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IVELIOS

(Lesser God, Neutral good)


Many of the feats, spells, skills etc. are beyond the ken of the basics of DnD, for that case you
will require the following source books: planar handbook, epic level handbook, exalted deeds,
deities and demigods (of course!!) the complete series (i.e complete arcane, divine etc.), player
handbook 2, lords of madness, heroes of horror and races of destiny supplements, I also offer
a few new things marked with asterisk and later explained, it seems like a lot of sources right??
In case you cannot access them just go with your hearth and either ignore the feats or came up
with something you would think proper

His titles include the guidance, the lone walker, the dream walker or the wise sword; he
appears as a male figure of grand beauty with a tan skin color, dressed in a white glowing cloak
armed with two scimitars, has a long dark hair and deep purple eyes which are usually close
for they cause strange feelings in those who look upon them and always bearing a serene
unchanging expression… Ivelios is a deity that stands as a giver of hope and wisdom.

This god has made his way towards his status by force and even when he is a god of good
some of the other gods look upon him as something that must not be, he leads a religion
similar to the Buddhism, relaxed yet at the same time with a degree of martial prowess and
perfection of self that astounds those who see him. Ivelios would certainly be an oriental type
god, his portfolio includes: Dreams, fate, lost causes & hope. Invoked in times of dire need for
advice, or just a little “push,” and growing a day younger when so; he is not part of any
pantheon, you may picture him as a somewhat hidden deity not very known of, so is to think
that he is an unique and powerful being with relations with the deities, but not a deity in the full
sense of the word and there are those deities that dislike his presence but still they admit the
power that this guy has.

Among the gods he is known as a capable combatant, one who’s martial prowess matches his
wisdom and one who should be taken into account since this being brings a warning of the
great dangers that lie beyond this thing we call reality… indeed all beings who know this deity,
and those who see the power he wields, leave with a great feeling of dread since this deity has
taken to himself the task of showing anyone (anyone worthy of this knowledge) the things that
exist beyond: the plane of dreams, the temporal energy plane, the far realm… all places where
things more powerful than even the deities exist and those things just might come here and
visit you, and you should have a plan against them, the main role you can associate to ivelios in
this regard is the fight against aberrations patron, you know your enemy to defeat your enemy,
is a god sum of the faith, actions and type of worshipers.

Ivelios is one of the few who has any contact with the far realm and had traveled in and out
while remaining sane, as such the faith has a stronger presence among those who are aware,
fight, or any way oppose aberrations and unnatural creatures of similar characteristics.

DOGMA: Ivelios doesn’t promote an a special agenda (apparently) instead he rules over
oracles, fighting against aberrations and similar unnatural creatures who prey other races, hope
and the courage to make those things even against overwhelming odds, so he instills others
the strive to be better, stronger and wiser; watching over all of his believers when in need.

WEAPON OF THE DEITY: +1 resounding scimitar

CLERGY AND TEMPLES: Priests of Ivelios are known for their ability to inspire people, to guide
them and for their knowledge of dreams and omens, one thing they always show is a constant
desire of self perfection. Temples and shrines always have a scent of incense and other
aromatic herbs with white as a dominant color and sometimes made with grand luxury or
sometimes with simple décor; it is not unknown to go to a temple of Ivelios to seek advice or
divination spells, even education is imparted in such temples as they become cloisters of
enlightenment in far places of beauty; but this only one side of coin, the more martial part of
the faith, the fight against the unnatural aberrations .
IVELIOS
The guidance, the lone walker, the dream walker, the wise sword

Lesser deity
Alignment: neutral good
Portfolio: Dreams, destiny & hope
Worshippers: good and neutral mortals, Specially Archivists (Heroes of horror) and abolishers
(lords of madness) but commonly fighters, wise men
Cleric alignments: any non evil
Domains: dream, oracle, destiny, protection, renewal
Favored weapons: shortsword or scimitar
Medium Outsider (augmented outsider) (pseudonatural, paragon template) extraplanar
Hit Dice: 41d10 (fighter) + 30d4 (wizard) + 30d8 (cleric) +6d8 (monk)
+ 10d4 (arcanopath) + 10d8 (mystic wanderer) +3d8 (enlightened fist) + 10d6 (divine
oracle)+7d12 (legendary dreadnaught)
+1869+1999 (5675HP)
Initiative: +19 (+11 dex, +4 improved initiative, +4 racial)
Senses: Blindsight 30 ft, darkvision 60 ft, arcane sight (as spell) 120 ft
Speed: 120 ft (140 ft Unarmored and unencumbered)
AC: 121 Unarmored AC (as a monk)
Flat footed 121, Touch 87
+35 natural, +11 dex, +23 wis, +17 cha, +1 monk, +12 insight, +12 luck
Attacks: +137/+132/+127/+122 melee Base attack bonus +72
+126/+121/+116/+111/ ranged
+135/+135/+130/+125/+120 (flurry of blows)
Both weapons
D. law (right hand) +144/+139/+134/+129/
D. chaos (left hand) +144/+139/+134/+129/
In pseudonatural form: 37 tentacles +137
Damage: 1d8+32 plus 3d6 (acid, law damage) D. law
1d8 +32 plus 3d6 (sonic, chaos damage) D. chaos
(See weapon entries below for more information)
Unarmed strike 1d10 +22 (+1d6 fire or electric)
In pseudonatural form: 2d8 + str, plus improved grab
Face/Reach: 5 ft by 5 ft
Special Attacks: Domain powers, Spell-like abilities, spellcasting
(See the prestige class descriptions below)
Special Qualities: Alternate Form, Damage reduction 15/epic (6/ -), SR 755, Blindsight 30 ft,
improved uncanny dodge, evasion, Divine qualities, telepathy, Fast healing 20

Acid and electricity resistance 155, Fire and Cold resistance 10

Immunity to fear, immunity to diseases (not magical ones), immune to the following specific
spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, sleep, slow,
stunning, petrification, temporal stasis, and web; immune to surprise

Spell like abilities: At will, Blur, dimension door, shield, unhallow; caster level 20
3 times per day: greater dispelling, haste, see invisibility caster level 15
once per day: sleep, charm monster, mass charm, suggestion CL 52
DCs are Charisma-based
Saves: Fort +103, Ref +96, Will +117

Circumstantial bonus: +2 vs enchantment, + 3 vs traps, +2 vs charm effects, +2 vs illusions or


sense affecting effects

Abilities: Str 54, Dex 33, Con 48, Int 47, Wis 57, Cha 45
Modifiers: +22, +11, +19, +18, +23, +17
Skills:
(cc)Appraise +10, Balance +25, (cc)Bluff +78, climb +58, Craft (armor smith) +20, craft
(alchemy) +10, Craft (gemcutting) +10, Concentration +120, Craft (weapon smith) +20,
Decipher script +10, (cc)Disguise +60, Diplomacy + 80, Escape artist +20, (cc)Forgery +17,
Gather Information +65, Heal +80, Hide +91, Intimidate +60, Jump +35, Knowledge (arcane)
+100, Knowledge (history) +60, Knowledge (planes) +90, Knowledge (religion)+100, Knowledge
(nature) +20, Knowledge (dungeonering) +66, Knowledge (Architecture) +20, Knowledge
(geography) +20, Knowledge (psionics) +30, Knowledge (tactics) +20, Lucid dreaming* +60,
Listen +85, Move Silently +91, Perform (weapon drill)* +5, profession (herbalist) +5, (cc)Search
+5, Sense Motive +117, Spellcraft +157, Spot +80, (cc)Survival +5, Swim +30, Tumble +44,
(cc)Use psionic device +35
SKILL TRICKS: never outnumbered, easy escape, false theurgy, collector of stories, spot the
weak point, swift concentration, twisted charge, walk the walls, wall jumper, clarity of vision,
magical appraise, critical observation
Speak Language: celestial, infernal, draconic, common, elven, abyssal, dwarven and under
common
*New skills: described in manual of the planes (lucid dreaming) and complete warrior (perform:
weapon drill)
SKILLS ABOVE ARE RANKS ONLY
Feats:
Awareness,
Alacritous Cogitation
Combat Casting
Surrogate Spellcasting
lady's gambit
Darkstalker,
dreamtelling, oneiromancy, Improved oneiromancy,
skill focus (knowledge religion),
spell focus (divination)
School focus (enchantment)
Aberration banemagic,
Improved familiar,
font of life,
Iron will
Insightful divination
Planar Touchstone: Catalogues of Enlightenment
Occult Opportunist

DIVINE FEATS: divine metamagic (empower), (epic) Bonus domain, Persistent Refusal

DOMAIN FEATS: trickery devotion

METAMAGIC AND CRAFT FEATS: Aligned theurgy (good), Eschew materials, Craft wondrous,
Craft weapons and armor, Craft rod, forge ring, craft wand, craft staff, Craft contingent spell,
Graft flesh, Quicken Spell, virus spell, indirect spell, craft construct
Lace spell (holy)*
spell focus enchantment
Alternative source spell
infuse truth
extend spell
empower spell
Echoing Spell

EPIC FEATS: broad focus*, Automatic metamagic quicken (x3)


epic spellcasting, epic craft weapons and armour, ignore material components, multispell,
improved metamagic (x3), improved spell capacity (x2), Spontaneous Domain Access,
& planar turning

TACTICAL FEAT: Sun school

FIGHTER BONUS FEATS: Combat expertise, robilar gambit, improved disarm, power attack,
Improved bull rush, improved sunder, cleave, great cleave, Close quarters fighting
Improved Critical (great scimitar), Exotic weapon Proficiency Great scimitar, improved
initiative, two weapon fighting, improved two weapon fighting, greater two weapon fighting,
damage reduction (EPIC), double hit, perfect two weapon fighting, Resounding blow (DC 99
Will) opponent cowers for one round when a critical hit is made)
Class related feats (bonus): alertness (5 ft of familiar), brew potion, attune gem, Dire charge,
Improved unarmed strike, Combat reflexes, Improved Trip, stunning fist and scribe scroll

SPECIAL ABILITIES (CLASS RELATED): Domain powers (dream, destiny, renewal and oracle)
summon familiar, alertness, turn undead, Still mind (+2 on saves versus enchantments and
mind affecting effects), purity of body (immune to natural disease), Ki strike (magic), unarmored
speed +20 ft, AC bonus +1, slow fall 30 ft, stunning fist (50 times per day) DC 95
DUNGEON CRASHER: At 2nd level, you gain a +2 competence bonus on saves and to your
Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a
door, wall, or similar obstacle.
In addition, you gain a special benefit when making a bull rush. If you force an opponent to
move into a wall or other solid object, he stops as normal. However, your momentum crushes
him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your
Strength bonus (if any).
At 6th level, the bonuses when dealing with traps increase to +4, and the bonus on Strength
checks to break objects increases to +10. The damage you deal when bull rushing an
opponent into a wall increases to 8d6 points + three times your Strength bonus.
SPELL REFLECTION: If an enemy misses with a spell or spell-like ability aimed at you, you can
use an immediate action to redirect the effect back at its originator. The spell or ability attacks
the original caster (who makes a new attack roll using the same modifier as the original attack).
If it hits, the caster is subject to the normal effect of the spell or ability. This effect applies only
to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities
that affect a target aren't subject to this reflection. You can use this ability a number of times
per day equal to 1 + your Dex modifier (minimum 1/day). (substitutes evasion from monk level
2)

LEGENDARY DREADNOUGHT

2/day unstoppable: may add +20 bonus on strength checks related to breaking or bursting
objects (doors etc.) or as an special use of this ability break a wall of force (strength check DC
32 adding the +20 bonus plus any other modifiers), alternatively add +20 to a single attack roll;

2/day unmovable add +20 to grapple checks (only to avoid being grappled), bull rush and
overrun (to avoid such effects), to any strength check to avoid being move or to any one saving
throw (or to gain one against an effect that would move you if not allowed and still having the
+20 bonus);

Shrug off punishment: an extra 12 hit points;

Thick skinned: gain damage reduction 3/ - (stacks with damage reduction from feats and
permanent effects or class granted)

DIVINE ORACLE:

Oracle domain: Ivelios gains access to the oracle domain as a bonus domain including powers
and bonus spells.

Scry bonus (Su): all divination, scry spells, cast by Ivellios gain a + 1 sacred to the save DC.

Prescient sense (ex): this ability works just like evasion, however unlike evasion this ability
works no matter what armor is worn, unlike normal evasion.

Trap sense (ex): Ivelios has a +2 dodge bonus on reflex saves and AC against traps.

Divination enhancement: when using spells like augury or divination Ivelios may roll twice and
pick the best result.

Uncanny dodge: Ivelios retains his dexterity modifier to AC even when surprised or attacked
by an invisible creature.
Improved uncanny dodge: can no longer be flanked, since can react to opponents on
opposite sides of as easily as can react to a single attacker. This defense denies rogues the
ability to use flank attacks to sneak attack the divine oracle. The exception to this defense is
when an attacker has at least 4 more rogue levels than the target has divine oracle levels.

Immune to Surprise (Ex): At 10th level, the divine oracle?s sensitivity to danger is so great that
she is never surprised. She can always take a standard action during a surprise round

Spells per day: Because Ivelios has taken levels in this prestige class, his divine caster level is
10 levels superior than it should be.

MYSTIC WANDERER

Glory of the divine (su): when wearing no armor Ivelios adds his charisma score as a sacred
bonus to AC

Sleep (sp) once per day as a spell like ability DC 11 + cha

Lore of nature: + 2 bonus on profession herbalism and knowledge nature skill checks

Gem magic: attune gem bonus feat

Resist charm: + 2 sacred bonus vs enchantments (charm) effects

Brew potion: as a bonus feat

Suggestion (Sp): At 5th level, the mystic wanderer can use suggestion once per day as a
sorcerer equal to her mystic wanderer level plus her highest divine spell-caster level (DC = 13 +
Cha modifier)

Charm Monster (Sp): At 7th level, the mystic wanderer can use charm monster once per day
as a sorcerer equal to her mystic wanderer level plus her highest divine spell-caster level (DC =
14 + Cha modifier).

Mass Charm (Sp): The 9th-level mystic wanderer can use mass charm once per day as a
sorcerer whose level is equal to her mystic wanderer level plus her highest divine spell-caster
level (DC = 18 + Cha modifier).

Timeless Body: After achieving 10th level, a mystic wanderer no longer suffers ability penalties
for aging (see the Player's Handbook,Table 6—5: Aging Effects, page 93) and cannot be
magically aged. Any penalties she may have already suffered, however, remain in place.
Bonuses still accrue, and the mystic wanderer still dies of old age when her time is up.

Spells per day: Because Ivelios has taken levels in this prestige class, his divine caster level is
10 levels superior than it should be.

ARCANOPATH

Open Mind (Su): This ability duplicates the effects of the detect thoughts spell, allowing the
arcanopath to read a target’s surface thoughts. Reading a creature’s thoughts in this way
requires a Concentration skill check (DC 10 + target’s Hit Dice), with failure resulting in the
arcanopath suffering 2d6 points of subdual damage. Or duplicate the effects of the telepathic
bond or sending spell. As this ability requires concentration, an arcanopath cannot take any
action except for a standard move while using this ability.
Usable at will

Mental Shield (Su): This Mental Shield can be invoked or dismissed as a free action on the
arcanopath’s turn and automatically negates any mind-affecting spell or effect from a source
with fewer hit dice than the arcanopath’s caster level.

While this ability is in use, the arcanopath cannot cast or exercise control over mind-affecting
spells. Mental Shield does not interfere with the arcanopath’s class abilities.

Aura of Power (Su): The target of the arcanopath’s ranged Divination and Enchantment spells
suffers a penalty to its Willpower saves equal to the arcanopath’s class level if it is within 30
feet. A successful save on the part of the target deals 2d6 points of subdual damage to the
arcanopath and targets possessing the Iron Will feat are immune to the effects of Aura of
Power

Tower of the Mind (Ex): Arcanopaths develop a mental stronghold as their powers develop,
normally taking the form of a personal dwelling the arcanopath visits during meditation. An
arcanopath with a this ability requires only three-quarters of the usual amount of sleep for his
race and recovers one additional hit point per character level. Also, when confronted with a
Knowledge skill check, an arcanopath can meditate for one hour and, if he has any ranks in the
appropriate Knowledge skill, he is considered to have ‘taken 20’ for the purpose of determining
the result of the check.

Mindstrike (Sp): The telepathic power of the arcanopath is now so heightened that he can
lash out with his thoughts against any or all enemies within 30 feet. This ability can be used a
number of times per day equal to the arcanopath’s Charisma modifier and inflicts 10d6 points
of subdual damage to the targets. This is a mind-affecting, spell-like ability and allows a Will
save (DC 10 + ½ arcanopath’s level + Charisma modifier) to halve this damage.

Bastion of the Mind (Ex): The mental defences of an arcanopath at this level of ability are
made manifest through his Tower of the Mind ability. The mental image changes to include
potent defences and ramparts, granting the arcanopath immunity to mental attacks,
mind-affecting spells and psychic intrusion while he is meditating, unconscious or asleep. An
arcanopath protected in this way becomes instantly aware of any such attempts and can allow
them to affect him if he wishes.

Gaze of Power (Su): The Divination and Enchantment spells of an arcanopath of this level
are made so potent by his mental abilities that any target the arcanopath can see clearly within
ten feet per caster level receives a penalty to their Willpower saves equal to the arcanopath’s
class level, as with Touch of Power. Cover is irrelevant but concealment of 50% or above will
ruin this ability unless the arcanopath has a means of penetrating this concealment. This ability
suffers from the same backlash and inability to affect those with the Iron Will feat as Touch of
Power

Mental Mastery (Su): At the apex of his power, an arcanopath who achieves this level fully
awakens his telepathy and harnesses its true potential. Using Open Mind no longer requires
a Concentration check, the number of times he can use the Mindstrike ability is doubled and
his Mental Shield becomes a constant mind blank effect. In addition, the arcanopath receives a
+4 competence bonus to all Concentration checks

Spells per day: Because Ivelios has taken levels in this prestige class, his arcane caster level is
7 levels superior than it should be

ENLIGHTENED FIST

Fist of Energy (Su): Once per round as a free action, spend one daily stunning attempt to
imbue the unarmed strikes with either electricity or fire. The enlightened fist chooses the energy
type each time she activates. For 1 round, each unarmed strike that hits deals an extra 1d6
points of damage (electricity or fire, depending on the choice)

Arcane Fist (Su): Beginning at 3rd level, an enlightened fist can spend one stunning attempt to
cast and deliver a touch spell as part of an unarmed full attack action. Can choose to deliver
the touch spell with any single unarmed strike attack made during the action.

Spells per day: Because Ivelios has taken levels in this prestige class, his arcane caster level is
2 levels superior than it should be

Monk levels: Because Ivelios has taken levels in this prestige class, the monk level to level to
determine class-based AC bonus, unarmed damage, unarmored speed bonus, and the number
of daily attempts of her Stunning Fist is 3 levels superior than it should be
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: ¿?
Treasure: --------- (judge for yourself)
Alignment: neutral good
Advancement: By character class
Divine Rank: 7
Divine qualities: as in Deities and Demigods
Godly realm (7 miles radius), Immortality (no need of eat, drink, sleep or breathe; nor does age)
no subject to massive damage
SALIENT DIVINE ABILITIES:
Alter reality, avatar, clear sight, craft artifact, extra domain x2, wisdom of the dreams*

wisdom of the dreams (SU): Ivelios gains knowledge of which are the dreams or nightmares
of any creature, mortal or deity, (will DC 30 negates) and how they can become true.
Further more, as a standard action, Ivelios can use this ability to cause grand turmoil in the
minds of a creature within 100 ft, as Ivelios can invoke his greatest fears and doubts, although
Ivelios doesn’t know what the victim experiences; while in that state the creature must make a
wisdom check: DC 30, if they want to do anything else than become overwhelm (treat as
shaken and the creature may take only one standard action per round) as they are chased by
their internal conflicts; the effect lasts for as long as they are within the immediate presence of
the deity: 100 ft or so.

This check may not be modified by ANY other factor, including divine qualities or any other
bonus, as it reflects a real challenge to the essence of that creature. No known immunity
applies. 2 successful and consecutive checks render the target immune for one day.

As a deity adds its divine rank to: skills, turning, ability, caster checks, as well attacks and
saves (NONE TAKEN INTO ACCOUNT IN THE STATISTICS)
DIVINE IMMUNITIES: (negated against a deity of equal or greater rank) Transmutation effects,
energy drain, ability drain, ability damage, death effects, disintegration, imprisonment and
banishing spells or effects, turning or rebuke
DIVINE AURA: range 700 ft DC 34
PORTFOLIO SENSE: Ivelios senses when someone is in despair, when non aberrations are
facing mental or physical damage caused by an aberration, he is always present when valour
and wisdom are needed, whether to face a foe or to take an important decision.
AUTOMATIC ACTIONS: Ivelios can use any knowledge skill (even those without ranks), craft
skills (weapon and armor only), lucid dreaming and sense motive as a free action if the DC is 20
or less and may do this 5 times per round.
DOMAIN POWERS: (usable 7 times/day when apply) immunity to fear effects, grant a willing
creature within 30 ft a reroll of any skill, attack, save or ability check as immediate action and
choosing the best result (destiny domain), grant a resistance bonus equal to +32 to the next
saving throw of any other creature, if Ivelios hit points fall between 0 and -9 he automatically
regains 1d8 + 14 HP as granted by the renewal domain, casts divinations spells a +3 caster
level
POSSESSIONS: besides the weapons and armor described later on he carries occasionally: a
ring of epic wizardry IX, a rod of embassy, bracers of relentless might (+12 to strength and
constitution scores, wearer is considered two categories bigger for combat related checks
such as bull rush or trip) monk’s tattoo (unarmed damage and AC as a monk of five levels
higher), amulet of the priest greater (grants the wielder with 4 extra turning attempts and +4 to
charisma score), mantle of great stealth, a strand of prayer beads, his spell book, as well some
other books, along with some mundane items inside his backpack. BENEFITS OF THIS ARE
NOT TAKEN INTO ACCOUNT IN THE STATISTICS BLOCK

Ivelios rules maestan by virtue of his wisdom and power. Of all the powers he is quite a solo
player but still he keeps in good terms with several other gods although considered a trouble
maker. His mighty palace rests on a mountain setting surrounded by a natural landscape of
great beauty in his realm; he appears as an average male with some half elf traits and long hair,
but more often appearing as a human (with short hair, and short well trimmed beard); of his
origins the one constant among tales is his trip into the far realm and his return with, at least,
some semblance of sanity left in him.
His hair is black, his eyes are purple as some say; after all they, almost always, remain
closed…yet he does not seem hindered in any way when his eyes are closed. His friendly
demeanor and actions aimed to hide the scars, both mental and physical, of his trips to the
planes of many unholy aberrations, making a point to guide and warn about the perils of those
lands and inhabitants.

The hunter is how some aberrations address this, abomination, that is ivelios to their eyes. A
traitor for giving away knowledge considered denied to those pathetic non aberrant races, an
enemy for killing them and thwarting many plans and demented, an aberration turned against
them. For it is known among the aberrations that Ivelios is no human at all if it has been to the
far realms.

Ivelios looks like a fighter ready for battle as he always carries his weapons and most of his
items, even in such rare cases where he would be unarmed he will be with an escort; this deity
is associated with the dream, oracle, destiny, protection, renewal domains and powers.

COMBAT
Ivelios will attack first using his spells and spell-like abilities, followed up by whatever style fits
better having options for melee and spellcasting or mixing it all, being fond of divination and
illusion you can expect deceptions and solid intel from who his opponent is, and including
broad crafting abilities he will have a magic item or two for the occasion. If things go against
him (not likely) or he becomes bored with combat, he will summon other creatures to finish the
combat, while he attends to business elsewhere.

Spell-Like Abilities: At will-, sanctuary, shield other, protection from energy, spell immunity,
spell resistance, antimagic field, repulsion, mind blank, prismatic sphere, omen of peril, augury,
delay death, bestow curse, stalwart pact, warp destiny, bestow curse greater, moment of
prescience, choose destiny, sleep, deep slumber, phantasmal killer, nightmare, dreamsight,
scrying (greater), weird, charm person, restoration lesser, remove disease, reincarnate,
atonement, heroes feast, restoration greater, polymorph any object, freedom, identify,
divination, scrying, commune, discern location & foresight
These abilities are as the spells cast by a 16th-level cleric (save DC 27 + spell level).

Spells: Ivelios casts arcane spells as a 39th level Wizard (save DC 28 + spell level) and casts
divine spells as a 50th-level cleric (save DC 33 + spell level) except for divination spells which
are cast at 3 levels higher; Spells of the divination or enchantment school have a +1 to their
respectives saves DC, good spells (those with the good descriptor) are cast as if 89th caster
level, spells with the good descriptor that affect or target evil creatures get a further +2 to their
saves DC, spells which target aberrations and deal damage have an extra 2d6 damage and
have a +2 to their saving throws, divination and enchantment spells have their DC boosted by
10 provided they have a target and it's within 30 ft; these modifiers stack.

Also can cast 20 epic spells per day, known choices: eternal freedom, Ioulaum's Longevity, let
go of me, living lightning, momento mori (enhanced DC 60), damnation, enslave, epic
counterspell, time duplicate, diluvial torment, dire drought, dire winter, move mountain
&.Hellball (10d6 cold, fire, acid, electricity, sonic; no backlash or XP cost)
CLERIC SPELLS PER DAY: (levels 0 thru 10) 6/11/11/11/10/10/9/9/8/8/5 plus domain
spells
WIZARD SPELLS PER DAY: (levels 0 thru 10) 4/9/9/8/8/8/8/7/7/7/4
Turning (Su): Ivelios turns undead as a 30th level cleric with the following domains: dream,
destiny and oracle
Constant Insight: makes all its attacks with a +15 insight bonus and is not affected by the
miss chance that applies to attacks against a concealed target.

When you gaze into the abyss, the abyss gazes into you: Ivellios, due to constant exposure
to the far realm and its perils has become a pseudonatural creature, even tho it keeps this fact
hidden at any costs still has its effects in his body; as such he rarely uses the following abilities
granted by the pseudonatural template:
Alternate Form (Su) At will, a pseudonatural creature can take the form of a grotesque,
tentacled mass (or another appropriately gruesome form), but all its abilities remain
unchanged despite the alien appearance. Changing shape is a standard action. Other
creatures receive a -1 morale penalty on their attack rolls against pseudonatural
creatures in this alternate form.

Improved Grab (Ex) If the creature hits an opponent smaller than it with a tentacle, it
deals normal damage and attempts to start a grapple as a free action without provoking
an attack of opportunity.

Rotting Constriction (Ex) Once the creature has hold of an opponent, each successful
grapple check it makes during subsequent rounds permanently drains 2d4 points of
Constitution. At the same time, the creature regains 10 lost hit points.

Damage Tentacle rakes from a pseudonatural creature deal damage equal to 2d8 + Str
modifier. given the HD Ivelios can make 37 tentacle rake attacks as a full attack action
each with a +109 attack bonus, alternative he can wield weapons with his tentacles, but
only two weapons can be used without penalty, if he wishes so, every tentacle can be
armed (one will be considered primary, the others off ... hand..., at -6 penalty for
primary and -10 for off hand

Permanent spells & wishes: Ivelios has the following permanent magical abilities: magic
weapon (greater, a +5 bonus on attack and damage for unarmed strike), arcane sight and
blindsight (60ft) and also has boosted his ability scores.
Grafts: In his quest for perfection (some say single minded and dangerous) Ivelios has
adquired the following grafts:
Silthilar Flexible spine (grants a +4 racial bonus to initiative, balance, escape artist and tumble
checks)
Secondary nervous system (akin to a ring of regeneration, description at the end)

NOTES ON FAITH

Animals: (normal animals sacred and/or associated to the faith) wolves, small birds, roses and
other plants with scent

Monsters: (much like animals but these are used by deity to help the faithful) celestials, centaur,
dryads, Nereid, sylphs, faeries, silver dragons, gold dragons and moon dogs

Gems and metals: (This covers valuables sacred to the deity and therefore appropriate for
sacrifice) gold, diamond, moon stone, silver, blue and red gems

Colors: (one of the most common minor manifestations of the deity) green, purple, white

Symbol and miscellaneous: (those miscellaneous are other manifestations of the deity which
express a high esteem from the deity to those who see it) Sy= a sword with two purple eyes
behind, a sword like glow or star always in blue or purple, purple aura, blue star in the sky, full
moon (red), light rain and a strong but pleasant scent in the air; many omens from the god (and
the most easy ones to identify) are given in dreams or apparitions of the avatars or any other
symbol of the deity.

Duties of the Priesthood:


Priests of Ivelios work well as counselors, one thing they always show is a constant desire of
training, a desire of self perfection as a response to the horrors of the foes beyond (great old
ones, aberrations and the like).
Portfolio: Mystical Insight (wisdom), Dreams, fate,
Alignment: any non evil
Domains: dream, oracle, destiny, protection, renewal
Symbol: a standing sword with two purple eyes behind

Also all priests of Ivelios consider lucid dreaming as a class skill (as described in the manual of
the planes)
LUCID DREAMING (WIS; TRAINED ONLY)
Use this skill to realize that you are dreaming, consciously direct elements of a dream, and
move into other dreamscapes.
Check: Making a Lucid Dreaming check is a standard action that provokes an attack of
opportunity.
Task DC
Realize you are dreaming 5
Change one aspect of your personal dreamscape 15
Change one aspect of another's dreamscape 20
Change your personal appearance 20
Depart one dreamscape for another 15
Depart a dreamscape for the Dreamheart 25
Pull another with you into the Dreamheart *
Leave the Dreamheart 20

*You must first successfully grapple your opponent. Then, instead of attempting to pin him or
her, make a Lucid Dreaming check (DC 25) on your next action. If you succeed, you and your
foe tumble into the Dreamheart.
Change Aspect: An aspect of a dreamscape includes background features such as lighting,
terrain, architecture of a given building, vegetation (or lack thereof), and other relatively
innocuous characteristics of a dreamscape. You can't use Lucid Dreaming to make a bolt of
lightning strike a foe or open a pit below an enemy.
Change Appearance: You can adopt the outward appearance of another creature within two
size categories of your own.
None of your abilities change, just your appearance.
Retry: You can make a Lucid Dreaming check once per round.

FEATS:

Experienced defender (tactical)

Your patience and defense hide impressive offensive capabilities and keep you as a wall
against some attacks
Prerequisites: Base attack +6, combat expertise, improved initiative, combat reflexes.
It allows the use of these three maneuvers:

FIND THE RHYTHM: in one round if use your combat expertise feat to take a penalty of at least
-4, you can refocus your initiative as move action, instead of a full round action.
HOLD YOUR GROUND: as long as you use your combat expertise feat to take a penalty of at
least -4 and not moving more than 10 feet in the same round you gain a +3 bonus against to
any strength or dexterity check to avoid being moved (such as bull rush, overrun or trip) or
grappled. Any charging creature entering an area you threat when "holding you ground" or
charging you directly, provokes an attack of opportunity that you can use as normal. This
attack occurs right before the charge is resolved.
DEFENSE AS OFFENSE: You have watched your opponent work, and timed his movements. If
you've spent at least one round using the combat Expertise feat against an opponent and
taking a penalty of at least -4; your attacks in the next round, when you stop using Combat
Expertise, catches him flat footed. Or you may sacrifice this benefit and instead of catching
your opponent flat footed you may as a standard action make a single attack roll against your
opponent, the damage of this attack is the maximum allowed for the weapon and for any
special abilities the weapon might have. This doesn’t affect any special abilities such as vorpal
or others not related to damage die rolls.

Special: if you have improved combat expertise you can take a -8 penalty to increase your
bonus to +6 in checks to prevent being moved or grappled, as in hold your ground.
Special: if you have improved combat expertise for every -2 penalty you take beyond -4 (i.e -6,
-8, -10) you gain a +1 circumstance bonus on your next attack after you stop using Combat
Expertise when using the maneuver defense as offense.
BROAD FOCUS [EPIC]
By devoting yourself to expanding your capabilities, you have learned how to lessen the strain
for developing them.
Prerequisites: Character level 21+, multi class character
Benefit: you may ignore half of the experience penalty that all multiclass characters face for
uneven levels, further you are an exception to the rule regarding skill ranks for multi-classing
(but still having the limit of your character level +3). You may take this feat only once.

Surrogate Spellcasting
( Savage Species, p. 39)
[Monster]
You use substitute verbal and somatic components when casting spells.
Prerequisite: WIS 13, non humanoid or non human like form,
Benefit: You complete the verbal and somatic components of spells by substituting
vocalizations and gestures appropriate to your shape

Infuse Truth [Metamagic]


You can cause your illusion spells to affect undead and other creatures normally immune to
them.
Prerequisites: You must have the ability to cast at least 1st-level arcane spells, including at
least 1 illusion spell.
Benefit: A truth-infused spell loses its mind-affecting descriptor, assuming it has one.
A truth-infused spell uses up a spell slot two levels higher than the spell’s actual level.

Virus Spell [Metamagic]


You can make the victims of your spells, carrier of the effects
Benefit: any non damaging spell that targets a single creature can be affected by this feat. a
creature affected transmits the spell effect by touch and cannot choose so nor does it become
aware of. if the spell has an instantaneous effect, the effect is only transmitted once by each
victim and must happen within rounds caster level, if the effect is longer the spell effect can be
transmitted once per round until duration expires. Each potential victim gets a saving throw
even if the original spell didn't have one, in which case defaults to fortitude, each victim can
only be affected once regardless of successful save or not.
Once a creature has become infected he becomes a carrier, the maximum number of creatures
affected is caster level times itself. E.G a 9th level caster can affect 81 creatures with a virus
spell.
A spell modified by this feat takes a slot 4 levels higher than the spells actual level

Lace Spell: Holy/Unholy [Eldritch]


By lacing them with energy, you can add potency to the spells you cast against good or evil
targets.
Prerequisites: Intelligence 17, caster level 5th
Benefit: You give extra power to a spell that you cast against either an evil or a good opponent.
You must choose whether to make your spells holy or unholy at the time you select this feat,
and afterward you can never take this feat again. You cannot lace an evil spell with holy energy
or a good spell with unholy energy. Spells laced with holy or unholy energy are changed in
these ways:
Holy. Changes the spell’s descriptor to [good] and adds a +2 bonus to the save Difficulty Class
if the target or creatures within the area are of evil alignment.
Unholy. Changes the spell’s descriptor to [evil] and adds a +2 bonus to the save Difficulty Class
if the target or creatures within the area are of good alignment.

Indirect spell
If you have a valid target visible through the use of a scrying device or the effect of a divination
spell immediately before you begin to cast it a spell prepared with this feat, you are considered
to have line of sight and line of effect to the target. The target of the Indirect Spell gains a +2
bonus to their saves, if any, because of the slight weakening effects of channelling the magic
through the divination effect. Range is not a concern for the original spell but Indirect Spell
cannot channel a touch attack.
Casting a spell with this feat uses up a slot two levels higher than the original spell, In addition
to this limitation, only one spell of each spell level can be used with Indirect Spell each day.

Echoing Spell

Your spells return after you cast them, although with lessened effects

Prerequisties: Spellcraft 12 ranks, ability to prepare spells

Benefit: An echoing spell is first cast as normal. After 1 hour, the spell then returns to you as if it
had been prepared an additional time, and can be cast again at any time. However, the second
time the echoing spell is cast, you treat your caster level as four lower for the purpose of effect,
area, range, duration, and overcoming spell resistance. This process repeats itself every time
the spell is cast, reducing your effective caster level by four until your effective raster level is no
longer high enough to cast the original spell (at which point the spell is not regained)

This feat can be applied only to prepared spells. Spells cast spontaneously cannot benefit from
this feat.

Persistent Refusal (divine)

You can channel divine energy to make a second save against an effect that specifically targets
you.

Prerequisite: Ability to turn or rebuke undead.

Benefit: As a swift action, spend one of your turn or rebuke undead attempts to make another
save against any effect that targets you and has a continuing duration. For example, on his
turn, a cleric with this feat who fails a saving throw to resist the effect of a hold monster spell
can spend a turn undead attempt as a swift action to attempt another save.

Awareness (General)

You have a supernatural ability to use your senses even when prevailing conditions would
otherwise prevent you from doing so. This has been developed from exposure to divination
magic and relies on your ability to wield the same.

Prerequisite: Alertness, Ability to cast Divination spells.

Benefit: You only suffer only half the listed penalty for any effect that limits your senses.

Darkness and invisibility are among the effects you can diminish. You also gain a Will save
anytime you are exposed to an effect that alters your perceptions, even if the effect does not
normally allow one. In addition, you gain a +2 competence bonus to any saving throw caused
by an illusion or sense-affecting spell (such as a symbol of pain or blindness).

Occult Opportunist

Type: General

Source: Dragon #340

Your knowledge of the supernatural allows you to exploit most attempts to manipulate magical
energies.

Prerequisite: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.

Benefit: You may make an attack of opportunity against an opponent you threaten who
dismisses a spell, directs or redirects an active spell, casts a quickened or swift spell, or
attempts to turn or rebuke undead. If your attack is successful, your opponent must make a
Concentration check (DC 10 + damage dealt) or lose the action that provoked the attack of
opportunity.
NEW SPELLS & ITEMS

DREAM TRAVEL
Transmutation
Level: Sor/Wiz 8 Clr 6
Components: V. S
Casting Time: 1 action
Range: Touch
Targets: You plus one additional creature touched per level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You and any creature you touch are drawn along a crystal arc of reverie to the edge of
conscious thought and into the Region of Dreams. You can take more than one creature along
with you (subject to your level limit), but all must be touching each other when you cast the
spell. You physically enter the plane of Dream, leaving nothing behind. In Dream, you move
through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers
everywhere. For every minute you move through Dream (which is only a single round on the
Material Plane), you can “wake” to find yourself five miles displaced in the waking world. Thus,
a character can use this spell to travel rapidly by physically entering where only dreams prowl,
moving the desired instance, and stepping back into the waking world. You know where you
will come out in the waking world, Dream travel can also be used to travel to other planes that
contain creatures who dream, but this requires crossing into the Dreamheart, where you are
subject to the vagaries of violent dream realities. Transferring to another plane of existence
requires 1d4 hours on Dream (which corresponds to 1d4×6 minutes as time is measured on
most other planes). Any creatures touched by you when dream travel is cast also make the
transition to the borders of unconscious thought. They may opt to follow you, wander into other
dreamscapes, or stumble back into the waking world (50% chance for either of the latter
results if they are lost or abandoned by you). Creatures unwilling to accompany you into the
Region of Dreams receive a Will saving throw, negating the effect if successful Note: Unlike the
normal rules for dreaming, items you use, spells you cast, and other consumables are still gone
when you return to the waking world after being under the effect of this spell. Likewise, items
you gain and experience you accumulate while under the effect of this spell stay with you.

RENEWAL DOMAIN (as seen in forgotten realms)


Granted power: once per day, if you ever fall between 0 and -9 HP you regain 1d8 +charisma
modifier hit points, if an attack brings you to -10 or more you die before the power takes place
Spells: 1) charm person, 2) lesser restoration, 3) remove disease, 4) reincarnate, 5) atonement,
6) heroes feast, 7) greater restoration, 8) polymorph any object, 9) freedom

Absorption (evocation, alteration)


Cleric 10th level
Range: visual sight of caster
Components: V, DF, S
Duration: Instantaneous
Area of effect: single target creature
Saving throw: Will negates
SR: no

By calling upon your god, you may send a terrifying punishment to a creature. Creates a rift in
the earth to swallow your opponent (10d10 fire and 10d10 blunt damage)

Incapacitate (necromancy)
Cleric 9th level
Range: touch
Components: V, DF, S
Duration: Instantaneous
Area of effect: target creature
Saving throw: Will half
SR: yes
As harm, but you may not cast this spell spontaneously even if it is similar to harm; in addition
to the effects of harm (10 Hp/caster level) in a failed save the creature takes ability score
damage, to all scores, equal to one quarter your caster level

Hatefull (evocation)
Sor/Wiz 5th level
Range visual sight of caster
Components: v, m
Duration: 1 round/level
Area of effect: target creature
Saving throw: Will negates

Hatefull spell makes the creature to have a charisma score of one for the duration of the spell;
although appearance does not change everybody reacts in a very unpleasant way in presence
of the affected creature with nausea or even attacks towards the affected.

Nereid kiss (Alteration)


Sor/Wiz 5th Clr 5th
Range: personal
Components: v, s
Duration: special
Area of effect: target creature
Saving throw: fortitude (special)

Touch attack that causes target to find a grand ecstasy which prevents any offensive action or
spell casting and a charm person effect if save is successful, failure means that a water globe
surrounds and drowns target unless a dispel magic is used

Nymph kiss (Alteration)


Sor/Wiz 5th Clr 5th
Range: personal
Components: v, s
Duration: special
Area of effect: target creature
Saving throw: (fortitude) special

Touch attack that causes target to find a grand ecstasy which prevents any offensive action,
spell casting and deletes memory of an entire day if save is successful, failure means that the
target is stun for 1d2 rounds and blind for 1d6 rounds.

Glasshields
(Abjuration, Alteration)
Wizard Level: 9
Range: Touch
Components: V, S, M
Duration: see text
Area of Effect: One magical field/spell
Saving Throw: none see text
SR: none
With a touch, a wizard can transform the most powerful of magical fields into common glass!
Any constant field of magic, be it a wall of fire, shield, or globe of invulnerability, becomes
nonmagical glass. The effect looks like ice crystallizing at the touch of the caster, and swiftly
spreading and encompassing the entire field until it becomes regular glass. Only abjuration or
evocation spells are susceptible to this spell, though one type must be chosen at the time of
casting. Of those schools, only spells with a set, independent field effect are affected, since the
field must be touched to work the transformation. The caster must cast the spell and physically
touch the barrier or spell effect and then beat the other caster (or effect) in a caster level check
to change it; the caster suffers all effects of contact with the magical field for one round and
then the glasshields transforms the field (even if the caster is killed by contact with the field).
This spell only affects an external magical effect; it cannot affect active, preset spells such as
contingency or invisibility, though it can touch a Bigby’s hand spell and change the magical
hand to glass. Once the magic changes to glass, any magic used to maintain their mobility fail.
Bigby’s hands fall and shatter, while globes of invulnerability merely become glass domes
surrounding their casters. While this spell usually only affects a single magical field effect, it
also has been designed to affect spells with multiple field effects, such as prismatic wall and
prismatic sphere. Glasshields can affect all seven layers of these particular spells (and any
similar workings that link one field within another) with one spell, and the transformed glass
spheres effectively create a prison around that whom they once protected. Even the magical
field generated by bracers of defense and a ring of protection can be turned to glass; if this
occurs, the person wearing the item is surrounded by a very thin layer of glass (though it
thickens depending on the AC bonus). The magic is temporarily disrupted for 1d3 rounds,
during which the glass field provides the wearer no AC, and an effective Dexterity penalty equal
to the bonus provided by the object applies to the glass-encased character (i.e a +2 armor
causes a -2 penalty in dexterity), since the stiff glass prevents any major movements. When
this field is shattered (either by the target’s movements or attacks), the wearer incurs 1d3
points of damage from glass shards (unless you have natural AC). Once the glass shatters or
the spell wears off, the wearer’s normal magical defenses immediately shore up and restore the
character’s normal AC. Doesn’t work on any wards that cover more than a 40 ft radius.

Glassee
(Abjuration, Alteration)
Sor/Wiz Level: 6
Range: Touch
Components: V, S, M
Duration: 1 round/level
Saving Throw: None (object)
Area of Effect: One object
SR: yes

Now you can see thru objects, not really; when you cast this spell you may turn stone, metal or
wood (but not creatures made of) transparent to your eyes only or to all, caster choice at the
moment of casting and may not be changed afterwards, you can see through 5 inches of
metal, 10 of stone or up to feet of wood. This spell does not affect lead, gold, silver or
platinum, the material keeps its original strength and other qualities. The window you make
with spell is only a one way window of maximum 5ft by 5ft.
You may make this spell permanent with permanency
Material components: a small piece of glass or any transparent solid object

Glassteel
(Abjuration, Alteration)
Sor/Wiz Level: 8
Range: Touch
Components: V, S, M
Duration: Permanent
Area of Effect: One object (10 pounds/level)
Saving Throw: none
SR: none

By means of the spell you may turn non magical (non attended) glass, into a still transparent
substance as hard and resistant as steel, you may even built objects such as weapons with this
spell, yet it requires first the proper craft check prior to transform the glass in steel
Material components: a small piece of glass, a prism, a small piece of steel

Cristal brittle
(Abjuration, Alteration)
Sor/Wiz Level: 9
Range: Touch
Components: V, S,
Area of Effect: One ferrous object (or the volume of the object within
3 ft. of the touched point) or one ferrous creature
Saving Throw: see text
SR: yes
This magic causes that all metal, whether be as soft as gold or hard as adamantine to turn into
non magical glass like substance, so weapons, armors and shields turn into a delicate
ornament breakable with the slightest blow; the effect is permanent, not affected by dispel
magic or similar spells; nothing short of a wish may return an object affected by this spell. Any
non magical non attended object fails its save; otherwise a magical or attended object must
make fortitude save to deny the alteration. The spell might affect creatures as the DM sees fit,
but regarding to iron golems (and the like) the spell denies any armor bonus and damage
reduction for a number of rounds equal to half the caster level (maximum 10 rounds) other
creatures take damage equal to 6d6 +1/per caster level (maximum +15) fortitude save for half
damage

NEW ITEM
ROD OF EMBASSY

There actually many varieties of this item, and all look different from each other; every rod is
attuned to a different outer plane (and as such it looks like something from it). When a creature
carries a rod of embassy attuned to its home plane it s considered as being in that plane as
long as it holds the rod. The creature type doesn’t change but it cannot be sent away with
banishment spell or effects, including the powerful holy word or dictum spells can dismiss it. In
addition the creature can use any similar effect (spell etc.) to banish other creatures as it was
on his home plane. In that case if you banish a creature currently in its home plane the creature
goes to an adjacent or coterminous plane, but otherwise as the spell or effect rules so. If a
creature holds a rod of embassy attuned to any other plane (different from his home plane) the
rod is useless.
Caster Level: 9th
Prerequisites: craft rod, plane shift, creator’s alignment must match the plane’s or be a native of
that plane.
Market price: 20.000 GP

GRAFT

SECONDARY NERVOUS SYSTEM: This unique graft consists of several lumps of nerve tissue
and others around the vital organs and lower spine, the function of these is to keep the host
alive after the event of decapitation. In such event the wound on the neck is closed and the
character loses sensory input from what would be located on the head (eg visual input from the
eyes, hearing from ears) but no other senses are negative impaired, lack of mouth also affects
the ability to communicate, cast spells and use supernatural abilities. In order to alleviate this
somewhat this graft includes the Rudimentary Eyespots graft.

The body remains functional entirely but as having lost the main storage of memories and
higher functions its functionally considered as with an intelligence score of 4, but the remaining
nervous organs are able to maintain a modicum of sense of self and self preservation.

While the creature has loss its head this graft kick starts the process of restoring the lost head,
as soon as the decapitation happens the new head will grow in 2d10 rounds later, as a side
effect you can also regrow severed body members (fingers, toes, hands, feet, arms, legs, tails
etc) and can reattach severed limbs as a move-equivalent action.

Severed parts that are not reattached wither and die normally.

This graft can only be applied to corporeal living creatures with a single head

Graft Flesh (silthilar), regenerate, contingency, limited wish; Price 882,000 gp

ARTEFACTS

Divine chaos:

Great scimitar +10, Critical 18-20 x2 type Slashing


Int 18 Wis 14 Cha 12 (saving throws Fortitude and reflex at +23, Will at +25 or the wielder’s if
better) Hardness: 30 Hp: 45; Immune to electricity, acid, cold; sonic and fire resistance 20;
living metal: regenerates 1 hp/ minute
Ego 76
Alignment: Chaotic good
Speech, Telepathy, 120 ft darkvision, blind sense and hearing
The weapon is able to read and read magic; languages: undercommon, draconic and elven
Purpose: Protect its creator (no other than Ivelios) and his interests.
Acts as a Chaotic power (DC 33 for level loss), sonic* (treat also as a thundering weapon;
deafening in a critical hit fort DC 33, permanently) and Everdancing sword, 3d6 of the chosen
damage, 9d6 on critical
*Sonic Blast: the weapon constantly vibrates and reverberates at a low humming rate, causing
sonic based damage (damage which ignore hardness) and exploding on a critical; this damage
functions even within the area of a silence spell, this kind of weapon does not have any
additional adverse effect upon sound sensitive beings or sound enhanced senses although
those beings find the weapon disturbing and distasteful.

Minor Powers: Grants its wielder the alertness feat (worn or carried)
Major Powers: The weapon is a divine conduit, counts as a divine focus and enhances the
turning abilities of the wielder grating 4 extra turn attempts and improves the turning level of the
wielder by 3

This weapon is a very part of Ivelios himself and part of a set of weapons that this God. Feared
and admired not only for his power but his skill in magical crafts; has a white glow and it’s
made of several exotic metals, notably Frystalline, (which makes the weapon count as good for
DR purposes) and appears as a very simple yet beautiful weapon with a golden gem in the hilt
and some times its seen surrounded by electricity. Chaos likes to be a show off, loves spotlight
and it is smart enough to think how to achieve what it wants, when she attaches to a wielder (a
hard and long process) it dislikes being away from its wielder’s attention and care. The weapon
itself is immune to tarnishing and other discoloration, acidic corrosion, and rusting even that
caused by rust monster antennae.
DANGERS: when used by any other character it compels him to become (gradually) into a
chaotic good character and forces him/her to serve the deity’s faith; further more it will not ever
hurt its creator in anyway or other followers of such deity, other than this the weapon is know
to propagate a wave of, temporarily, madness upon those creatures (or even the wielder if
deemed unworthy) around the sword (enchantment will save reduces duration by half DC 35
and lasts for 2d10 days, similar to a confusion spell).

CORRUPTING EFFECT: finally those characters face a destruction of their mind, losing an int
point a week (no restoration available) and when intelligence gets zero the character becomes
enslaved to the weapon and seek its return to its true owner; if not available he will start to
destroy all evil characters and monsters around until dead or release of the sword.

WEAKNESS: only its creator knows how to truly destroy the sword since the weapon is
attached to his own existence (as long as Ivelios lives so does the weapon), if it’s the case that
the sword is destroyed by other (VERY powerful means like another deity’s intervention) the
sword WILL reform its self in a 1d100 days in a random location (most likely close to the one
who attempt to destroy it to kill him)

Divine law:

Cold iron Great scimitar +10, critical 18 - 20 x2 type slashing


Int 14 Wis 19 Cha 12 (saving throws Fortitude and reflex at +23, Will at +27 or the wielder’s if
better) Hardness: 35 Hp: 60; Immune to acid & fire; sonic & lightning resistance 30; living metal:
regenerates 1 hp/ minute
Ego 76
Alignment: Lawful Neutral
Speech, Telepathy, 120 ft darkvision, blind sense and hearing
The weapon is able to read and read magic; languages: draconic, common & celestial
Purpose: Protect its creator (no other than Ivelios)
Acts as a Lawful Power (DC 33 for level loss), Everdancing acid blast sword (i.e. 3d6 of the
chosen damage, 9d6 on critical) also as a binding weapon
binding: the wielder of a binding weapon may make a binding strike. On a successful attack,
the target of the binding strike cannot move extradimensionally by any means, as though
affected by the dimensional anchor spell. This effect lasts for 10 minutes, two times per day
Minor Powers: (at will as a 20th level spell caster DC 14 plus spell level)
vampiric touch
Major Powers:
Restoration: Finally, and it’s the most amazing quality of this weapon, restores the youth and
power of the user (this power is used as the sword sees deem fit or as ordered by Ivelios),
meaning that the sword negates aging related penalties, negates magical aging and restores
lost levels; at rate of 2 ability points/levels per 8 hours of rest, after that the sword goes
dormant (i.e no minor or major powers available) for as much days as levels or ability points
restored. The gem in the hilt stores a vast amount of knowledge, the entire memories of the
deity which may be accessed only by approval of the sword or the deity himself.

Another weapon part of the special set of weapons crafted by this intermediate power, seems
to be cold iron and aurorum alloy surrounded by a golden light, it also possess a blue gem in
its hilt. Law is a proud fighter, sometimes eager to battle, but wise and mature enough to wait,
it likes to plan things and is a devoted healer, heals so it can battle again. The weapon itself is
immune to tarnishing and other discoloration, acidic corrosion, and rusting even that caused by
rust monster antennae.
DANGERS: when used by any other character it compels him to become (gradually) into a
Lawful good character and forces him/her to serve the deity’s faith in a paladin way or at least
to follow a quest against evil or to return the weapon to its owner; further more it will not ever
hurt its creator in anyway or other followers of such deity, besides this its know that the
weapon causes other creatures to either (50% chance) become afraid of the carrier of the
weapon (fear effect DC 20 + carrier HD) or causes the characters become greedy and will try to
take the weapon from the carrier (enchantment DC 20 + carrier HD).

CORRUPTING EFFECT: finally those characters face a terrible fate as for not being the rightful
owner of the weapon, once a week with no save allowed a wielder loses 1d8 years of his
maximum life span, it does not age, but his maximum life span shortens by time, if the wielder
is one of a long live race (over 200 years) it loses 3d8 or 6d8 (for races over 600 years) years
instead.

WEAKNESS: only its creator knows how to truly destroy the sword since the weapon is
attached to his own existence (as long as Ivelios lives so does the weapon), if it’s the case that
the sword is destroyed by other (VERY powerful means like another deity’s intervention) the
sword WILL reform its self in a 1d100 days in a random location (most likely close to the one
who attempt to destroy it to kill him)

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