automatically affecting eligible squares it oozes over.

Living Transmute Rock to Lava

Size/Type: Huge Ooze
Hit Dice: 29d10+116 (246 hp)
Initiative: +3
Speed: 40ft
Armor Class: 20 (-2 size, +3 dex, +9 deflection)
Base Attack/CMB/CMD: +21/+27/49
Attack: Slam+23 (1d8+6 plus transmute rock to lava)
Full Attack: Slam+23 (1d8+6 plus transmute rock to lava)
Space/Reach: 15ft/15ft
Special Attacks: Transmute rock to lava.
Special Qualities: Damage reduction 10/magic, spell resistance 39, ooze traits.
Saves: Fort +22, Ref +21, Will +21
Abilities: Str 19, Dex 16, Con 19, Int -, Wis 16, Cha 19 
Skills: -
Feats: -
Epic Feats: -
Alignment: Neutral

Racial powers:
Spoiler: ShowHide


Transmute Rock to Lava (Su)

Natural stone struck by the ooze's slam attack is turned to lava, as if by a transmute rock to lava spell. The square targeted is affected, as are any adjacent squares that are also natural stone.

Natural stone the slime passes over is also affected, but in this case, no adjacent squares are affected. This ability replaces a standard living spell's engulf ability.

The living transmute rock to lava is immune to lava created by its own spell, as well as any heat from it.


Gear: [spoiler]

Living spells and mindless and have no possessions.
<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

This template is highly similar to the efreeti emir template. That's on purpose, as it serves roughly the same purpose for djinns. However, djinn society is organized in a radically different way. As such, most of the differences are beyond the mechanics of a template to get into. A brief description follows, more information will occur in game and possibly in bonus materials.

Djinn society is organized around various free holdings within Air. These communities form strongholds ruled by a shiek, who in turn may give his fealty to a powerful djinn, who in turn will loosely serve a powerful djinn bey. So on and so forth, with the greatest nobles being known as caliphs. Of these mighty rulers, the mightiest become known as grand caliphs, the absolute rulers of djinn society.

To be a grand caliph is to be worthy of one day claiming the Whirlwind Throne in the Citadel of Ice and Steel. It is the potential to be the absolute, divine ruler of all djinn for as long as you can hold it. At the same time, a grand caliph has duties to the current holder of the Whirlwind Throne as well as extensive holdings of their own to maintain.

It's worth noting that the Whirlwind Throne does not always change hands by violence. Many holders of the throne find themselves stricken by an urge to move on, while others may fall in battle, be forced off through politics or even be voted off should most of the grand caliphs find them wanting.

Finally, there's no over-title for the ruler of the djinn. They instead refer to the Whirlwind Throne, which is seen as being a permanent mantle, rather than whatever grand caliph holds the position at the time. A common djinn is far more likely to call on the Whirlwind Throne than the name of the current holder, assuming they know who holds it at all.


Grand Caliph

The princes of the djinn are known as grand caliphs, the greatest of their race and champions of Air. Each oversees a large holding of Air as well as a set of duties and is roughly equivalent to an Efreeti Emir or Authority of Celestia.

Creating an Grand Caliph

"Grand Caliph" is an acquired template that can be added to any noble djinn with 21 or more hit dice (referred to hereafter as the base creature).

Size and Type

The base creature's type and size does not change.

Hit Dice and Hit Points

The base creature gains maximum hit points per hit die.

Speed

The base creature gains a land speed of 40ft and a fly speed of 150ft (perfect). If the base creature has a better land or fly speed, use those instead.

Armor Class

Natural armor improves by +14. This stacks with any natural armor bonus the base creature has.

Special Attacks

Air Mastery (Ex)

Airborne creatures take a -4 penalty to attack rolls and damage rolls against the base creature.

Whirlwind (Su)

The base creature can use their whirlwind ability at will for as long as they wish without limit. They have a +7 racial bonus instead of a +3 racial bonus and can choose to double the size of the whirlwind if they wish. They must choose the size of the whirlwind when they assume that form, changing it requires transforming back first. Finally, the Concentration check to cast within the whirlwind is 40 + spell level.

Spell-Like Abilities

The base creature replaces its previous racial spell-like abilities with the following spread.

At will-create food and water, create wine, gaseous form, greater invisibility, greater whirlwind, major creation, mirage arcana, persistent image, wind walk. 3/day-grant up to three wishes (to nongenies only).

Acquired spell-like abilities are retained. If the base creature has non-standard spell-like abilities, it may gain alternate abilities to fit those instead.

Special Qualities

A grand caliph has all the special qualities of the base creature, plus the following special qualities.

Damage Reduction

The base creature gains damage reduction 20/adamantine and epic. If the creature has pre-existing damage reduction, combine the two using the rules for combining types of damage reduction.

Spell Resistance

The base creature gains spell resistance equal to 13 + hit dice.

Grand Caliph (Su)

A grand caliph has the blessings and the blood of the Whirlwind Throne, either by birth or a ritual that marks a worthy noble djinn as the greatest of their race. This marks them as a grand caliph, worthy to rule over countless lesser caliphs all the nobles beneath them, and perhaps one day to claim the Whirlwind Throne. The base creature is treated as divine rank 0 for the sake of effects, though the creature has no actual divine rank.

Abilities

Increase from the base creature as follows: Str+8, Dex+10, Con+8, Int+8, Wis+10, Cha+10

Alignment

Always chaotic good.
<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

The Lunatics are one of Selune's most favored groups of worshipers. Those that follow this path and pass on are often rewarded by retaining their mortal memories, given a basic form to grow in and advance anew. This is a typical lunatic that's a bit generic on purpose, to show what an average one looks like. Most gestalt as clerics, favored souls, paladins of freedom, rangers and other such things. Many advance further and either become unique outsiders or change into a mid level celestial form, such as astral deva or firre eladrin.

This is the sort of encounter one may have in the Gates of the Moon, if you went to fight a typical, unremarkable outsider there. This is done mostly as world building.


Lunatic

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 5d8+15+5 (48 hp)
Initiative: +3
Speed: 30ft, fly 60ft (good)
Armor Class: 22 (+3 dex, +3 natural, +6 armor)
Base Attack/CMB/CMD: +5/+8/21
Attack: Longsword+9 (1d8+4)
Full Attack: Longsword+9 (1d8+4)
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 2/day.
Special Qualities: Damage reduction 5/cold iron or evil, immunity to cold and petrification, resistance to acid, fire and electricity 10, darkvision 60ft, insight, teleport.
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 17, Dex 16, Con 16, Int 13, Wis 16, Cha 17   
Skills: Concentration+11, Diplomacy+11, Hide+11, Knowledge(Arcana)+9, Knowledge(Local:Gates of the Moon)+9, Knowlede(Planes)+11, Knowledge(Religion)+9, Listen+11, Move Silently+11, Ride+11, Sense Motive+11, Spot+11, Survival+11
Feats: Toughness(1), Moon Devotion(3)
Epic Feats: -
Alignment: Chaotic Good

Racial powers:
Spoiler: ShowHide
 

Smite Evil (Su)

This is identical to a paladin's ability of the same name, except it uses the lunatic's racial hit dice to determine bonus damage rather than paladin level.

Insight (Su)

Once per day as a standard action, the lunatic may see beyond the normal and channel a tiny fragment of Selune's wisdom. Treat this as an augury spell with a caster level equal to their hit dice. Unlike a normal augury, the lunatic can tell if a result of nothing is a failed or successful augury.

Teleport (Sp)

The lunatic can use greater teleport at will with a caster level equal to their hit dice, except it can only transport themselves and up to 50 pounds worth of objects.


Gear:
Spoiler: ShowHide


Lunatics use a variety of weapons to match their talents in life as well as an array of armors. The one presented here uses a longsword+1 and breastplate+1.

Additionally, most lunatics have a small selection of magic items gained by adventuring or as gifts from greater celestials. They generally customize these to fit themselves over time, trading amid themselves for the best results.
<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?