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Strength(55):23+16+74=113+23=135
Dexterity:23+16+74=113+23=135
Constitution:23+16+74=113+12-115=8
Intelligence:23+16+74=113+23=135
Wisdom:23+16+74=113+23=135
Charisma:23+16+74=113+23=135
Gloom Str +22, Dex +36, Con +18, Int +16, Wis +14, Cha +20
Tsathogga Str +28, Dex +24, Con +32, Int +20, Wis +22, Cha +24
Rhan-Tegoth Str +28, Dex +22, Con +28, Int +18, Wis +22, Cha +18
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Total: Str +28, Dex +36, Con +32, Int +22, Wis +22, Cha +24 (162)
Dark Elder Str +13, Dex +9, Con +9, Int +9, Wis +11, Cha +9 (60)
Dark Lord Str +60, Dex +30, Con +40, Int +30, Wis +20, Cha +50 (230)
Eternal Str +6, Dex +4, Con +8, Int +6, Wis +8, Cha +10 (42)
Heartless Str +18, Dex +18, Con +18, Int +18, Wis +18, Cha +18 (108)
Inveigler Int +4, Cha +6
(10)
Lich Str +4, Dex +2, Int +22, Wis +22, Cha +22 (72)
Mythic +10
(10)
Spirit Cha +4
(4)
Vampire Str +26, Dex +14, Int +14, Wis +14, Cha +14 (82)
Colossal Str +40, Dex -8, Con +16 (48)
V.S.C.:5 Dex -10, Con +20
(10)
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Total: 730
-384 for +32 d.a.
All Kyk, The Demon King of Murder, Demon King Traits (As Amalgam [Maskim
(Ancient One), Devil/Tsathogga, Demon [Rhan-Tegoth, Demon]/Flybzyz, The
Demon King of Flies, Demon (As Chasme (Fly Demon), Demon)/Glybzyz, The
Demon King of Lies, Demon (As Coloxus (Fly Demon), Demon)]; NB:This counts as
5 creatures.] (Amalgam [I.H.:E.B. [Errata:v3.0 T.o.H. [v3.5 T.o.H. [T.o.H.C.
(P.E.)]].]/PAP:S.A.:D.o.t.Y.K. [Errata:v3.0 T.o.H. [v3.5 T.o.H. [T.o.H.C. (P.E.)]].]
[PRG:B6 [Errata:v3.0 T.o.H. [v3.5 T.o.H. [T.o.H.C. (P.E.)]].]]/F.C.I:H.o.T.A.
[Errata:v3.0 T.o.H. [v3.5 T.o.H. [T.o.H.C. (P.E.)]].]/M.M.M.I [Errata:v3.0 T.o.H.
[v3.5 T.o.H. [T.o.H.C. (P.E.)]].]]; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4,
Type:Undead [Outsider [Fey [Aberration, Animal, Humanoid, Magical Beast,
Monstrous Humanoid]]].; Appearance:A Deep Jet-black*Fine-Colossal (3 in.-80 ft.
long; *NB:This does Not account for Kyk's Divine Immensity (divine) (x2) ability.)
Demonic 3-Eyed Vampire Frog (((Base True Form(s); NB:Kyk's elastic, piercing,
prehensile tongue is functionally his "probiscus". If destroyed/severed, it regrows
instantly.))), Deep Jet-black*Fine-Colossal (3 in.-80 ft. tall;*NB:This does Not
account for Kyk's Divine Immensity (divine) (x2) ability.) Demonic Vampire Gloom
(((Base True Form (s)))), or (((ANY))) combination thereof (((Base True
Form(s)))). Add., gains any/all comprising creatures (i.e. assimilated (as Assimilate
(cosmic), etc.), etc..), as well as shapes (((forms))) thereof for (((Perfect)))
Change Shape (((Alternate Form))), as well as any/all combinations of any/all
aforementioned (inc. base true form(s) (see previous)), as add. shapes (((forms)))
for (((Perfect))) Change Shape (((Alternate Form))). Glistening Skin (selective
(Immediate nonaction)).; B.R.HD:40 (Colossal) (Max:40+.).; P.s:20 (+10 (-6 for
+36 d.a.)).; I.C.F.:400 (+200) (Gestalt (cosmic) (x14) (Inc.) + Greater Integration
(cosmic) (Inc.)).; BF:+80.; MF:+60.; D.A.:+24 (+4+4+8+8).; R.Traits:Gains all
said creature's traits. Those pertaining to base form are modified to fit and function
w/base form instead of modifying base form (i.e. Abnormalities (extra faces, etc.),
etc. aren't acquired, exc. as noted.).; Special:Abomination (x5; +190 d.a.
(ArchFiend (+38 d.a. (x5)))) (I.H.:E.B.). 0
0
Acidic Secretion ([Blood:10d6+16.; Strike:+10d6+16.] (Acid (100%), Anarchic
(100%), Profane (100%), Untyped (100%), Vile (100%), Vindictive (100%))). 0
0
Aegic Essence (divine) (Inc.). Alter Reality (cosmic) (Inc.). 0
7
Always Watching, Planar Omniscience (cosmic) (As Tsathogga (see previous)/Rhan-
Tegoth (PRG:B6) (selective (Immediate nonaction)), exc. this ability extends to 8
mi. (((NB:10,000,000 mi. (via Aura Mastery (divine) (Inc.) (see previous)).))) from
himself, 8 mi. (((NB:10,000,000 mi. (via Aura Mastery (divine) (Inc.) (see
previous)).))) from his altars, 8 mi. (((NB:10,000,000 mi. (via Aura Mastery
(divine) (Inc.) (see previous)).))) from his statues, and (((ALL))) of his Godly
Realm for any/all purposes.). 0
13
Aura Mastery (divine) (Inc.). 0
14
Chaos Shriek (cosmic) (As Tsathogga (see previous), exc. this ability is usable as a
swift action at will, replicates blasphemy/word of chaos, and extends to 8 mi.
(((NB:10,000,000 mi. (via Aura Mastery (divine) (Inc.) (see previous)).))) from
himself, 8 mi. (((NB:10,000,000 mi. (via Aura Mastery (divine) (Inc.) (see
previous)).))) from his altars, 8 mi. (((NB:10,000,000 mi. (via Aura Mastery
(divine) (Inc.) (see previous)).))) from his statues, and (((ALL))) of his Godly
Realm for any/all purposes.). 0
20
Cosmic Font (cosmic) (Inc.). 0
26
Demon (Obyrith, Tanar'ri; Devil (Baatezu (Corrupted)); Form of Madness
(Su):Failing a DC 108 Will save against Kyk's form of madness (Medium range (100
ft. (+10 ft./HD/L)) (((NB:Extends to 10,000,000 mi. from himself, 10,000,000 mi.
from his altars, 10,000,000 mi. from his statues, and (((ALL))) of his Godly Realm
for any/all purposes (via Aura Mastery (divine) (Inc.) (see previous)).)))) causes
the victim’s mind to be forevermore haunted by Kyk’s unholy essence. Each time it
tries to rest for the night, it's subject to the effect of a nightmare spell (no save; CL
56th). The victim automatically becomes shaken whenever he's within 30 feet of
any creature/object/locale related to his greatest fear (or, if his greatest fear is
unknown, determine his greatest fear randomly, or, if he has no fear, he gains a
fear of Kyk's choosing) of which he is aware. This form of madness is permanent
and especially difficult to cure with magic. Heal or greater restoration can cure the
effects if the caster makes a DC 66 caster level check. Miracle, reality revision, or
wish automatically cure the condition. A creature that makes this save is immune to
Kyk's form of madness for 24 hours. This is a mind-affecting, fear effect. It affects
any/all creatures regardless of alignment. The save DC is Charisma-based.). 0
27
Dominion (cosmic (x1), tra. (x2)) (Ex):Kyk (past, present, and future (eff. gains
(Ex) foresight (+8 insight bonus to all rolls; etc.) and Tenth Sense (omn.))), his
surroundings (up to 5 mi. r. (1/5HD) (((NB:10,000,000 mi. r. (via Aura Mastery
(divine) (Inc.) (see previous)).)))), his altars (past, present, and future (see
previous)), his statues (past, present, and future (see previous)), and their
surroundings (up to 5 mi. r. (1/5HD) (((NB:10,000,000 mi. r. (via Aura Mastery
(divine) (Inc.) (see previous)).)))) are considered part of Kyk's Godly Realm
(((Domain))) for any/all purposes. 0
105
Eternal Freedom (divine). 0
106
Feed (As Tsathogga (PAP:S.A.:D.o.t.Y.K.; Injury (bite/tongue)-1d6+16 All (6) (or
1d6+16 Any (1)))/Rhan-Tegoth (PRG:B6; Injury (bite/tongue)- 2d4+16 Con (or
1d4+16 Con)) (selective (Immediate nonaction)).). 0
106
Gloom (Dark Elder (((Hag)))), Demon Traits (As Gloom (E.L.H.; Errata:I.H.:A.,
I.H.:E.B., T.G.o.H.:4, Type:Undead [Outsider [Fey [Humanoid, Monstrous
Humanoid]]].; Appearance:No change.; R.Traits:Gains all said creature's traits.
Those pertaining to base form are modified to fit and function w/base form instead
of modifying base form (i.e. Abnormalities (extra faces, etc.), etc. aren't acquired,
exc. as noted.).; Special:Dark Elder (((Hag))) Traits (v3.5 R.P.H.; Errata:I.H.:E.B.,
[T.I.:U./T.I.:V.], V.R.M.H.C..; E.A.C.:10 (Elder (x6) (((Crone (x6)))); Str +13, Dex
+9, Con +9, Int +9, Wis +11, Cha +9; NAC:+14.; Spd:+50 ft..; DR:15/Epic.; R:5.;
P/SR:+18.).; S.A. (((H.M.))) (8 (((10-2)))):Curse of Scales (Creature:Gloom (Dark
Elder (((Hag)))) (As Kyk (self-explanatory).).) (V.R.M.H.C.), Lord of Bone (divine)
(x3; Lich ([PRG:B1, v3.5 R.P.H]; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].; (Str +4, Dex
+2, Int +22, Wis +22, Cha +22; NAC:+14.; Spd:+50 ft..; DR:25/ - .; FH:5.; TR:
+15.).; Phylactery:Kyk's Godly Realm (((Domain))).; S.A. (14
(((10+1+2)))):Adjuration (divine), Animating Touch (v3.5 R.P.H.; (Su):At will-
animate dead (1), create greater undead (10), create undead (5).), Bone Command
(divine) (Inc.; 10d6+16), Lord of Blood (divine) (x3; Vampire ([PRG:B1, v3.5
R.P.H]; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].; E.A.C.:10 (Str +26, Dex +14, Int +14,
Wis +14, Cha +14; NAC:+16.; Spd:+50 ft..; DR 20/Aligned, Epic, and Silver.;
FH:10.; TR:+15.).; Coffin Home:Kyk's Godly Realm (((Domain))).; S.A. (13
(10+1+2)):Blood Command (divine) (Inc.; 10d6+16), Ethereal (v3.5 B.o.T.:D.E.),
Divine Safeguard (divine) (x1; Ethereal (see previous)) (Inc.), Flesh Command
(divine) (Inc.; 10d6+16), Mastermind (x4) (V.R.M.H.C.), Photographic Memory
(T.I.:V.), Tongues (T.I.:V.), Total Recall (T.I.:V.), Understanding (T.I.:V.).), Dread
Vampire (A.B.(P.E.)), Mythic Vampire (PRG:M.A.)), Divine Safeguard (divine) (x3;
Lord of Blood (divine) (x3; see previous)) (Inc.), Poison Aura (v3.5 R.P.H.; Lich
Dust (1d3+16 Str)), Pristine Appearance (V.R.M.H.C.), Proxy Travel (v3.5 R.P.H.),
Skull Scry (v3.5 R.P.H.), Spirit (v3.5 B.o.T.:D.E.; S.A.:Ethereal Spellcaster (NB:This
ability applies to (((ALL))) psionics, (Ps), and (Su) abilities as well.), Manifestation
(B), Materialization, Possession, Spirit Touch (NB:This ability applies to (((ALL )))
touch psionics, (Ps), and (Su) abilities as well.).; S.Q.:Rejuvenation.), Divine
Safeguard (divine) (x1; Spirit (see previous)) (Inc.), Undead Mastery (v3.5
R.P.H.).; Special:Sangrolu (BloodLich) (NB:Requires Vampire template.;
Special:The flesh and fluids of a (((standard))) Sangrolu (BloodLich); Not its bones,
soul, etc.; retain the standard vampiric-specific weaknesses. This is primarily
cosmetic. (i.e. harming a (((standard))) Sangrolu (Blood Lich)'s flesh/fluids does
Not harm the (((standard))) Sangrolu (BloodLich) itself. However, if, for example, a
(((standard))) Sangrolu (BloodLich) attempted to gain uninvited entrance to a
private residence while fleshed/fluided, it would be barred. However, if the
((( standard))) Sangrolu (BloodLich) first assumed gaseous form, it would Not be
restrained. Garlic, holy symbols, mirrors, and stakes are likewise ineffectual.
Though garlic could make its breath foul; holy symbols could leave gruesome,
superficial burns; its skeleton, unnervingly, has both reflection(s) and shadow(s);
and a stake in the face could be deeply embarrassing. Even running water and
sunlight are mere nuisances for a (((standard))) Sangrolu (BloodLich). While they
still destroy its flesh and fluids, this does it No harm and its flesh and fluids
heal/rejuvenate normally.).), Dread Lich (A.B.(P.E.)), Mythic Lich (PRG:M.A.)),
Divine Safeguard (divine) (x3; Lord of Bone (x3; see previous)) (Inc.)), Malaclypse
(divine) (NB:This renders Kyk immune to (((ALL))) of the "cursed" aspects
(((vampiric-specific weaknesses))) of his var. vampire templates and enables him
to inflict (((ANY/ALL))) of his var. vampire templates/"cursed" aspects (((vampiric-
specific weaknesses))) thereof upon others.).). Divine Safeguard (divine) (x1; Dark
Elder (((Hag))) Traits (see previous)) (Inc.). Demon (As Kyk (see previous).).
Divination Immunity (divine) (Inc.). Obscurity (divine) (Inc.). Skulk Traits (As Skulk
(Ptolus; Errata:I.H.:E.B..; Appearance:No change.; R.Traits:Gains all said
creature's traits. Those pertaining to base form are modified to fit and function
w/base form instead of modifying base form (i.e. Abnormalities (extra faces, etc.),
etc. aren't acquired, exc. as noted.).; Special:Retains own abilities (inc. Type,
subtype, etc.).; ArchDevil (Archdevil; Archduke):No (No; No).; Demon Lord:No.;
Great Old One:No.; Horseman (Altradaemon; Oinadaemon):No (No; No).;
Mythic:No.; Possession (F.C.I:H.o.T.A.):No.).; NB: Treat as Lesser Gestalt Creature
(divine) (see previous) (Inc.) and Divine Safeguard (divine) (Lesser Gestalt
Creature (divine) (see previous) (Inc.)) (Inc.).). Sonic Immunity (divine)
(((Quiescence))). Whispersoul (divine) (((Quiescence))) (Inc.). Retains own abilities
(inc. Type, subtype, etc.).; ArchDevil (Archdevil; Archduke):Yes (No; Yes).; Demon
Lord:No.; Great Old One:No.; Horseman (Altradaemon; Oinadaemon):No (No;
No ).; Mythic:Yes.; Possession (F.C.I:H.o.T.A.):Yes.).; NB:Treat as Gestalt Creature
(cosmic) (see previous) (Inc.) and Cosmic Safeguard (cosmic) (Gestalt Creature
(cosmic) (see previous) (Inc.)) (Inc.).). 13
106
Goetic (T.D.G.t.F.S.a.F.B.; Errata:Goetics can grant themselves or others their
boons at will. There is no cost (i.e. pact points, etc.) for this unless they choose for
there to be a cost (i.e. pact points, etc.) for this.; Kyk's Boons:All (((Body 1-3,
Death 1-3, Influence 1-3, Knowledge 1-3, Lust 1-3, Magic 1-3, War 1-3, Universal
1-3; Special:All (T.D.G.t.F.S.a.F.B.).))).). 13
107
Greater Aegic Essence (divine) (Inc.). Greater Seal (cosmic) (Inc.). 13
114
Immortality (tra. (x2)) (As Tsathogga (PAP:S.A.:D.o.t.Y.K.)/Rhan-Tegoth (PRG:B6)
(selective (Immediate nonaction)), exc. more precisely replicates statue (exc.
Hardness 40, Not 30; hp = his own, Not 300), replicates true revive undead (exc.
no limitations); and can choose to "awaken" (no sacrifice required). Add., if
destroyed in statue form, he can choose which of his statues (past, present, or
future) his consciousness is transplanted into.; NB:This ability is similar to
Transmortality (tra.) (Ex)/Transmigration (tra.) (Ex).). 13
186
Magic Immunity (cosmic) (As AkaLich (ShadowLich) (I.H.:E.B.), exc. No
vulnerability.). 13
192
Perfect Change Shape (cosmic (x2)) (((Perfect Change Shape (Ex):Action:Swift,
Free, or Immediate.; Form(s):Any creature/location/object of HD/L, exp., and qui.
≤ Kyk's HD/L, exp., and qui. (inc. Artifact/Divine/etc.), inc. Gestalt (inc.
Chimera/Hybrid/etc.)/etc. forms of any assumed form and his own true form(s).
Add., Kyk remains in one form until he chooses to assume a new one. A change in
form cannot be dispelled, nor does Kyk revert to any particular form when killed
(Any/all shapes (current form (combination or otherwise) and his base (true)
form(s) (see previous)) are his true form(s).). A true seeing spell, we're he
susceptible, would reveal both his base true form(s) and his current form
simultaneously. (NB:This ability is similar to Change Shape (Ex) (var. (see
previous)), Chimerical (cosmic) (Ex), and Doppelganger (cosmic) (Ex).);
Special:This ability can be combined w/anything Transmutation (polymorph)
abilities, etc. can be combined with (ex. Divine Immensity (divine), etc.) for greater
results.; C.R./L.A. (C.R.:+6.666.; L.A.:+10.) (÷6x5 (x2))))). 13
204
Perfect Initiative (divine). Precognition (divine). Seal (divine) (Inc.). Selectivity
(divine) (Inc.). Shatter The Glass Ceiling II (divine) (Inc.). Superior Aegic Essence
(cosmic) (Inc.). Sure-Footed (divine). Sure-Handed (divine). Sure-Minded (divine).
True Name Mastery (divine) (Inc.). True Seeing (divine). 13
220
Unspeakable Presence (cosmic) (As Tsathogga (PAP:S.A.:D.o.t.Y.K.)/Rhan-Tegoth
(PRG:B6) (selective (Immediate nonaction)), exc. this ability extends to 8 mi.
(((NB:10,000,000 mi. (via Aura Mastery (divine) (Inc.) (see previous)).))) from
himself, 8 mi. (((NB:10,000,000 mi. (via Aura Mastery (divine) (Inc.) (see
previous)).))) from his altars, 8 mi. (((NB:10,000,000 mi. (via Aura Mastery
(divine) (Inc.) (see previous)).))) from his statues, and (((ALL))) of his Godly
Realm for any/all purposes.). 13
226
Retains own abilities (inc. Type, subtype, etc.).; ArchDevil (Archdevil;
Archduke):Yes (No; Yes).; Demon Lord:Yes.; Great Old One:Yes.; Horseman
(Altradaemon; Oinadaemon):No (No; No).; Mythic:Yes.; Possession
(F.C.I:H.o.T.A.):Yes.).; NB:Treat as Gestalt Creature (cosmic) (x5; see previous)
(Inc.) and Cosmic Safeguard (cosmic) (x5; Gestalt Creature (cosmic) (x5; see
previous) (Inc.)) (Inc.).), 13
226
Dark Lord (Inc.; Base Creature Type(s):Undead [Construct [NB:Living Construct
(via P.s:Art. (x2), etc.).] [Outsider [Fey [Aberration, Animal, Humanoid, Magical
Beast, Monstrous Humanoid]]]].; Special:Kyk's Types are listed in a heirarchy of
importance. He automatically counts as whichever Type(s) (is/are) most beneficial
in any/all given situations. (NB:Kyk's Anomaly (cosmic) ability enables him to treat
his Type(s) as any/all Type(s). He automatically counts as whichever Type(s)
(is/are) most beneficial in any/all given situations. (NB:If this would be none, then
he uses none.) However, this does Not actually give him said Type(s) or the traits
(add. abilities, etc.) thereof.).), 20
226
Heartless (Inc.), 20
226
Inveigler (A.B.(P.E.); Errata:C.R./L.A. (C.R.:+3.064.; L.A.:+4.596.) (I.H:A. (÷6x5
(x2))), Undetectable Nature (Su):[U.P.T.] If the inveigler is aware of the attempt, it
can cause the magic to reveal any alignment or form it chooses. [U.S.T.]). 22
226
All Lesser Deity Abilities (I.H.:A.; Errata:Divine Bonus (Ex):[U.P.T.]...damage
rolls;... [U.S.T.] ~ Divine Senses [Divine Senses (Ex):[U.P.T.] [ Divine Status]s also
gain Blindsight, clairaudience/claivoyance (always active), and Telepathy within the
range of their divine auras and godly realms. Add. Errata: - A divinity can hear the
prayers of its worshippers.; - A divinity can choose to see through the eyes of a
Petitioner, but doesn't do so automatically - it must choose to do so and while doing
so can't itself see.; - A divinity can sense disturbances to its realm (alterations,
etc.).]; B.D.R.:8.; S.G.:+0.; T.D.R.:8.; Special:Eklektos (Chosen One) (x5
(overlap)) (Description:Eklektoí, or Chosen Ones, are the deific elite, the best of the
best; and typically recruited by pantheons as assassins, sentinels, or judges. Their
origins are varied. Most are born. Some are made.; NB:Treat as Eternal (cosmic)
(W.T.R.G.:S.&L.; Errata:Cosmic String (cosmic), Divine Immensity (divine) (x2),
Slipstream (cosmic), +1 [d.b.; d.a.]/5 HD/L.), Cosmic Safeguard (cosmic) (x1;
Eternal (cosmic) (see previous)) (Inc.), Instrument of The Gods (divine) (A.B.
(P.E.); NB:An Eklektos's Ur-Energ(-y's/-ies') appearance(s) (is/are) var. (selective
(Immediate nonaction)) (depending on their current preference(s)). Kyk's (is/are)
typically deep blood-red/void-black.), Nigh-Invulnerable (divine) (Pathways:48),
and Divine Safeguard (divine) (x2; Instrument of The Gods (divine) (see previous),
Nigh-Invulnerable (divine) (see previous)) (Inc.).).).; T.C.R.:267.716.;
T.E.C.L.:401.574. 22
226
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241 (24 (0+4+4+8+8))+(8×5)+6+6+133+32
Add. Divine Abilities (52 (+3)):Aegis (Inc.), Anyfeat (x1), Burst/Shot Effect (Inc.),
Create Greater Spawn, Create Spawn, Creative Effect (Inc.), Dimensional Reach
(Inc.), Distant Gaze, Distasteful (Inc.), Divine Architect (NB:Hr.), Divine Iaijutsu
Focus (Inc.), Divine Palm (Inc.), Epic Metamagic Capacity (Inc.), Epic Metapsionic
Capacity (Inc.), Epic Metapsychic Capacity (Inc.), Familiarity (Inc.), Fecundity
(Inc.), Force Field I (x6) (Inc.), Greater Aura, House of Death, House of Flies (As
House of Death, exc. Flies and Fly-related creatures rather than Undead.), House of
Frogs (As House of Death, exc. Frogs and Frog-related creatures rather than
Undead.), House of Gears (As House of Death, exc. Constructs rather than
Undead.), Innerverse (Psyche) (Inc.), Inner Realm (Inc.), Inverse Defense (Inc.),
Kingpin (NB:Kyk has given himself Clean Undead (Op.I), Seductive Undead
(dominate person), Sensual Undead (Op.I (charm person)), Skilled Undead (Op.II),
Soft Undead (Op.II), and Warm Undead (Op.I).) (Inc.), Mutability (Amorphous
(selective (Immediate nonaction)); Mutable (selective (Immediate nonaction)); -
Mindless (NB:Retains immunities.), - Blind (NB:Retains blindsight and immunities.);
Special:Any/all Bw(s)/etc. (inc. Disease(s)/etc.) are deliverable by any/all orifices
(inc. pores/etc. (NB:Pores/etc. can emit cloud of a r. = 1/4 cone l..))/P/S natural
attacks (inc. unarmed, etc.).), Nescient, Occult Class Traits (x8 (+3); Arcanist
(((Receiving Class:Assassin (Inc.).; NB:Base (i.e. No +1 d.a.c. for stacking of
duplicates of identical class features.).))) (As Monk (As Sohei (KQ12), exc. casts as
an Arcane var. Psion (Erudite).).; Archetype: - .; BF:12 (((2/10))).), Divinist
(((Receiving Class:Assassin (Inc.).; NB:+1 d.a.c. for stacking of duplicates of
identical class features.))) (As Monk (As Sohei (KQ12), exc. casts as a Divine var.
Psion (Erudite).).; Archetype: - .; BF:10 (((0/10))).), Psionicist (((Receiving
Class:Assassin (Inc.).; NB:+1 d.a.c. for stacking of duplicates of identical class
features.))) (As Monk (As Sohei (KQ12), exc. manifests as a Psion (Erudite).).;
Archetype: - .; BF:10 (((0/10))).); Chronographer (((Receiving Class:Assassin
(Inc.).))) (Nb.o.T.; Archetype: - .; BF:6 (((0/6))).), Digital Sorcerer (((Receiving
Class:Assassin (The Tomes).))) (D7ACU:Digital Sorcerer; BF:10.; NB:+1 d.a.c. for
nonFULL occult class.), Necropimp (((Receiving Class:Assassin (Inc.).)))
(Unorthodox Wizards; Archetype: - .; BF:5 (((0/5))).), Spirit Shaman (((Receiving
Class: Assassin (Inc.).))) (The Tomes; Archetype: - .; BF:6 (((0/6))).), Warmage
(((Receiving Class:Assassin (Inc.).))) (The Tomes; Archetype: - .; BF:5 (((0/5))).))
(Inc.), Perfect Aura, Possess Realm (Inc.), Seventh Sense, Superior Aura,
Telelocation, Theopoea, Two-dimensional (Inc.), Vampiric Effect, Warp (Inc.), X-ray
Vision (Inc.)
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Archetype:Anti-Hero (Inc.), Creepy Kid (Inc.), Dark Lord (Inc.), Serial Killer (Inc.).
4, -3
Occupation:Dark Lord (Custom; BF:Creepy Kid (Inc.).; S:Intimidate, Sense Motive.;
WBI:+1.). 5, -3
Character Traits:Carve Netsuke (BTL:R.o.T.T.), Urban Acolyte (PPC:H.o.T.S.).
Allegiances:D.P.:Self.; Clan: - .; Faction: - .; Sect: - .
Action Points:25 (Unearthed Arcana; NB:A.P. value = 100 gp per HD/L. Miracle,
etc. will replenish A.P. = 2,000 gp.
Miraculous wish (Epic Incantations) will replenish A.P. = 10,000 gp (i.e. Kyk can
replenish 1 A.P./2 miracles,
etc. or 2 A.P./miraculous wish.).).; Reputation (Kyk/K):+13/+0.
Corruption:472.; C.E.: - ; - ; - ; Bonus Feats:2.; Depravity:472.; D.E.: - ; - ; - ;
Bonus Feats:2. 9, -3
Force Points (L/D):472/472; Dark Side Points = Taint score. They're the same.
NB:Kyk is unaffected by either side of The Force, because he IS The Force, or at
least a portion thereof. This
permits him to use any/all Force feats and skills normally and w/o repercussion.
Add., his imm., etc. to magic,
etc. apply to any/all Force effects normally.
Defiler Points:472.; Defiler Points = Taint Score. They're the same.; Status:Defiler.
Special:ImproveYour Name (BF:5.; C.R./L.A. (C.R.:+0.462.; L.A.:+0.694.) (I.H.:A.
(÷6x5 (x2)))) (Dweomercraft:Lich), 14, -3
The Truth (Can sub. his Wis score for his Str, Dex, and Con scores (effects which
dam./drain one of these scores
have no effect on his Wis score); gains Soldier of Truth as an add. favored class;
and gains DR:15/ - .; C.R./L.A.
(C.R.:+2.453.; L.A.:+3.68.) (I.H.:A. (÷6x5 (x2)))) (Secrets), Miraculous Wish
(Ability Bonuses (Inherent):+5 Str,
+5 Dex, +5 Con, +5 Int, +5 Wis, +5 Cha.; BF (Inherent):3.; C.R./L.A. (C.R.:
+1.666.; L.A.:+2.5.) (I.H.:A. (÷6x 17, -3
5 (x2)))) (Epic Incantations).
---------------------------------------------------------------------------------------------
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Special (Class (440):Artist (M.P.M.), Assassin (The Tomes), Carnifex (Inc.), Rogue
(PRG:CR), Samurai (The Tomes), Scholar (M.P.M.), Shadow Warrior (The Tomes),
Soldier of Truth (Secrets), Tenken (Tenken (Tome)), Thief-Acrobat (The Tomes),
Threat (Inc.).; NB:Epic level progressions follow E.L.H. patterns. Epic Pathfinder (or
equiv.) is used for Specials (NB:Exclusively for Pathfinder classes.) and Bonus
Feats, if any. The remainder is ignored.):
- Artist (40):Talented, Inspiration, Skill Focus (Craft), Enduring Art, Moving Art,
Skill Focus (Craft), Imitation, Materials, Skill Focus (Craft), Moving Art, Enlightening
Art, Master Hand, Mind Crafting, Moving Art, Master Hand, Exemplary Art (People),
Exemplary Art (World), Master Hand, Moving Art, Real Art/Epic Artist:Bonus Feat
(x10) 14
40
Craft DC:528.; P.T.:52.8 (M.:52.; S.:48.).
Emotions:Empathy (DC:108.); Fanaticism (DC:103.), Fear (DC:103.);
Envy (DC:98.), Lust (DC:98.), Pride (DC:98.); Gluttony (DC:93.),
Greed (DC:93.), Sloth (DC:93.), Wrath (DC:93.)
Master Hand:Craft (Architecture), Craft (History), Craft (Sculpture)
Free Rituals, Maneuvers, Powers, Rituals, Spells, Stances, etc. Known:All 0-Epic
level (up to Spellcraft (or Martial Lore) DC
538 spells, etc. inc.*ki tech, etc.; see The Book of Ki, etc.) as differentiated
(arcane, etc.), semidifferentiated (arcane and
divine, etc.), and undifferentiated (arcane, divine, and psionic)) spells, etc..;
NB:See Convert Spell to Power (see The
Mind's Eye:Expanded Classes, Part Four) & Unearthed Arcana. Maneuvers,
Stances, etc. never need be readied.
*Ki is the base form (undifferentiated) of occult (magical/psionic) power, the
source of all magic (arcane/divine) and psionics.
Maneuvers, Stances, and Ki techniques converted to spells, etc. function no
differently than they did before the conversion.
They simply. become differentiated (arcane, etc.), semidifferentiated (arcane and
divine, etc.), or undifferentiated (arcane,
divine, and psionic) spells, etc.. Spell, etc. Resistance are ALL Spell, etc.
Resistance (i.e. the same ability.).
- Scholar (40):Bonus Book Feat, Trained Memory, Alchemy or Astrology Feat, Lore,
Skill Focus (Knowledge), Bonus Book Feat, Alchemy or Astrology Feat, Skill Focus
(Knowledge), Bonus Book Feat, Alchemy or Astrology Feat, Skill Focus
(Knowledge), Bonus Book Feat, Clear Explanation, Deep Knowledge, Bonus Book
Feat, Memory Palace, Deep Knowledge, Bonus Book Feat, Instant Understanding,
Deep Knowledge, Bonus Book Feat, Full Understanding/Epic Scholar:Bonus Feat
(x10) 83
240
Alchemy Feats:Purify Earths, Purify Metals, Purify Waters.
Book Feats (7):Book (x7; Kyk's Theorum Vol. I-VII (Kyk's theories.; Prerequisites:
Knowledge (Law, Liberal Arts, Medicine, Metaphysics, Moral Philosophy, Natural
Philosophy, and Theology) 120 ranks.; Benefit:+40, +120, +29, d12.; Special:
- .;
NB:Each volume covers one Knowledge skill (Law, Liberal Arts, Medicine,
Metaphysics, Moral Philosophy, Natural Philosophy, and Theology).)).
Skill Focus:Knowledge (Law), Knowledge (Liberal Arts), Knowledge (Medicine).
- Assassin (40):Sneak Attack +1d6, Death Attack, Poison Use, +1 Save Bonus
Against Poison, Uncanny Dodge, Sneak Attack +2d6, +2 Save Bonus Against
Poison, Hidden Weapons, True Death, Improved Uncanny Dodge, Sneak Attack
+3d6, +3 Save Bonus Against Poison, Quiet Death, Sneak Attack +4d6, +4 Save
Bonus Against Poison, Hide In Plain Sight, Sneak Attack +5d6, Swift Death, +5
Save Bonus Against Poison, Angel of Death/Epic Assassin:Bonus Feat (x15), Save
Bonus Against Poison (+20), Sneak Attack (+20d6) 152
40
- Butcher (40):Numbing Sever, Second Chop, Sickening Slice, Painful Severing,
Disarming Sever, Sever Cleave, Dazing Slice, Sever Artery, Double Sever, Stunning
Sever/Epic Butcher:Bonus Feat (x15) 168
80
- Cosmic Descryer (40):Planeswalker, Superior Planar Summoning +5, Cosmic
Form I, Bonus Feat, Enduring Gate (1 day), Cosmic Will (1 creature), Superior
Planar Summoning +10, Cosmic Form II, Bonus Feat, Enduring Gate (2 days),
Cosmic Will (2 creatures)/Cosmic Descryer:Bonus Feat (x8), Cosmic Form VIII,
Cosmic Will (8 creatures), Enduring Gate (8/day), Superior Planar Summoning
(+40) 176
120
- Diabolist (5 (+0 Arcane or Divine)):Universal Languages, Master of Scribes,
Transcend Icons, Bonus Metamagic Feat, Recognize The Patterns, Icon of Power,
Bonus Metamagic Feat, Discern The True Name 178
125
- Dread Emperor (40 (+20 Arcane or Divine)):Overwhelming Swarm -1, Unending
Legions, Dark Tactician 1/encounter, Bonus Feat, Emperor’s Plague 1d6, Undying
Avatar (1), Overwhelming Swarm -2, Dark Tactician 2/encounter, Bonus Feat,
Emperor’s Plague 2d6,'Undying Avatar (2)/Dread Emperor:Bonus Feat (x8), Dark
Tactician (8/encounter), Emperor's Plague (8d6), Overwhelming Swarm (-8),
Undying Avatar (8), Unending Legions (40 HD) 186
165
- Dungeon Lord (5):Dungeon Mastery, Horde Lord +1, Dungeon Step, Complete
Awareness, Dungeon Minions, animate objects, Dungeon Defender, Horde Lord +2,
Leadership 186
170
- Herald of The Outer Spheres (40):Cage of Flesh, Herald of Madness I, Alien
Geometry 1/Round, Bonus Feat, Dread Influence (1 mile), Otherworldly Summons
1/Encounter, Herald of Madness II, Alien Geometry 2/Round, Bonus Feat, Dread
Influence (10 miles), Otherworldly Summons 2/Encounter/Herald of The Outer
Spheres:Alien Geometry (8/round), Bonus Feat (x8), Dread Influence (10,000,000
miles), Herald of Madness VIII, Otherworldly Summons (8/encounter) 194
210
- Iaijutsu Master (40):Weapon Finesse, Canny Defense, Lightning Blade, Bonus
Feat, Strike from the Void,'One Strike, Two Cuts', Bonus Feat, Strike With No
Thought/Epic Iaijutsu Master:Bonus Feat (x15), Echoes of the Edge (10/day), Spirit
Strike (10/day) 211
250
- Initiate of the Black Tower (10 (+10 Arcane)):Access to the Registrar, Binding
Sense, dispel the chains of service, Marks of the Black Tower, true scrying, usurp
services, share name, Calling Ruse, unnamed, recall the servant, Master of the
Black Tower 211
260
- Lord of the Damned (10 (+10 Arcane or Divine)):*Turn/Command, Lord of the
Damned Creation Feat, Aura of Evil, Train Undead, Lord of the Damned Creation
Feat, The Hunger Denied, Lord of the Damned Creation Feat, Heel to the Master,
Lord of the Damned Creation Feat, Parade of Atrocities, Lord of the Damned
Creation Feat, The Obsession 213
270
NB:*Gains Channel Energy (1d6/2HD/L), Dual Channel (Wayfinder 2) ( B),
Command
Undead (B), and Turn Undead (B). This converts the base ability from 3.x to P.E..
- Planeshifter (40 (+37 Arcane)):Plane shift 1/day, analyze portal, Planar Survival,
Morphic Stability, Grant Planar Survival, Control Planar Flux, Telepathy, plane shift
at will, planar area swap, Demiplane Seed/Epic Planeshifter:Analyze portal
(40/day), Bonus Feat (x7), Morphic Stability (1,200 ft. r.), planar area swap (4,000
ft. r.) 228
317
- Shigmaa (40 (+0 Divine)):Second Chance, Call of Death 1/Day, Necromantic
Lore, Secrets of the Dead, Reap the Living, Love of the Dead, Secrets of the Dead,
Death Ward, Call of Death 2/Day, Paralyzing Touch, Secrets of the Dead, Death
Attack, Secrets of the Dead, Energy Drain, Call of Death 3/Day, Secrets of the
Dead, Death Exchange, Immunities of the Grave, Secrets of the Dead, Call of Death
4/Day, Leadership of the Dead, Secrets of the Dead, Greater Energy Drain, Secrets
of the Dead, Imbue With Undeath, Call of Death 5/Day, Secrets of the Dead,
Mastery of Death, Secrets of the Dead; Bonus Feat (x10)/Epic Shigmaa:Bonus Feat
(x45), Call of Death (42 HD; 20/Day), Secrets of the Dead (x40) 283
357
Scars:Kyk's skeleton is (((Irrevocably))) scarred (Art (Empathy (DC:
108.), Fanaticism (DC:103.), and Fear (DC:103.)); concealable, var.
(mutable) form (morphic (selective (Immediate nonaction)))).
- Speaker For The Dead (10 (+10 Arcane or Divine)):Speak With Dead, Call Spirits,
Well of Knowledge, Call Spirits, Well of Knowledge, Education of the Dead, Proxy of
the Dead, Revenge of the Fallen, Avenging Souls, Library of Lost Memories, Usurp
Death’s Kingdom, Vengeance of the Dead 283
367
- Tomb Warden (3):Turn Immunity, Tomb Sense, Power of The Dead 283
370
- Tombmason (10):Architect, Trapsmith, Eidetic Memory, Chief Architect, Skill
Mastery – Profession (Engineer), Minotaur Cunning, Architect Prime, Skill Mastery –
Disable Device, Evasion, Journeyman Architect, Sense Undead, Improved Evasion,
Master Architect 283
380
- Trinity Theurge (10 (+10 Arcane, Divine, and Psionic)):Trinity Companion,
Ectoplasmic Substitution, Psionic Reinforcement (+1), Compensation, Trinity Soul,
Psionic Reinforcement (+2), Trinity Tap, Unified Theories, Psionic Reinforcement
(+3), Phase Shift 283
390
- Venerated Sage (40 (+20 Arcane or Divine)):Combat Evaluation +8, Master of
Knowledge, Prepare For Anything (1 action), Bonus Feat, Uncanny Senses 50 ft.,
Harmful Truths 1/Round, Combat Evaluation +12, Prepare For Anything (2 actions),
Bonus Feat, Uncanny Senses 100 ft., Harmful Truths 2/round/Venerated
Sage:Bonus Feat (x8), Combat Evaluation (+50), Harmful Truths (10/round),
Master of Knowledge (+200), Prepare For Anything (10 actions), Uncanny Senses
(400 ft.) 291
430
- Visceral Metabolist (10 (+7 Psionic)):Flow of Flesh and Bone (self), Boneclaws
(1d4), Redundancy (25%), Body Receptacle, Bone Armor (studs), Flow of Flesh and
Bone (unattended), Change Shape, Redundancy (50%), Bone Armor (plates),
Bonesword, Flow of Flesh and Bone (willing), Flow of Flesh and Bone
(combat/unwilling), Redundancy (75%), Bone Armor (spikes), Flow of Flesh and
Bone (healing), Combat Form (Errata:[U.P.T.]...gaining 12.5% in height and 50%
in weight...[U.S.T.].), Redundancy (immune) 291
440
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---------------------------------------------------------------------------------------------
Feats (965):Accupuncture (Covert Ops Feats II), Acid Stomach (Inc.), Acrobatic
(NB:Replaces Acrobatic (D20M).), Advanced Firearms Proficiency (D20M), Agile
Maneuvers, Agile Riposte (DR305), Agonizing Strike (Feats), Aircraft Operation (x4)
(D20M), Alertness, Aletheian (Dark Roads and Golden Hells), Alignment Channel
(x4; chaotic, evil, good, lawful), Allure (The Imperial Age), Always Listening
(Dreadmire (Bonus Material)), Anatomical Precision (G.C.C.), Anchoring Blow
(DR306), Anesthetist (G.C.C.), Animal Friend (T.W.o.T.W.), Applied Scholastics
(NB:The bonus is untyped.) (Feats), Anti-Hero (Inc.), Appraise Suspect (Crime
Scene:Feds), Apprentice (Devil (Baatezu)) (The Tomes), Aquatic Occultist (Inc.),
Arcane Fire (Inc.), Arcane Preparation (Complete Arcane), Arcane Reach (Inc.),
Arcanum Minimus (Power Source:Any.) (The Practical Enchanter), Archaic Weapons
Proficiency (D20M), Aristeia (Inc.), Armed Deflection (Inc.), Artistic Inspiration
(Medieval Player's Manual), Artistic Skill (Crime Scene:Forensics), Ascend The
Aethyrs (Secrets), Ascendant Spell (PRG:Mythic Adventures), Asclepian Doctor (The
New Argonauts), Assassin's Strike (Feats), Astral Tracking (DR309), Athletic
(NB:Replaces Athletic (D20M).), Augment Summoning, Augment Undead
(Anubium), Author (Medieval Player's Manual), Avoidance (Feats), Awesome Blow,
Back Alley Brawler (Feats), Back To The Wall (MD16), Bane of Living (Inc.), Batman
In Plain Sight (Inc.), Battlefield Intuition (Strategists & Tacticians), Bedside Manner
(+40 Heal) (A.N.A.:2013), Beguiling Countenance (PRG:The World of Vampire
Hunter D), Beloved Dictator (Unholy Warrior's Handbook), Biophany (Dreadmire
(Bonus Material)), Bite and Claw Analysis (Crime Scene:Forensics), Black Market
Dealings (PPC:Black Markets), Blackened Heart (Inc.), Blessing of The Godless
(Exemplars of Evil), Blind-Fight, Blindfighting (The Tomes), Blinding Spell
(Strategists & Tacticians), Blinding Swarm (DD4:The Necromancer's Lair), Blood
Beyond Blood (Feats), Blood War Sorcerer (The Tomes), Blood War Squaddie (The
Tomes), Boar's Charge (Feats), Bone Art (Inc.), Bone Crusher (Strategists &
Tacticians), Bonecunning (Inc.), Boneless (Dweomercraft:Lich), Book (x10; Kyk's
Theorum Vol. I-VII (Kyk's theories.; Prerequisites:Knowledge (Law, Liberal Arts,
Medicine, Metaphysics, Moral Philosophy, Natural Philosophy, and Theology) 120
ranks.; Benefit:+40, +120, +29, d12.; Special: - .; NB:Each volume covers one
Knowledge skill (Law, Liberal Arts, Medicine, Metaphysics, Moral Philosophy, Natural
Philosophy, and Theology).), The Gray Feast (Liber Sodalitas:The Pneumaphagoi;
Benefit:Allows a character to take the Ghost Eater feat.), The Names of All Spirits
(Liber Sodalitas:The Pneumaphagoi; Benefit:Grants a +3 circumstance bonus to
Knowledge checks used to identify or analyze incorporeal undead.), The Soul
Stealers (Liber Sodalitas:The Pneumaphagoi; Benefit:Grants a +3 circumstance
bonus to Craft checks used to create traps or containers for spirits.)), Branch
Runner (Wilds), Branch Walker (Wilds), Brawl (D20M), Breath of Unlife (Dragons of
Faerun), Bringer of Agony (Inc.), Broker of the Infernal (The Tomes), Builder (x2)
(D20M), Buoyancy Balance (Inc.), Burrow (A.N.A.:2017), Burst Fire (D20M),
Bushwhacker (Wilds), Busy Hands (Wilds), Bypass Host (Inc.), Calm Animal
(A.N.A.:2012), Camouflage (Nb.o.F.), Cast Iron Stomach (Inc.), Change Kingdom
(Wilds), Cheat Death (Secret College of Necromancy), Chemical/Microscopic
Analysis (Crime Scene:Feds), Clear Mind (Flashpoint! Russia), Cleave, Cleaving
Finish (PRG:Ultimate Combat), Clinch Attack (E.A.:Whips), Clinging Breath
(Draconomicon), Cloak Dance, Cloak Disarm (T.B.o.U.F.), Cloak Feint (T.B.o.U.F.),
Close-Quarters Thrower (PRG:Ultimate Combat), Cockatrice Strike (PRG:Advanced
Player's Guide), Combat Acrobat (P.H.II), Combat Brute (Complete Warrior),
Combat Cloak Expert (P.H.II), Combat Concentration (Inc.), Combat Expertise,
Combat Martial Arts (D20M), Combat Panache (P.H.II), Combat Reflexes, Combat
Throw (D20M), Combat Vomit (Inc.), Command (Flashpoint! Russia), Command
Undead, Conditional Dispel (R&R:Excalibur), Connecting Evidence (Crime
Scene:Feds), Conscious Phylactery (M.F.II), Constant Guardian (Drow of The
Underdark), Corrupt (Inc.), Corrupt Arcana (H.o.H.), Corrupt Spell-Like Ability
(B.o.V.D.), Counter-Serveillance (Crime Scene:Feds), Coup de Grace (Secret
College of Necromancy), Crack Shot (Somalia:D20), Craft Bioware (F.P.C.:T.H.),
Craft Bonded Item (R&R:Excalibur), Craft Clone (F.P.C.:T.H.), Craft Construct, Craft
Cybernetics (D20 Cyberscape), Craft Mutation (F.P.C.:T.H.), Craft Nanites (D20
Cyberscape), Craft Nanotech (F.P.C.:T.F., F.P.C.:T.H.), Craft Spellcrystal Item
(Crystalmancer), Craftmaster (+62 Craft (((ALL)))) (Lore of The Gods (P.E.)),
Create Artifact (The Practical Enchanter), Create Creature (Inc.), Create Device
(x49; ((((A Feast Unknown (The Tomes), Body Assemblage (The Tomes),
Boneblade Master (The Tomes), Craft Bonded Item (R&R:Excalibur), Craft
Construct, Craft Spellcrystal Item (Crystalmancer), Create Artifact (The Practical
Enchanter), Create Creature (Inc.), Create Divinity Spark (Requiem for a God),
Create Relic (The Practical Enchanter), Create Undead Creature (Inc.), Direct
Undead Control (Inc.), Empowerment (The Practical Enchanter), Enchantment (x5;
Artificer, Artisan, Bonded, Excellence, Fabrication (x2), Living Magic, Multiple) (The
Practical Enchanter), Feed The Dark Gods (The Tomes), Harvest of Artifice (x3;
Alchemic Mastery, Gleaning (x1), Philosopher's Stone, Transmutation) (The
Practical Enchanter), Hellenic Alchemy (The New Argonauts), Imbuement (x5;
Advanced, Artificer, Bonded, Excellence, Fabrication (x2), Living Magic, Multiple)
(The Practical Enchanter), Improved Direct Undead Control (Inc.), Mountain of
Corpses (Inc.), Mystic Conversion (The Practical Enchanter), Necromantic Horde
(Control Pool:806 (62×13).) (Inc.), Phylacteric Item (M.F.II), Scribing (x4; Bonded,
Excellence, Fabrication (x1), Heiroglyphics, Living Magic, Master Scribe) (The
Practical Enchanter), Secrets of The Skinner (Inc.), Sleep of The Ages (The Tomes),
Spell Shorthand (x4; Cryptoglyphics, Encryption, Formal Notation, Runemaster,
Scribe, Hieratics; NB:This is an Item Creation feat Not a Metamagic feat.) (The
Practical Enchanter), Spell Trap (The Witch's Handbook), Spirit Binding (The
Practical Enchanter), The Path of Blood (The Tomes), Transference (The Practical
Enchanter), Whispers of The Otherworld (The Tomes), Wrappings of The Ages (The
Tomes)))))) (Inc.), Create Divinity Spark (Requiem for a God), Create Relic (The
Practical Enchanter), Create Undead Creature (Inc.), Creepy Kid (Inc.), Crime
Scene Hazard (Crime Scene:Feds), Criminal Psychologist (Crime Scene:Hong
Kong), Crippling Attack (I.H.:A.), Crippling Strike (Feats), Critical Focus, Crude-
Wrestling (Frost & Fur), Cruel Aristocrat (A.N.A.:2012), Crypsis (Dreadmire (Bonus
Material)), Cybernetic Surgery (D20 Cyberscape), Dancing Strike (E.A.:Whips),
Dangersense (A.N.A.:2012), Dark Lord (Inc.), Dark Presence (M.F.II), Dark Speech
(Errata:[U.P.T.]...100 creatures under 1 HD (or a single swarm)...[U.S.T.].;
DC:108.) (B.o.V.D.), Dark Speech (Creature Words) (DC:108.) (Inc.), Dark Speech
(Object Words) (DC:108.) (Inc.), Dark Whispers (DC:108.) (Elder Evils),
Darkstalker (Lords of Madness), Dazing Assault (PRG:Advanced Player's Guide),
Dazing Attack (I.H.:A.), Dazzling Display, Dead Aim (D20M), Deadly Aim
(PRG:Ultimate Combat), Deadly Dealer (PPC:The Harrow Handbook), Deadly Poison
(Savage Species), Deafening Crack (E.A.:Whips), Death's Nightmare (PRG:The
World of Vampire Hunter D), Deceitful (NB:Replaces Deceptive (D20M).), Deceptive
Defiler (Inc.), Defensive Martial Arts (D20M), Deflect Arrows, Deft Hands, Demand
(A.N.A.:2012), Densely Packed Swarm (DD4:The Necromancer's Lair), Descriptor
Affectation (x2; evil,*mind-affecting; NB:*Kyk uses this to mindfuck his enemies,
often mindfucking them to death or insanity.) (Anubium), Desert Blooded (Wilds),
Despot of Darkness (DC:108.) (Inc.), Diabolic Trapmaker (Inc.), Diehard, Different
Bones (Dweomercraft:Lich), Disassemble (Secret College of Necromancy), Distance
Thrower (PRG:Ultimate Combat), Disturbing Presence (Inc.), Divine Fire (Inc.),
Divine Mastery of Counterspelling (Inc.), Divine Mastery of Elements (Inc.), Divine
Mastery of Shaping (Inc.), Divine Reach (Inc.), Doctor (Crime Scene:Feds), Dodge,
Double Tap (D20M), Dragon Sense (A.N.A.:2012), Dragonfriend (A.N.A.:2012),
Dragontamer (A.N.A.:2012), Dreamtelling (H.o.H.), Drive-By Attack (D20M), Dry-
Heave (Inc.), Dual Channel (Wayfinder 2), Duplicitous Defiler (Inc.), Dutiful
Guardian (Drow of The Underdark), Earth Glide (A.N.A.:2017), Eat Anything (Inc.),
Eater of Years (Liber Sodalitas:The Pneumaphagoi), Educated (D20M), Eerie
Dexterity (B.T.L.:R.o.t.T.), Eidetic Memory (Inc.), Elemental Channel (air, earth,
fire, water), Eloquent (+20 Bluff, Diplomacy, Intimidate) (A.N.A.:2013), Elusive
Target (Complete Warrior), Elusive Target (D20M), Embed Spell (R&R:Excalibur),
Emergency Medicine (Covert Ops Feats I), Emergency Surgery (Choice and Blood),
Empower Spell, Empower Undead (Anubium), Empowerment (The Practical
Enchanter), Enchanted Familiar (Nb.o.F.), Enchantment (x5; Artificer, Artisan,
Bonded, Excellence, Fabrication (x2), Living Magic, Multiple) (The Practical
Enchanter), Endurance, Enlarge Spell, Entourage (Feats), Eschew Materials,
Essence Mastery (Feats), Evil Brand (Appearance:No change. (NB:Aura-based
(selective (Immediate nonaction)).)) (B.o.V.D.), Evil Eye (Appearance:No change.;
NB:CLx2 (Necromancy).; Special:No Cha penalty.) (Frost & Fur), Ex-CART Team
Member (Crime Scene:Feds), Exotic Weapon Proficiency (bloodrazor, katana, whip),
Expendable Familiar (Inc.), Experimental Medicine (Choice and Blood), Extend
Spell, Extend Spreading Breath (Draconomicon), Extra Channel (x1), False Demise
(Secret College of Necromancy), False Opening (PRG:Ultimate Combat), Familiar
Concert (T.W.o.T.W.), Familiar Feat Merge (Nb.o.F.), Familiar Fortitude
(T.W.o.T.W.), Far Shot, Fast Focus (Secrets), Fell Conspiracy (Exemplars of Evil),
Field Surgeon (The New Argonauts),*Fiend (((Vampire))) Hunter (NB:Kyk's favorite
Outsider minions are devils.) (Libris Mortis),*Fiend (((Vampire))) Hunter Tradition
(PRG:The World of Vampire Hunter D),*Fiend (((Vampire))) Scholar (PRG:The
World of Vampire Hunter D), Filthy Outburst (DC:108.) (Elder Evils), Find Another
Foe (Frost & Fur), Find Clues (D20P), Fingerprint Taking (Crime Scene:Feds), Flash
Step (Inc.), Flash Step Dervish (Inc.), Flash Step Maneuvers (Inc.), Flash Step
Savant (Inc.), Flash Strike (Inc.), Fleshcunning (Inc.), Flight of Startled Birds
(Wilds), Fling Ally (Races of Stone), Fling Enemy (Races of Stone), Flyby Attack,
Forbidden Name (Inc.), Force Stop (D20M), Forensic Pathologist (D.7:A.C.U.:Soul
Collector), Foresight (T.W.o.T.W.), Freedom Throw (Inc.), Frightful Presence
(D20M), Furious Focus (PRG:Advanced Player's Guide), Gearhead (D20M), Gene
Therapist (F.P.C.:T.F.), Genome Interchange (F.P.C.:T.F.), Genteel Facade
(A.N.A.:2012), Geographical Profiling (Crime Scene:Forensics), Ghost Eater (Liber
Sodalitas:The Pneumaphagoi), Ghost Face (Inc.), Ghost Lord (Inc.), Ghost of The
Mists (Wilds), Ghost Touched (Liber Sodalitas:The Pneumaphagoi), Ghostly Grasp
(Libris Mortis), Giant Step (Nb.o.F.), Glaive Expert (Inc.), Glaive Master (Inc.),
Glimustaoa (Frost & Fur), Gnat Strike (Wilds), Gorgon's Fist (PRG:Advanced
Player's Guide), Grateful Patients (Choice and Blood), Great Cleave, Great
Fortitude, Greater Disarm (E.A.:Whips), Greater Flash Strike (Inc.), Greater Heavy
Armor Optimization (Races of Stone), Greater Melee Lash (E.A.:Whips), Greater
Multiweapon Defense (Inc.), Greater Multiweapon Fighting (Inc.), Greater Spell
Focus (x9; abjuration, conjuration, divination, enchantment, evocation, illusion,
necromancy, transmutation, universal), Greater Spell Penetration, Greater Sunder,
Greater Weapon Focus, Greater Weapon Specialization, Gruesome Finish
(Exemplars of Evil), Haft Strike (DR331), Hamstring Attack (I.H.:A.), Handwriting
Analysis (Crime Scene:Feds), Harmonious Tongue (A.N.A.:2012), Harvest of Artifice
(x3; Alchemic Mastery, Gleaning (x1), Philosopher's Stone, Transmutation) (The
Practical Enchanter), Harvester of Souls (Elder Evils), Hasty Rebirth (W.o.t.W.:B.5),
Heart Ripper (G.C.C.), Heartstone Attunement (The Practical Enchanter), Heavy
Armor Optimization (Races of Stone), Heavy Blow (Inc.), Hedge Magic (The
Practical Enchanter), Heighten Breath (Draconomicon), Heighten Spell, Hellenic
Alchemy (The New Argonauts), Hidden Presence (M.F.II), Hidden Strike
(E.A.:Whips), Hide From Animals (Dreadmire (Bonus Material)), High Magic (The
Practical Enchanter), Hindering Attack (I.H.:A.), Hip Throw (Frost & Fur), Hoodoo
Man (The Practical Enchanter), Horde Breaker (The Tomes), Hostage Negotiation
(Crime Scene:Feds), Hover, Hypnosis (Flashpoint! Russia), I Meant It When I Killed
You The First Time (Seven Strongholds), Ice Hearing (Frost & Fur), Ice Shoes (Frost
& Fur), Icecunning (Inc.), Icedwelling (Inc.), Icewalking (Inc.), Idle Threat (+40
Intimidate) (A.N.A.:2013), Imbuement (x5; Advanced, Artificer, Bonded,
Excellence, Fabrication (x2), Living Magic, Multiple) (The Practical Enchanter),
Implied Threat (+40 Diplomacy) (A.N.A.:2013), Impose Energy (x5; acid, cold,
ele., fire, son.) (T.C.G.t.L.), Improved Bullrush, Improved Cleaving Finish
(PRG:Ultimate Combat), Improved Combat Reflexes (DR340), Improved Combat
Throw (D20M), Improved Combat Vomit (Inc.), Improved Command (Flashpoint!
Russia), Improved Command Undead (Inc.), Improved Counterspell, Improved
Critical (bite, bloodrazor, katana, tanto, unarmed strike, whip), Improved Damage
Threshold (D20M), Improved Disarm, Improved Disturbing Presence (Inc.),
Improved Dragon Sense (A.N.A.:2012), Improved Familiar, Improved Feint,
Improved Grapple, Improved Initiative, Improved Iron Will, Improved Leech Item
(DCSC:Age of Mortals), Improved Melee Lash (E.A.:Whips), Improved Mind Over
Matter (Flashpoint! Russia), Improved Multiweapon Defense (Inc.), Improved
Multiweapon Fighting (Inc.), Improved Natural Attack, Improved Oneiromancy
(H.o.H.), Improved Precise Shot, Improved Psychosomatic Attack (Flashpoint!
Russia), Improved Rock Hurling (Races of Stone), Improved Sever (Strategists &
Tacticians), Improved Shape Breath (Inc.), Improved Strangle (Strategists &
Tacticians), Improved Sunder, Improved Toughness (x1) (Libris Mortis), Improved
Trip, Improved Unarmed Strike, Incorporeal Trample (101 Monster Feats), Induce
Sleep (Flashpoint! Russia), Inner Depths of The Soul (x18) (Inc.), Insectivore
(M.F.), Insidious Compulsion (Inc.), Insidious Fear (Inc.), Insidious Villainy (Inc.),
Inspire Loyalty (Feats), Integration (Dweomercraft:Lich), Invisible Spell
(Undefeatable 11:Arcane Trickster), Iron Bones (Dweomercraft:Lich), Iron Will,
Investigator (Crime Scene:Feds), Killing Aura (Dweomercraft:Lich), Knockback
(Races of Stone),*Know Lord (((Master))) (PRG:The World of Vampire Hunter D),
Know Master (PRG:The World of Vampire Hunter D), Knowledge of The Sage
(NB:The bonus is untyped.) (Feats), Leadership (x2), Leech Item (DCSC:Age of
Mortals), Legendary Familiar (Dweomercraft:Lich), Legendary Undead Familiar
(Dweomercraft:Lich), Lend Essence (101 Monster Feats), Lichloved (B.o.V.D.), Light
Hearted (Bronze Gods), Lightning Reflexes, Limb Ripper (Strategists & Tacticians),
Lingering Attack (I.H.:A.), Lingering Breath (Draconomicon), Listen To The Whisper
of The Forest (Wilds), Lucid Dreaming (T.B.o.U.H.), Lunatic Insight (H.o.H.), Magic
Sense (Inc.), Magical Aptitude, Makers Mark (F.P.C.:T.E.), Manipulative Grip (Inc.),
Manyshot, Mask Signature (Feats), Master Manipulator (P.H.II), Master of Allure
(Female) (Inc.), Mastercrafter (D20F), Mastery of Counterspelling (Inc.), Mastery of
Elements (Inc.), Mastery of Shaping (Inc.), Maximize Breath (Draconomicon),
Maximize Spell, Mech Engineer (F.P.C.:T.F.), Medical Expert (D20M), Medical
Immortality (Choice and Blood), Medusa's Wrath (PRG:Advanced Player's Guide),
Melee Lash (E.A.:Whips), Memory Eater (Liber Sodalitas:The Pneumaphagoi),
Mental Trickery (+62 Bluff) (Inc.), Mental Warding (F.P.C.:T.E.), Merchant (The
Practical Enchanter), Metalcunning (Inc.), Might Eater (Liber Sodalitas:The
Pneumaphagoi), Might Makes Right (Feats), Might Makes Right (Races of Faerun),
Mighty Attack (I.H.:A.), Mighty Grip (E.A.:Whips), Mighty Steed (T.W.o.T.W.),
Mighty Strike (E.A.:Whips), Mind Over Matter (Flashpoint! Russia), Mind Whispers
(101 Monster Feats), Mindful Scrutiny (+62 Sense Motive) (Inc.), Mindsight (Lords
of Madness), Mineral Sense (A.N.A.:2017), Mobility, Moment of Genius (NB:This
bonus is a Competence bonus.) (Feats of Intellect), Monstrous Corpse
(Dweomercraft:Lich), Monstrous Repository (Dweomercraft:Lich), Mortal Visage
(W.o.t.W.:B.5), Mortician (D.7:A.C.U.:Soul Collector), Mounted Combat,
Multiattack, Multiple Bodies (Dweomercraft:Lich), Multiple Familiars (T.W.o.T.W.),
Multislice (Inc.), Multisnatch (Draconomicon), Multiweapon Defense (Inc.),
Multiweapon Fighting, Multiweapon Rend (Inc.), Muscle Reaction (Strategists &
Tacticians), Mystic Conversion (The Practical Enchanter), Nail In The Coffin (Seven
Strongholds), Nanoimmunity (F.P.C.:T.F.), Nanophile (F.P.C.:T.F.), Nanotaker
(F.P.C.:T.F.), NCAVC Criminal Psychologist Training (Crime Scene:Feds), Necrotic
Bolt (80d10+16 (N./P.)E) (T.C.G.t.L.), Necrotic Knowledge (x2; Knowledge
(necrology), Knowledge (spirit lore)) (Anubium), Nerve Pinch (DC:108.) (D20F),
Neurosurgery (Choice and Blood), Neutral Energy (Strategists & Tacticians), Night
Owl (Dreadmire (Bonus Material)), Nightmare Fuel (Inc.), Nightmare Walk
(Dweomercraft:Lich), Nimble (D20M), Nimble Moves, Nowhere Shot (Wilds),
Obscure Knowledge (D20P), Occult Denial (Inc.), Occult Opportunist (Inc.), Occult
Ritual (The Practical Enchanter), Offensive Tool (Strategists & Tacticians), Old Blood
(AkaLich (DemiLich (Lich (Human)))) (Bastards & Bloodlines), One Free Hand
(E.A.:Whips), One With Life (Inc.), Oneiromancy (H.o.H.), Opportunity Spell (Inc.),
Painful Severing (Strategists & Tacticians), Painful Strike (Feats), Paper Chaser
(Crime Scene:Feds), Paragon of Insight (R&R:Excalibur), Peerless Navigator (Salt
and Sea Dogs:The Pirates of Tellene), Perfect Multiweapon Fighting (Inc.),
Performance Enhancement (Choice and Blood), Persistent Spell, Personal Firearms
Proficiency (D20M), Personal Immunity (The Practical Enchanter), Persuasive,
Persuasive Conversation (+62 Charisma skills (NB:The bonus is a Competence
bonus.)) (Feats), Phylacteric Item (M.F.II), Pinpoint Targeting, Planar Instability
(101 Monster Feats), Planar Tracker (Inc.), Plant Affinity (Dreadmire (Bonus
Material)), Plastic Surgeon (Choice and Blood), Plead (A.N.A.:2012), Point Blank
Shot, Poison Sense (A Poisoner's Handbook), Portal Sense (x2) (Inc.), Possess
Creature (P.P.:56.; DC:108.) (C.o.T.:T.I.S.), Possess Living Humanoid
(Dweomercraft:Lich), Possess Living Monster (Dweomercraft:Lich), Possess
Location (P.P.:56.; DC:108.) (C.o.T.:T.I.S.), Possess Object (P.P.:56.; DC:108.)
(C.o.T.:T.I.S.), Possess Undead Humanoid (Dweomercraft:Lich), Possess Undead
Monster (Dweomercraft:Lich), Powered Armor Engineer (F.P.C.:T.F.), Power Attack,
Power Climb (Draconomicon), Practiced Liar (+40 Sense Motive) (A.N.A.:2013),
Precise Shot, Presence of Mind (Strategists & Tacticians), Pressure Points (Inc.),
Psychological Profiling (Crime Scene:Feds), Psychologist (Covert Ops Feats II),
Psychosomatic Attack (Flashpoint! Russia), Pull Blow (NB:This enables Kyk to
subdue targets more easily.) (Nb.o.F.), Punishing Reflexes (Inc.), Purify Earths
(Medieval Player's Manual), Purify Metals (Medieval Player's Manual), Purify Waters
(Medieval Player's Manual), Quick Channel (PRG:Ultimate Magic), Quick Draw,
Quick Leech (DCSC:Age of Mortals), Quick Reconnoiter (Complete Adventurer),
Quick Sheath (Inc.), Quicken Attack (I.H.:A.), Quicken Breath (Draconomicon),
Quicken Spell, Quickened Combat Vomit (Inc.), Quivering Palm Versatility
(P.P.C.:Dragon Empires Primer), [Rain of Bullets, Rain of Blood] (MD70), Ranged
Grapple (E.A.:Whips), Rapid Mount/Dismount (R&R:Excalibur), Rapid Rebirth (x2)
(KQ3), Rapid Shot, Rational Terror (+62 Intimidate) (Inc.), Reach Spell, Reactive
Counterspell (Magic of Faerun), Reasonable Argument (+62 Diplomacy)
(A.N.A.:2012), Reclaim Necromantic Energy (T.B.o.U.F.), Reconstructive Surgery
(Choice and Blood), Reproductive Care (Choice and Blood), Recover Breath
(Draconomicon), Returning Throw (Inc.), Revitalize Essence (M.F.II), Ride-By
Attack, Ring The Golden Bell (DR319), Robo-Engineer (F.P.C.:T.F.), Rock Hurling
(NB:Assuming they're made of stone (+1 V.S.C.), Small rocks weigh 20-150 lb. and
inflict 4d8 damage. Stone is heavier than flesh.) (Races of Stone), Run, Runewright
(The Practical Enchanter), Rushed Growth (F.P.C.:T.F.), Sand Camouflage
(Sandstorm), Sand Dancer (Sandstorm), Sand Snare (Sandstorm), Sand Spinner
(Sandstorm), Sandblast (Wilds), Sandskimmer (x2) (Sandstorm), School
Adaptation (x9; abjuration, conjuration, divination, enchantment, evocation,
illusion, necromancy, transmutation, universal; NB:Kyk has No prohibited schools of
magic. However, he has learned to use the spells of all nine schools of magic as
spells of any school of magic.) (Anubium), School Friend (Cerulean Seas), Scorned
By Nature (M.F.II), Scorpion's Grasp (Sandstorm), Scorpion's Instincts
(Sandstorm), Scorpion's Resolve (Sandstorm), Scorpion's Sense (Sandstorm),
Scorpion Style, Scribing (x4; Bonded, Excellence, Fabrication (x1), Heiroglyphics,
Living Magic, Master Scribe) (The Practical Enchanter), Sculpt Spell (Complete
Arcane), Sea Sight (Cerulean Seas), Second Sight (Frost & Fur), Second Sight
(T.W.o.T.W.), Secret Mark (Secret Mark:If/when emotional, Kyk's eyes bear a
unique deep blood-red incandescence. The intensity of which varies w/the intensity
of his emotions. Kyk can activate/deactivate this purely cosmetic effect, as an
Immediate nonaction, at will.) (Frost & Fur), Secret Spell (The Genius Guide To
Feats of Metamagic), Selective Channeling, Self-Mutilation (Strategists &
Tacticians), Self-Sufficient, Sense Life (M.F.I), Sense Life (Secret College of
Necromancy), Sense Undead (Secret College of Necromancy), Serial Killer (Inc.),
Serpentine Mane (B.T.L.:R.o.t.T.), Shadow Dash (MD16), Shadow In The Mists
(Wilds), Shadow Striker (P.H.II), Shadow Walk (Dweomercraft:Lich), Shadowstriker
(PRG:Advanced Player's Guide), Shape Breath (Draconomicon), Shape Stone
(A.N.A.:2017), Shape Stones (T.W.o.T.W.), Shield Focus, Shinobi Arsenal (NB:This
inc. blowgun (blowpipe) proficiency.) (Kitsunemori), Shot on The Run, Side Step
(Eternal Rome), Silent Kill (The Book of Roguish Luck), Silent Spell, Silent Step
(MD16), Silken Aristeia (Inc.), Sinister Healing (Anubium), Sinister Regeneration
(Anubium), Skeleton Summoner (PRG:Ultimate Magic), Skill Focus, Skillful
Executioner (DC:26 (+1/4D).) (Inc.), Skin Thief (Dweomercraft:Lich), Skip Shot
(D20M), Slippery Skin (Exemplars of Evil), Snagging Trip (E.A.:Whips), Snake
Charm (DC:108.) (The Book of Roguish Luck), Snatch, Snatch (The Book of Roguish
Luck), Snatch Arrows, Snowshoes (Frost & Fur), Social Intimidation (A.N.A.:2012),
Speaker of The Dead (L&L:Monster's Handbook), Stigandi (Frost & Fur), Solid
Shadows (PPC:Monster Summoner's Handbook), Son of a Camel (Wilds), Spawn
Lord (NB:Kyk's spawn can only gain the templates he permits them to gain.)
(A.N.A.:2012), Spell Focus (x9; abjuration, conjuration, divination, enchantment,
evocation, illusion, necromancy, transmutation, universal), Spell Mastery (x1)
(Inc.), Spell Penetration, Spell Preparation (Inc.), Spell Researcher (The Practical
Enchanter), Spell Shorthand (x4; Cryptoglyphics, Encryption, Formal Notation,
Runemaster, Scribe, Hieratics; NB:This is an Item Creation feat Not a Metamagic
feat.) (The Practical Enchanter), Spell Trap (The Witch's Handbook), Spew (Inc.),
Spinning Combat (The Book of Roguish Luck), Spinning Defense (DR331), Spirit
Binding (The Practical Enchanter), Spirit Sense (Inc.), Spirited Charge, Spring
Attack, Sprint (The Book of Roguish Luck), Split Breath (Draconomicon), Spreading
Breath (Draconomicon), Staggering Attack (I.H.:A.), Staggering Critical, Starship
Designer (Starships of the Galaxy), Starship Engineer (F.P.C.:T.F.), Stealthy
(NB:Replaces Stealthy (D20M).), Step Up, Still Spell, Stone Bones
(Dweomercraft:Lich), Stone Visage (A.N.A.:2017), Stonecunning (Inc.), Strafe
(D20M), Streetfighting (D20M), Strike Around (E.A.:Whips), Strike From The
Shadows (MD16), Stunning Attack (I.H.:A.), Stunning Critical, Stunning Fist, Stylize
Spell (Inc.), Subsumption (The Practical Enchanter), Subtle Cut (The Tomes),
Subtle Spell (R&R:Excalibur), Sudden Disappearance (MD16), Sudden Extend
(Complete Arcane), Summon Recall (Strategists & Tacticians), Summon Suffering
(E.A.:Whips), Superior Alchemy (Inc.), Suppress Memory (Flashpoint! Russia),
Suppress Taint (Dweomercraft:Lich), Suppressed Memories (Inc.), Surface Vehicle
Operation (x6) (D20M), Surgery (D20M), Swampland Stride (Inc.), Swarm Shape
(The Witch's Handbook), Swift Hunter (Wilds), Swim-By Attack (Stormwrack),
Sympathetic Spell (The Witch's Handbook), Tamer (A.N.A.:2012), Tech Specialist
(Starships of the Galaxy), Technomedicine (Choice and Blood), Telling Blow
(P.H.:II), Tempest Breath (Draconomicon), Temporal Sense (Future:Datastream
(2005 Collection)), Tempt (The Book of Hallowed Might), Termination Shock Breath
(Inc.), Terror of the Most Terrible (Inc.), Thanatopic Spell (PRG:Ultimate Magic),
The Opening of The Ways (x1; Syrykar (see previous)/Drakmoor Estate (see
previous)) (The Practical Enchanter), The Pinch (Inc.), Think Outside The Box
(Secrets), Third Hand (E.A.:Whips), Threnodic Spell (PRG:Ultimate Magic), Throw
Attack (I.H:A.), Tiring Critical, Tomb-Tainted Soul (Libris Mortis), Too Good To Be
True (+40 Bluff) (A.N.A.:2013), Top Dog (+40 Handle Animal) (A.N.A.:2013),
Toughness, Tracing Breath (Inc.), Traceless (T.W.o.T.W.), Traceless (MD16),
Trained Memory (Medieval Player's Manual), Trample, Transdimensional Spell
(Complete Arcane), Transference (The Practical Enchanter), Treat
Blindness/Deafness (A.N.A.:2012), Treat Discomfort (A.N.A.:2012), Treat Paralysis
(A.N.A.:2012), Tree Sleeper (Wilds), Treerunning (Inc.), Tremorsense
(A.N.A.:2017), Triumph of The Will (G.C.C.), True Voice (Hamunaptra), Tunnel
Fighting (Races of Stone), Tunnel Riding (Races of Stone), Turn Undead, Unbalance
Opponent (D20M), Unbound Essence (M.F.II), Uncanny Forethought (Inc.), Undead
Horde (Inc.), Undead Leadership (Libris Mortis), Undead Master (PRG:Ultimate
Magic), Unholy Counterspelling (Anubium), Unholy Friendship (Feats), Unholy
Toughness (Anubium), Unseen Spell (G.C.C.), Unspeakable Carnage (Inc.),
Unstoppable Spell (Inc.), Vampire Hunter (Libris Mortis), Vampire Hunter Tradition
(PRG:The World of Vampire Hunter D), Vampire Scholar (PRG:The World of
Vampire Hunter D), Vehicle Expert (D20M), Vehicle Engineer (F.P.C.:T.F.),
Verminfriend (Drow of The Underdark), Versatile Unarmed Strike (P.H.II), Vertical
Escape (MD16), Vile Defiler (x40) (PRG:Athasian Campaign Setting), Vile Strike
(Inc.), Vine Swinger (Wilds), Violate Spell-like Ability (B.o.V.F.), Virulent Poison
(Savage Species), Vital Strike, Voracious (Liber Sodalitas:The Pneumaphagoi),
Walking The Area (Crime Scene:Feds), Warforged (Inc.), Watcher (Crime
Scene:Feds), Water Sense (Wilds), Weapon Finesse, Weapon Focus, Weapon
Specialization, Weapon Tricks (Nb.o.F.), Weapon Versatility (P.P.C.:Undead Slayer's
Handbook), Weather Wise (T.W.o.T.W.), Whip Strike (E.A.:Whips), Whipsword Shift
(E.A.:Whips), Whirling Barrier (Inc.), Whirling Dervish Attack (Wilds), Whirling
Dervish Technique (x10; 0-Epic (10th)-level spells.) (Wilds), Whirlwind Attack,
Whirlwind Attack (The Tomes), Wicked Strike (Feats), Widen Spell, Wild Sense (x3;
Bird Sense, Fish Sense, Snake Vision) (Dreadmire (Bonus Material)), Willowshield
(Wilds), Wind Sending (Frost & Fur), Wireless (Inc.), Wisdom of The Ages (NB:The
bonus is untyped.) (Feats), Witch Sense (T.W.o.T.W.), Wondrous (Inc.), Wood
Bones (Dweomercraft:Lich), Woodcunning (Inc.), Work Divine Flesh (Requiem for a
God), Worst of The Wicked (Inc.), Wounding Strike (Feats), Xenomedic (D20F),
Zagovary (Appearance:No change.; NB:CLx1.5 (Evil).; Special:No Cha penalty.)
(Frost & Fur), Zero-G Training (D20F); NB:*Fiend Hunter feats. Lich feats are
Tainted Feats.
2
Blood & [X] Feats (316):Abaniko (B&F), Accupressure (B&F), Achilles Lock (B&F),
Advanced Ground Fighting (B&F), Advanced Rush (B&F), Aikido (B&F), Analytical
Combat (B&F), Anatomical Expert (B&F), Ancient Technology (NB:This enables Kyk
to gain ancient (PL0-3) crafting feats.) (B&T), Ancient Technology Expert (B&T),
Angry Monkey (B&F), Animal-Imitating Chuan Fa (Errata:Animal Styles:Dragon
(purchased separately) plus any/all learned.) (B&F), Animal Sacrifice (B&R), Antari
(B&F), Antithesis (B&R), Archaic Weapons (x5; Chinese, Indian, Indonesian,
Japanese, Samurai) (B&F), Arnis (B&F), Ashi-Sokuto (B&F), Astrology (B&R), Axe
Kick (B&F), Back Kick (B&F), Balestra (B&F), Banshay (B&F), Banter (B&F), Beam
Deflection (B&F), Beam Sword Fencing (x3; Mystical, Power, Speed) (B&F), Bear
(B&F), Bear Hug (B&F), Bear Stance (B&F), Black Bargain (B&R), Black Calling
(B&R), Black Mass (B&R), Block (B&F), Blood Altar (B&R), Bloodletting (B&R), Boar
(B&F), Body Blow (B&F), Bow and Arrow (B&F), Box Ears (B&F), Boxing (B&F),
Brainwashing (B&R), Brazilian Jiu-Jutsu (B&F), Broken Time (B&F), Brute (B&F),
Bug Slayer (B&F), Bug Squash (B&F), Bull (B&F), Burmese Bando (B&F), Burmese
Boxing (B&F), Bushido (B&F), Capoeira (B&F), Cat (B&F), Chan Si Bong (B&F),
Chasse Tournant (Sha-Sey Tour-Nonh) (B&F), Cheyel Ki (B&F), Chi Kung (B&F),
Choke Hold (B&F), Circle Kick (B&F), Clothesline (B&F), Cobra (B&F), Commando
Training (B&F), Conviction (Dark Power (Self (i.e. Kyk.))) (B&R), Counterstrike
(B&F), Cradle Pin (B&F), Crane Kick (B&F), Crane Stance (B&F), Crane's Beaks
(B&F), Cutting Edge (x14; PL:+14 (Max:14.).; NB:This feat enables Kyk to craft
tech that is of up to 14 progress levels higher than the PL of his current
environment.) (B&C), Daisan (B&F), Dark Disciple (B&R), Dark Magnetism (B&R),
Deai (B&F), Death Harvest (B&R), Deceptive Attack (B&F), Deer (B&F), Disarm
Block (B&F), Dodge Roll (B&F), Dojukiri (B&F), Double Claw (B&F), Double Eagle
(B&F), Dragon (B&F), Dragon Bargain (MD29), Dragon Stance (B&F), Drunken
Master (B&F), Duct-Tape Engineering (B&S), Eagle (B&F), Eagle Claw (B&F),
Eastern Wrestling (B&F), Eight-Armed Flurry (B&F), Eight-Limbed Attack (B&F),
Elbow Slam (B&F), Enemy (Enemy:[Allegiance:Demon (((ANY))).].) (B&R),
Extended Dragon (B&F), Eye Gouge (B&F), Eyes In The Back of Your Head (B&F),
Faith's Protection (B&R), Fajing (B&F), Fall-Down Drunk (B&F), Fencing (x5;
French, Generic (x2; Dexterity, Strength), Italian, Spanish) (B&F), Float Like a
Butterfly (B&F), Flying Kick (B&F), Flying Tackle (B&F), Footwork (B&F), Fouette
Figure (Fwey-Tey Fee-Gure) (B&F), Four-Headed Attack (B&F), Friends In High
Places (B&R), Full Nelson (B&F), Future Technology (NB:This enables Kyk to gain
futuristic (PL7+) crafting feats.) (B&T), Future Technology Expert (B&T), Gatka
(B&F), Ginga (B&F), Goju-Ryu Karate (B&F), Great Kiai (B&F), Greco-Roman
Wrestling (B&F), Groin Kick (B&F), Ground Fighting (B&F), Gun Fu (B&F), Half
Nelson (B&F), Hang Time (B&F), Hapkido (B&F), Haymaker (B&F), Head Butt (B&F),
Head Squish (B&B), Heart Punch (B&F), Heel Kick (B&F), Henchmen (B&R), High
Pain Threshold (B&F), Hip Throw (B&F), Hook (B&F), Hopboxing (Errata:Zero-G
Training replaces Zero-G Maneuvering.) (B&F), Horse (B&F), Hsing-I Kung Fu
(Animal Style(s):Dragon (purchased seperately) plus any/all learned.) (B&F),
Human Sacrifice (B&R), Hung Gar (B&F), Hwa Rang Do (B&F), Hydra (B&F),
Hypnotic Gestures (2d4+68 (no save)) (B&F), Iaijutsu (B&F), Iaijutsu Strike (B&F),
Ideologue (B&R), Immovable (B&F), Improved Block (B&F), Improved Counterstrike
(B&F), Improved Iaijutsu Strike (B&F), Improvised Implements
(Prerequisites:Brawl.; NB:Replaces Improvised Weapons (B&F).) (B&B),
Information Network (B&R), Inner Peace (B&F), Inner Power (B&F), Inner Strength
(B&F), Inspired Leadership (B&R), Instant Stand (B&F), Investment (B&R), Jab
(B&F), Jaw Rip (B&B), Jeet Kune Do (B&F), Joint Lock (B&F), Jujutsu (B&F), Jump
Kick (B&F), Jung Ki (B&F), Kajukenbo (B&F), Karate (B&F), Kenjutsu (B&F), Kenpo
(B&F), Ki (B&F), Ki Ryuk Sool (B&F), Kiai (B&F), Kidney Punch (B&F), Knife Fighting
(B&F), Kobujutsu (B&F), Krav Maga (B&F), Kuk Sool Won (B&F), Kung Fu (B&F),
Kyokushin Karate (B&F), Kyudo (B&F), Kyung Ki (B&F), Lai Kai (B&F), Landing
Crane (B&F), Leg Sweep (B&F), Leopard (B&F), Leopard Crouch (B&F), Leopard
Punch (B&F), Lightning Strike (x1; +1d6) (B&F), Lock Block (B&F), Lunge (B&F),
Lunge Punch (B&F), Lurker's Eyes (B&F), Ma Ki (B&F), Machine Slayer (B&F), Man
to Man (B&F), Man to Many (B&F), Mass Production (B&C), Meia Lua de Frente
(B&F), Meditation (B&F), Modern Technology (NB:This enables Kyk to gain modern
(PL4-6) crafting feats.) (B&T), Modern Technology Expert (B&T), Momentum Throw
(B&F), Monkey (B&F), Naginata-Jutsu (B&F), Nerve Strike (B&F), Night Afflictions
(B&R), Ninjutsu (B&F), No Holds Barred (B&F), Nukite Zuki (B&F), Numbing Strike
(B&F), Numerology (B&R), Octopus (B&F), Off Switch (B&F), One Finger (B&F),
One-Inch Punch (B&F), Pa-Kua (B&F), Pak Antari (B&F), Palm Reading (B&R), Palm
Strike (B&F), Pancration (B&F), Panther (B&F), Pentagram (B&R), Pentjak Silat
(B&F), Perdition's Prayer (B&R), Perfectionist (B&C), Pit Fighting (B&F), Poise
(B&F), Polearm Fighting (B&F), Pounce (B&F), Praying Mantis (B&F), Profane Ritual
(B&R), Pseudo-Science (B&S), Psychotherapy (B&R), Python (B&F), Repelling Touch
(B&F), Ridge Hand (B&F), Riding Horse (B&F), Rooster (B&F), Ross (B&F), Rush
(B&F), Sahblet (B&F), Sandstorm (B&F), Savate (B&F), School of Hard Knocks
(B&F), Scorpion (B&F), Scriptural Interpretation (B&R), Second Sight (B&R), Self-
Help (B&R), Shadow (B&F), Shadow Warrior (B&F), Shao-Lin Kung Fu (B&F), Shin
Ki (Errata:"Alertness" Not "Awareness".) (B&F), Shito-Ryu Karate (B&F), Shotokan
Karate (B&F), Short Power (B&F), Shuto-Uchi (B&F), Siku Perisai (B&F), Silencing
Strike (B&F), Silent Kill (B&F), Singularity (B&F), Slash (B&F), Snake (B&F), Snap
Kick (B&F), Sojutsu (B&F), Staff Fighting (B&F), Stagger (B&F), Stalking Panther
(B&F), Stick Fighting (B&F), Sticking Touch (B&F), Sting Like a Bee (B&F),
Suffocating Strike (B&F), Sword Dance (B&F), T'ai Chi (B&F), T'ai Chi Chuan (B&F),
Taiho-Jutsu (B&F), Tall Monkey (B&F), Teamwork (Allegiance:Witches (((ANY))).)
(B&R), Teisho (B&F), Tendon Lock (B&F), Thai Kickboxing (B&F), Thigh Kick (B&F),
Tiger (B&F), Tiger Claw (B&F), Tiger Stance (B&F), Thrust (B&F), Two-Handed
Strike (B&F), Uppercut (B&F), Vale Tudo (B&F), Void (B&F), Wado-Ryu Karate
(B&F), Weapon Proficiency (Cloak; Errata: "blind, block, grapple, and trip".) (B&F),
White Crane (B&F), Wing Chun (B&F), Wing Punch (B&F), Wuxia (B&F), Ying-Jow
(Eagle Claw Kung Fu) (B&F), Zen (B&F), Zen Archery (B&F), Zen Focus (B&F)
Errata:Martial arts feats increasing damage by one die type increase damage by
one category. Martial arts feats that increase damage by one additional die or two
die types increase damage by two categories.; Explanation:Epic damage values are
calculated differently.
Necromantic Creation Feats (18):A Feast Unknown (The Tomes), Blood Painter (The
Tomes), Body Assemblage (The Tomes), Boneblade Master (The Tomes), Devil
Preparation (Devil (Baatezu)) (The Tomes), Direct Undead Control (Inc.), Fairy
Eater (The Tomes), Feed The Dark Gods (The Tomes), Ghost Cut Technique (The
Tomes), Heavenly Desserts (The Tomes), Improved Direct Undead Control (Inc.),
Mountain of Corpses (Inc.), Necromantic Horde (Control Pool:1,116 (62×18).)
(Inc.), Secrets of The Skinner (Inc.), Sleep of the Ages (The Tomes), The Path of
Blood (The Tomes), Whispers of the Otherworld (The Tomes), Wrappings of the
Ages (The Tomes)
Poisoncraft Feats (37):Augment Toxic Spell, Bless Poison, Brew Antidote, Brew
Magical Poison, Brew New Poison, Brew Signature Poison, Burress Toxic Spell,
Cautious Combatant, Cautious Crafter, Cautious Handler, Cautious Harvester,
Chemist, Continue Poison, Degenerating Poison, Delay Poison, Disguise Poison,
Empower Poison, Extend Poison, Gird Poison, Greater Venom Metapoison (x0 (x1
(via Anyfeat (x1), etc.).); Esp. Continue Poison, Disguise Poison, Extend Poison,
Gird Poison, Quicken Poison), Intensify Poison, Maximize Poison, Modify Exposure
Risk, Modify Poison Qualities, Mute Poison, Polarizing Poison, Quicken Poison,
Reinforce Poison, Skilled Harvester, Strengthen Poison, Strengthen Venom, Toxic
Magician, Toxic Substitution, Toxicological Artisan, Toxicological Focus (x1; All
poison families (via Toxicological Mastery).), Trapmaster, Venom Metapoison (x0
(x1 (via Anyfeat (x1), etc.).); Esp. Degenerating Poison, Empower Poison,
Polarizing Poison, Withering Poison), Venomologist, Withering Poison
Psychic Feats (61):Apport Arrows, Ascendant Talent (Inc.), Bypass Host (Inc.),
Clairsentience, Craft Psychic Construct (NB:These are similar to Astral Constructs.),
Cure Blindness/Deafness, Cure Disease, Cure Poison, Descriptor Affectation (x2;
evil,*mind-affecting; NB:*Kyk uses this to mindfuck his enemies, often mindfucking
them to death or insanity.) (Inc.), Dimensional Shift, Direct Talent, Divert Teleport,
Empower Talent, Energy Shield, Erase Signature, Extend Talent, Flight, Greater
Psychic Focus (Clairsentience, Psychokinesis, Psychometabolism, Psychoportation,
Telepathy; Errata:+1 (+2 w/Psychic Focus (see below)) to DCs.), Imbue Item,
Imbue Weapon, Mask Signature (Inc.), Maximize Talent, Mind Over Matter, Mind
Switch, Mind Trap, Multitasking (x1), Opportunity Talent (Inc.), Psychic Ability,
Psychic Companion, Psychic Focus (Clairsentience, Psychokinesis,
Psychometabolism, Psychoportation, Telepathy; Errata:+1 to DCs.), Psychic
Invisibility, Psychic Link, Psychic Reflection, Psychic Sense (Inc.), Psychic
Severence, Psychic Weapon, Psychokinesis, Psychometabolism, Psychoportation,
Quicken Talent, Sculpt Talent (Inc.), Sensitive, Shield Penetration, Stylize Talent
(Inc.), Subtle Talent, Telepathy, Thanatopic Talent (Inc.), Threnodic Talent (Inc.),
Transdimensional Talent (Inc.), Truth Reading, Unstoppable Talent (Inc.), Widen
Talent (Inc.)
Epic Feats (321):Absolute Ascent (Appearance:No change. However, Kyk's touch
permanently blackens (as if burning/corrupting (selective (Immediate nonaction)))
anything touched, leaving void-black handprints, etc. (selective (Immediate
nonaction)).) (E.P.), Absolute Attack (E.P.), Absolute Channel (E.P.), Absolute Ki
Strike (E.P.), Absolute Multiweapon Fighting (Inc.), Adaptable Preparations (Inc.),
Always Prepared (Inc.), Amazing Pockets (x3) (I.H.:A.), Analyze Item (Inc.),
Anoxia (BF:1,296.; C.R./L.A. (C.R.:+120.; L.A.:+180.) (I.H.:A. (÷6x5 (x2))))
(I.H.:A.), Arcane Augmentation (DR339), Armed Deflection (E.P.), Armor Mastery
(x3) (I.H.:A.), Art of The Gods (Inc.), Ascent (E.P.), Atropal's Aura (x0 (x1 (via
Anyfeat (x1), etc.).) (Inc.), Automatic Learning (Inc.), Automatic Metamagic
Capacity (x20) (I.H.:A.), Battledance (DR297), Blinding Attack (I.H.:A.), Bolster
The Faithful (E.P.), Bonded Summons (Inc.), Breath Through The Temple Gates
(E.P.), Broken Barriers (Inc.), Cat's Fall (I.H.:A.), Combat Archery (E.L.H.), Combat
Mastery (I.H.:A.), Commandeer Undead (Inc.), Control Portal (Inc.), Cosmic
Guidance (x1) (Inc.), Craft Epic Artifact (Inc.), Craft Epic Construct (Inc.), Create
Epic Device (x8; Craft Epic Artifact (Inc.), Craft Epic Construct (Inc.), Craft Epic
Relic (Inc.), Epic Create Creature (Inc.), Epic Create Undead Creature (Inc.), Epic
Enchantment (Inc.), Epic Imbuement (Inc.), Epic Scribing (Inc.)) (Inc.), Craft Epic
Relic (Inc.), Crafting Mastery (Inc.), Dancing Throw (Inc.), Death Attack (Inc.),
Debilitating Swarm (Inc.), Debilitating Touch (Inc.), Deep Corruption (Inc.),
Descryer's Spell Legion (Inc.), Desecration Aura (Inc.), Dimensional Jaunt (Inc.),
Dire Charge (E.P.), Disrupting Attack (I.H.:A.), Distant Shot (E.L.H.), Divine
Retribution (I.H.:A.), Double Standards (I.H.:A.), Dread Spellscribe (Inc.), Earth
Breaker (E.P.), Eclectic Defense (I.H.:A.), Eclectic Strike (I.H.:A.), Eclectic Strike
(I.H.:A.), Edge of Perception (Inc.), Educated Dungeoneer (Inc.), Efficient Item
Creation (E.P.), Enhanced Archery (I.H.:A.), Enlarge Attack (I.H.:A.), Epic Combat
Concentration (Inc.), Epic Combat Reflexes (Inc.), Epic Counterspell (Player's Guide
To Faerun), Epic Create Creature (Inc.), Epic Create Undead Creature (Inc.), Epic
Darkstalker (Inc.), Epic Destiny (Grim (Inc.; Special:Self (inc. Artifact Avatars (see
previous)).) (DR363), Epic Enchantment (Inc.), Epic Evil Brand (Appearance:No
change. (NB:Aura-based (selective (Immediate nonaction)).)) (E.I.:B.o.V.D.), Epic
Familiar (Errata:[Epic].) (Dweomercraft:Lich), Epic Fortitude (E.P.) Epic
Imbuement (Inc.), Epic Inner Depths of The Soul (x2) (Inc.), Epic Leadership
(E.P.), Epic Mounted Combat (Inc.), Epic Multiweapon Defense (Inc.), Epic
Multiweapon Rend (Inc.), Epic Palm (Inc.), Epic Poisoncrafter (E.I.:B.o.V.D.), Epic
Reflexes (E.P.), Epic Reputation (E.P.), Epic Scribing (Inc.), Epic Shield Focus
(I.H.:A.), Epic Skill Focus (+66 (+72)) (E.P.), Epic Speed (x1) (E.P.), Epic Spell
Focus (x9; abjuration, conjuration, divination, enchantment, evocation, illusion,
necromancy, transmutation, universal), Epic Spellcasting (E.L.H.), Epic Stealth
(Inc.), Epic Undead Leadership (Inc.), Epic Weapon Focus (E.L.H.), Epic Weapon
Specialization (E.L.H.), Epic Will (E.P.), Eternal Herald (Inc.), Eternal Horde (Inc.),
Etheric Vision (Inc.), Exceptional Deflection (E.L.H.), Flesh and Bones (E.P.),
Fleshrunning (Inc.), Forced Conversion (Inc.), Gifted Cartographer (Inc.), Glare of
The Void (Inc.), Glossator (E.P.), God Breaker (E.P.), Godslayer (Inc.), Greater
Ascent (Appearance:No change.) (E.P.), Haleness (I.H.:A.), Hardened Aura (E.P.),
Hibernate (I.H.:A.), Ignore Material Components (E.L.H.), Impaling Shot (I.H.:A.),
Impaling Strike (Inc.), Improved Awesome Blow (E.A.:Whips), Improved Dodge
(I.H.:A.), Improved Finesse (I.H.:A.), Improved Iaijutsu Focus (E.I.:E.S.),
Improved Ki Strike (E.P.), Improved Legions (Inc.), Improved Metamagic (x9)
(E.P.), Improved Recover Breath (x6) (Inc.), Improved Returning Throw (Inc.),
Improved Whirlwind Attack (E.L.H.), Improved Whirlwind Attack (E.P.),
Incorruptible Body (I.H.:A.), Indomitable Occultist (Inc.), Inedia (I.H.:A.), Infinite
Deflection (E.L.H.), Influence Goals (Inc.), Insidious Herald (Inc.), Insomnious
(I.H.:A.), Instant Channel (E.P.), Instant Response (Inc.), Inviolate (E.P.), Keen
Strike (E.P.), Ki Armor (E.P.), Ki Blast (E.P.), Ki Bomb (E.P.), Ki Wave (E.P.),
Knockout Attack (I.H.:A.), Lance of Heaven (E.P.), Launching Palm (E.P.),
Legendary Archer (I.H.:A.), Legendary Climber (Complete Adventurer), Legendary
Commander (E.P.), Legendary Diplomat (Inc.), Legendary Iaijutsu Focus (Inc.),
Legendary Leaper (Complete Adventurer), Legendary Rider (E.P.), Legendary
Tracker (E.P.), Life From The Lifeless (Inc.), Light Eradication (I.H.:A.), Link Senses
(Inc.), Lion's Roar (E.P.), Living Spell (E.P.), Lord of Battle (E.F.&F.), Macabre Spell
(E.P.), Mad Scribe (Inc.), Maddening Truth (Inc.), Malifiecus (I.H.:A.), Master of
Abjuration (Inc.), Master of Conjuration (Inc.), Master of Divination (Inc.), Master
of Enchantment (Inc.), Master of Evocation (Inc.), Master of Illusion (Inc.), Master
of Necromancy (Inc.), Master of The Planes (Inc.), Master of Transmutation (Inc.),
Masterful Architect (Inc.), Mathesis (I.H.:A.), Metamagic Freedom (I.H.:A.),
Metamixture (DR339), Multiweapon Mastery (Inc.), Natural Attack Mastery (Inc.),
Negative Energy Aura (E.P.), Negative Energy Burst (E.L.H.), Obliterating Attack
(Inc.), Opportune Action (Inc.), Paragon Summons (Inc.), Perfect Cleave (I.H.:A.),
Perfect Summons (Inc.), Persona of Madness (Inc.), Phrenology (Inc.), Piercing
Shot (I.H.:A.), Piercing Strike (Inc.), Piercing Thrust (E.P.), Planar Scholar (Inc.),
Planar Dampening (Inc.), Planar Sensitivity (Inc.), Plastic Soul (I.H.:A.), Poison Ki
(E.P.), Polyglot (E.P.), Power Attack Mastery (I.H.:A.), Pre-emptive Strike (I.H.:A.),
Prehensile Hair (I.H.:A.), Quick Analysis (Inc.), Quick Transformation (Inc.), Reflect
Arrows (E.L.H.), Royal Recorder (Inc.), Second Strike (I.H.:A.), Selective Spell
(Inc.), Self-concealment (x5) (E.L.H.), Self-opportunist (E.A.:Whips), Severing
Attack (I.H.:A.), Shabdkosh (Inc.), Share Spells (Inc.), Shattered Geometry (Inc.),
Shattering Strike (E.P.), Shield Mastery (I.H.:A.), Sideways Stealing (I.H.:A.), Sire
Madness (Inc.), Sixth Sense (I.H.:A.), Skill Mastery (Inc.), Sky Walker (I.H.:A.),
Sneak Attack of Opportunity (E.P.), Storm of Throws (E.P.), Strengthen Spell (Inc.),
Soothsayer (I.H.:A.), Soothsayer (Inc.), Spear of Wind (E.P.), Spectral Strike
(E.P.), Spell Opportunity (E.P.), Spellcasting Harrier (E.P.), Sticky Strike (I.H.:A.),
Studious Archaeologist (Inc.), Subtle Body (I.H.:A.), Summoned Swarm (Inc.),
Superior Cleave (I.H.:A.), Superior Counterspell (Inc.), Superior Initiative (E.P.),
Superior Legions (Inc.), Superior Sunder (I.H.:A.), Supreme Dodge (I.H.:A.), Sure
Shot (I.H.:A.), Swarm of Arrows (E.P.), Temporary Discorporation (Legends of
Avadnu), Tenacious Body (I.H.:A.), Terrene Body (I.H.:A.), Threatening Presence
(Inc.), Thwart (Inc.), Timely Dodge (I.H.:A.), Transfixing Strike (E.P.), True
Certainty (Inc.), Turn Immunity (Inc.), Uncanny Foresight (Inc.), Uncanny Power
Attack (I.H.:A.), Undead Mastery (E.L.H.), Underwalker (I.H.:A.), Unearthly
Circulation (Inc.), Universal Truths (x0 (x1 (via Anyfeat (x1), etc.).) (Inc.),
Unstoppable Spell (Inc.), Urbanite (Inc.), Vacuum Slash (E.P.), Versatile Call (Inc.),
Vile Deathstrike (E.I.:B.o.V.D.), Vile Entity (Inc.), Void Palm (E.P.), Void Step
(E.P.), Weapon Abatement (I.H.:A.), Weapon Mastery (x4; B, P, S, M) (Inc.),
Weapon Supremacy (E.P.), White Lotus Gale (E.P.), Widen Attack (I.H.:A.),
Widened Senses (Inc.), World Breaker (E.P.), Zen Focus (E.P.), Zone of Animation
(E.L.H.)
Epic Psychic Feats (31):Automatic Metapsychic Capacity (x18) (Inc.), Epic Psychic
Skill Use (EPSU/D: ∞ .) (Inc.), Improved Metapsychics (x9) (E.P.), Metapsychic
Freedom (Inc.), Selective Talent (Inc.), Unstoppable Talent (Inc.)
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Lilias (CG F Mythic Night Hag (((Mythic Nymph))) (Scottish) Half-lich (Special:Gains
the Dread and Mythic Lich templates by night and loses them by day. Her
Heartstone is her Heartstone and phylactery by night and just her Heartstone by
day. This is Not a curse and can only be remedied by full mythic lich transformation
or miraculous wish.), Half-Undead (DR313; Base Half-Undead Template only.;
Special:Moonstruck (divine) (Var.:Were-Undead (see previous and below; NB:All
her spawn are nonWere-Undead of their variety.)).).), Half-vampire (Special:Gains
the Dread and Mythic Vampire templates by night and loses them by day. Her
Heartstone is her Heartstone and any bed, etc. it touches her coffin home by night
and just her Heartstone by day. This is Not a curse and can only be remedied by
full mythic lich transformation or miraculous wish.) Quasi-deity (P.s:Dar. (x1), Love
(x1), Mag. (x1), Moon (x1).; I.C.F.:Witch 8 (Archetype:Gingerbread Witch
(Var.:Good-aligned.).; Patron:Self (i.e. gains +1 Hex of any tier and her Domain
spells and (Sp) as Witch spells.).; Familiar:Black Cat (Gingerbread (Black Licorice,
etc.)).; Hexes (13):Minor (7):Aura of Purity, Cauldron, Child Scent, Confection
Conjuring, Feral Speech, Flight, Tricky Treats./Major (3): Hidden Home (((Cook
People))), Regenerative Sinew (((Gruesome Gobbler))), Witch's Charge (((Horrible
Hunger)))./Grand Hex (3):Heartless (NB: Lilias's Heart and her Heartstone are one
and the same. Its form is that of a deep blood-red, "indestructible" (as per Magic
Immunity (As per an AkaLich (I.H.:E.B.), exc. No vulnerability.) and
Transcorporeality (tra.) (NB:No vulnerability.)) diamond. The add. enhancements
are (secretly) a gift from Kyk (although she believes the power came from eldritch
forces she accidentally invoked).) (I.T.B.:T.W.), Life Giver, Wish Giver (A.O.:
W.H.).)/Druid 8 (Nature Bond:Druidic Herbalism.).; Artifacts:1 (-3 for +12 d.a.).;
D.A. (4):Divination Immunity (Inc.), Eternal Freedom, Malaclypse, True Seeing.;
C.A. (12):Extra Portfolio (x2; Love (x1), Moon (x1)).); R.HD:8.; Witch (see
previous) 12 (20)/Druid 0 (8); T.HD:20 (396 hp).; Str 39/51, Dex 41/49, Con 37/ -
, Int 50/58, Wis 29/37, Cha 49/59; Special:As long as she remains good-aligned,
Lilias gains the full racial traits of a mythic nymph, inc. its beauty and gains the
Chaotic and Good subtypes; and loses her hideousness, Evil subtype, and Cursed
Claws, Disease, and Maggot Mouth abilities. Hellrider becomes Olympian Rider
(((Hellrider))) (As Hellrider, exc. summons a deep jet-black Flaga (Guardian Angel)
Pegasus, Angel or a deep jet-black Mythic Flaga (Guardian Angel) Pegasus, Angel.
Their leader is Prince Nightfeather and he usually answers her summons himself out
of obligation to and respect for her father (his ally, friend, and previous rider).).;
Equipment: Noble's outfit, dagger, 37 gp, 6 sp, 18 cp.; NB:Lilias, the product of
their forbidden (by both families) romance, was born to a fallen, yet still very good,
knight (ex-paladin 37/oracle 15/druid 5, turned mythic vampire-lich (secretly still
"alive"; but disfigured (burned, rotted, and scarred), disgraced, and hiding; yet
covertly assisting his daughter from afar in the form of dreams and omens)) of The
Holy Order of White Lillies and an extremely powerful (deific, mythic) night hag
(witch (gingerbread witch) 12, turned good by her father's love and, literally,
undying devotion). Both of her parents were brutally murdered by her mother's
family (who, mistakenly, believe Lilias to be dead (having died (unborn) in her
mother's (now rotting) womb). Lilias was subsequently raised by a knight (paladin)
from her father's holy order (((against the wishes of the church (and they are still
being hunted (as they seek to burn them both at the stake))))) in a beautiful, old
growth mountain forest far (50 mi.) from civilization. Kyk has discovered them and
has taken to flittering about in the form of a bat to more closely observe and study
them (her).)
Abat-Dolor
Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 24d8+168 (276 hp)
Initiative: +9
Speed: 40 ft.
Armor Class: 50 (-1 size, +5 Dex, +13 natural, +6 insight, +10 armor [+5 abyssal
bronze breastplate], +7 shield [+5 abyssal bronze heavy shield] ), touch 21,
flatfooted 45
Base Attack/Grapple: +24/+34
Attack: +5 cold iron longsword +35 melee (2d6+11, 17-20/x2)
Full Attack: +5 cold iron longsword +35/+30/+25/+20 melee (2d6+11, 17-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon demons
Special Qualities: Damage reduction 15/cold iron, epic and good, darkvision 60. ft.,
fast healing 5, immunity to electricity and poison, resistance to acid 10, cold 10 and
fire 10, see invisibility, spell resistance 38, telepathy.
Saves: Fort +21, Ref +23, Will +20
Abilities: Str 23, Dex 28, Con 25, Int 28, Wis 23, Cha 28
Skills: Balance +39, Bluff +36, Concentration +34, Diplomacy +42, Disguise +36
(+40 acting), Gather Information +36, Hide +35, Intimidate +41, Knowledge
(arcana) +36, Knowledge (the planes) +36, Listen +33, Move Silently +35, Search
+36, Sense Motive +33, Spellcraft +40, Spot +43, Tumble +35.
Feats: Cleave, Combat Expertise, Dark Speech, Dodge, Improved Critical
(longsword), Improved Initiative, Mobility, Power Attack, Weapon Focus
(longsword).
Environment: A chaotic evil plane
Organization: Solitary, cadre (1d3+1 dolors), or hunt (1d3+1 dolors mounted upon
cauchemars plus 1d4+3 succubi and 1d6+6 retrievers)
Challenge Rating: 21
Treasure: Standard coins; double goods; standard items plus +5 breastplate, +5
heavy shield, and +5 cold iron longsword
Alignment: Always chaotic evil
Advancement: 25-40 HD (Large); or by character class.
Level Adjustment: +12 ??
The abat-dolor are a race of powerful demonic nobility, originating from a plane
deep within the Abyss. Displaced in their wars with deities and other demons, and
in the violent clan strife which continually besets them, the dolor have wandered far
from their native region, establishing realms and strongholds across a hundred
Abyssal layers. Some are itinerant, and act as elite mercenaries or advisors to
powerful tanar'ri. They demonstrate great martial prowess, and their preference for
armor – unusual amongst demons – combined with their formidable arsenal of
spell-like abilities makes them amongst the most dangerous of demonic foes. Abat-
dolor have exceptional resistance to spells.
The story of the abat-dolor is long, glorious and bloody; filled with passion,
rebellion, betrayal and murder. Historically, the dolor were a race of aesthetes and
sophisticates who disdained association with most other tanar'ri, who guarded the
purity of their lineage (seldom breeding with mortals), and who were jealous of
their ancient customs and traditions. Circumstances have forced many of them to
adopt a more open and pragmatic view, although the arrogance of the abat-dolor
always causes friction with other Abyssal races. With the exception of certain
notable members of their species, the dolor generally show little regard for mortal
affairs, and prefer to concentrate their efforts in the arena of demonic politics: most
of their realms and enclaves are established below the three hundredth layer of the
Abyss.
An abat dolor is statuesque, typically standing eight feet tall and weighing four
hundred pounds. Their digits – six per hand and foot – are long and elegant, and
their skin ebon black. A dolor's eyes are green slits without iris or pupil. Their
preference is for ornate armour made of an abyssal bronze – functionally identical
with mithral, and they wield cold iron weapons in contempt of lesser demons:
typically longswords and spears. Some (25%) coat their weapons with poison such
as vilestar (Contact, DC 24, initial and secondary damage 2d6 Strength.)
The dolor are master strategists, exploring every possible avenue in pursuit of their
goals, and employing diverse agents to further their agendas: much of this energy
is focused on internecine squabbles and ancient rivalries. If the path of a dolor
crosses that of a mortal, it will pursue any wrongs with equal venom.
COMBAT
Abat-dolor relish physical combat and excel at it, but they seldom enter a fight
without the odds stacked in their favour. They remain in constant telepathic
exchange with other demons and each other, co-ordinating greater teleport efforts
with a discerning eye. Typically, a dolor is armed with a +5 cold iron weapon.
See Invisibility (Su): Invisible creatures and objects are always visible to a dolor, as
if it were under a see invisibility effect.
Summon Demons (Sp): Once per day, a dolor can automatically summon 1d2+1
glabrezus.
A huge, terrible four-faced fiend stands before you. All except its fat, yellowish
belly, is covered in thick, dark, greenish-blue scales. Its eyes are ablaze with
hellfire. A long powerful tail swings behind it. This creature has two powerful arms –
both ending in razor-sharp claws.
These ancient baatorians were once known and feared as the “Devourers”. Their job
used to be torturing lawful evil souls by eternally devouring them over and over.
Now they, just like others of their kind, hide within the darkness of Hell.
Occasionally, they may catch an unsuspecting mortal and even a devil to devour.
The “Devourers” separate themselves from other devils and baatorians, preferring
to devour in peace.
They stand 18 ft. tall and weigh 3,500 pounds. They speak Infernal, Celestial, and
Draconic languages.
Combat
Devourers tend to attack creatures with their claws and bite attacks in hopes of
swallowing them whole. However, they are far from mindless beasts. They quickly
switch to ranged attacks when outnumbered.
Except when otherwise noted, baatorians speak Infernal, Celestial, and Draconic.
Breath Weapon (Su): Once every 1d8 rounds, this baatorian can spew forth a 60 ft.
cone of acidic bile and hellfire. It deals 10d10 points of hellfire damage plus 8d6
points of acid damage. Reflex save DC 36 halves damage. DC is Con-based.
Fear Aura (Su): This baatorian can radiate a 60 ft. radius fear aura as a free action.
A creature in the area must succeed on a Will save DC 32 or be affected as though
by a fear spell (caster level 28th). A creature that successfully saves cannot be
affected again by the same aura for 24 hours. Other baatorions, not devils
(baatezu), are immune to the aura. DC is Cha-based.
Improved Grab (Ex): If this baatorian strikes a creature of Medium or smaller size
with both claws, it can attempt a grapple check. If successful it picks them up and
tosses them into its mouth (see the swallow whole ability below). If this baatorian
strikes a creature of Huge or smaller size with its tail, it can attempt a grapple
check. If successful it establishes a hold and can constrict.
Multi-Headed (Ex): This baatorian has 1 huge head with 4 faces on each side. Using
these heads it can perform 4 actions (1 action per head) per round as long as that
action involves the use of its head. This means that each face can do one of the
following: breath weapon or bite. It can also never be flanked or caught flat-footed.
Poison (Ex): Injury, bite; Fortitude DC 36, initial damage 1d6 Con, secondary
damage 1d6 Con. DC is Con-based.
Regeneration (Ex): This baatorian takes normal damage from epic, good, and
silvered weapons, as well as good spells.
Swallow Whole (Ex): Those who have been swallowed whole find themselves in the
beast’s belly, which is filled with hellfire and acid. They take 6d6 points of
bludgeoning damage, 6d6 points of hellfire damage, and 4d6 points of acid damage
for as long as they stay within the creature’s stomach. The swallowed creature can
use a piercing or slashing weapon to break free. After dealing 50 points of damage
to the stomach, they create an opening just bi enough for them to escape. After
they escape, a muscular action causes to hole to close. At which point, those left
behind must start the process all over again. This baatorian can hold 4 Medium, 8
Small, 16 Tiny, 32 Diminutive, or an infinite number of Fine creatures within its
stomach at any one time.
Vorpal Bite (Ex): On a successful critical hit, with its bite attack, this baatorian can
sever the head of its victim killing it instantly. They are allowed a Fortitude save DC
38 to resist the vorpal effect, though they still take damage from the bite. Only
creatures at least one size smaller than this baatorian can be affected by this
ability. DC is Str-based.
Skills: This baaotrian gains a +8 racial bonus to Bluff and Intimidate skill checks.
Armathrax
Medium Animal
Hit Dice:8d8+248 (288 hp)
Initiative:+26 (+22 Dex, +4 Improved Initiative)
Speed:60 ft. 1 (40 ft.), burrow 30 ft, climb 60 ft., swim 60 ft.
Armor Class:49 (+22 Dex, +17 natural), touch 32, flat-footed 49
Base Attack/Grapple:+6/+31
Attack:Bite +31 melee (4d8+25/18-20 (x3 plus sharpness))
Full Attack:Bite +31 melee (4d8+25/18-20 (x3 plus sharpness)) or horns +31
melee (4d8+25), 2 claws +29 melee (2d8+12/18-20 (x3 plus sharpness)), and tail
pincer +29 melee (8d6+12/18-20 (x3 plus sharpness)) or tail slap +29 melee
(8d6+12)
Space/Reach:5 ft./5 ft. (10 ft. with tail pincer or tail slap)
Special Attacks:Augmented critical, constrict (8d6+25), improved grab, pounce,
powerful charge (8d8+50), rake (2d8+12/18-20 (x3 plus sharpness)), sharpness,
stunning roar, trip
Special Qualities:Blindsight 300 ft., damage reduction 5/-, darkvision 60 ft., fast
healing 5, freeze, frightful presence, immunities, increased damage, lowlight vision,
natural cunning, powerful build, resistances, scent, semiaquatic, sound imitation,
spines (4d6), stability, tremorsense 60 ft., virtual size categories 3
Saves:Fort +28, Ref +37, Will +3
Abilities:Str 60, Dex 54, Con 72, Int 2, Wis 12, Cha 10
Skills:Balance +30, Climb +33, Hide +24,*Intimidate +31, Jump +33, Listen +12,
Move Silently +24, Search +13, Spot +12, Swim +33
Feats:Alertness, Improved Initiative, Multiattack,*Nightmare Fuel ( B),*Skill Focus
(Intimidate) (B)
Environment:Any
Organization:Solitary
Challenge Rating:24
Alignment:Always neutral
Advancement: -
Level Adjustment:+29
1 Bipedal locomotion.
The average armathrax is 6 ft. tall (with a 9 ft. tail) and weighs 6,720 pounds.
Combat
Augmented Critical (Ex):An armathrax's bite, claws, and tail pincer threaten a
critical hit on a natural attack roll of 18-20, dealing triple damage and severing a
random extremity (see the armathrax's Sharpness special attack) on a successful
critical hit.
Frightful Presence (Ex):A armathrax can unsettle foes with its mere presence. The
ability takes effect automatically whenever the armathrax attacks, charges, roars,
or snarls. Creatures within a radius of 30 ft. are subject to the effect if they have
fewer HD than the armathrax. A potentially affected creature that succeeds on a
Will save (DC 14) remains immune to that armathrax's frightful presence for 24
hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds
and those with 5 or more HD become shaken for 4d6 rounds. Armathrax ignore the
frightful presence of other armathrax.
Immunities (Ex):An armathrax is immune to disease, fear (inc. Nightmare Fuel (see
previous)), and poison.
Improved Grab (Ex):To use this ability, an armathrax must hit with a bite, claw, tail
pincer, or tail slap attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can rake (bite or claw attack), pince (tail pincer), or constrict
(tail slap attack).
Increased Damage (Ex):Because of their dense bones and sharp claws, fangs,
horns, scales, spines, and tail pincer; armathrax deal damage as if they were one
size category larger. This ability does stack with the armathrax's virtual size
categories. However, it doesn't enable the armathrax to use attack forms normally
not allowed to a creature of its size.
Natural Cunning (Ex):Armathrax have an innate cunning and logical ability. This
gives them immunity to maze spells, prevents them from ever becoming lost, and
enables them to track enemies. Further, they are never caught flat-footed.
Pounce (Ex):If an armathrax charges or leaps upon a foe during its first round of
combat, it can make a full attack even if it has already taken a move action.
Powerful Charge (Ex):An armathrax deals 8d8+50 points of damage when it makes
a charge.
Semiaquatic (Ex):An armathrax can freely attack, move, and use its abilities while
submerged.
Sharpness (Ex):An armathrax that critically hits with a target with a bite, claw, or
tail pincer attack severs one of the target's extremities. Roll a d10 to determine the
severed extremity:D10 result:1-2:Head, 3-4:Left arm, 5-6:Right arm, 7-8:Left leg,
9-10:Right leg.
Sound Imitation (Ex):An armathrax can mimic any voice or sound it has heard,
anytime it likes. Listeners must succeed on a Will save (DC 14) to detect the ruse.
The save DC is Charisma-based.
Spines (Ex):An armathrax is covered with sharp, thorn-like spines. An opponent
that hits it with a natural weapon or an unarmed attack automatically takes 4d6
points of piercing damage.
Stability (Ex):A armathrax gains a +4 bonus on ability checks made to resist being
bull rushed or tripped when standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the ground).
Stunning Roar (Ex):Every 1d4 rounds, an armathrax can loose a sonic attack of
such volume that it stuns all creatures in a 30-ft. spread for 1d4 rounds if they fail
a fortitude saving throw (DC 45). The save DC is Constitution-based.
Trip (Ex):An armathrax that hits with a bite, claw, tail pincer, or tail slap attack can
attempt to trip the opponent as a free action without making a touch attack or
provoking an attack of opportunity. If the attempt fails, the opponent cannot react
to trip the armathrax.
Singularity Dragon
Black Hole Dragon
Singularity Dragons live between Spirit and Matter, a joining of base flesh and
enlightened transcendence into a nightmarish whole that simply consumes
everything it comes across to fuel its own monstrous growth. Usually they spend
their (subjective) time in self-contemplation in the pocket realities that exist behind
the event horizons of the black holes they so resemble, but once every few million
years some cosmic cataclysm or similar event occurs which draw their attention to
the universes they otherwise barely touch. Sometimes Singularity Dragons come
into conflict with Time Lords or other similar Eternal beings their contemplations
show them, but usually they are wise enough to find ways to avoid such
confrontations since they are aware that their own power is far less than those
great beings'.
Combat
A Singularity Dragon nearly always opens combat with a breath attack, in the hopes
of consuming as much energy/levels from its opposition as possible and
simultaneously inflating its own powers further. Such dragons prefer to use their
breath more than any other weapon at their disposal, and will use other abilities
largely in an effort to eliminate any resistance opponents may have against that
attack. When fighting opponents who are somehow able to resist the breath
weapon and its Dead Zone (resisting the one is usually not possible without
resisting the other, as the dragon well knows), a Singularity Dragon will rely on
using delaying tactics to give its Extra-Dimensional presence time to work. Once it
is large enough relative to its opposition, the dragon can be confident of victory.
Alter Reality (Su): Singularity Dragons can use their insanely powerful control over
matter and energy to twist and warp reality into any desired form. Once per round,
as a free action, a Singularity Dragon can duplicate any spell of a level equal to or
less than its number of Automatic Metamagic Capacity feats + 9. This ability can
even duplicate Epic spells of a DC up to the dragon's Spellcraft skill modifier + 20.
Dead Zone (Su): Singularity Dragons, by their very nature, suck in all matter and
energy near them. This creates an area of Dead Magic around the dragon that
extends to a radius of 3500 feet plus 500 feet per age category. This area of Dead
Magic is not "true" Dead Magic, in that it is really an effect of the dragon sucking in
all magical force near itself; therefore, the dragon's own spells and supernatural
abilities are completely unaffected. Beings with a Divine bonus equal to or higher
than that of the dragon are able to resist its pull enough to continue using their own
spells and supernatural abilities without interference, though they must still contend
with the dragon's normal immunities (for example, to all sub-Epic magic).
Divine Bonus (Su): Singularity Dragons use the matter and energy they consume to
fuel their own transcendence and spiritual growth. A Singularity Dragon gains a
divine bonus to: armor class, attack rolls, checks (ability checks, caster level
checks, skill checks, turning checks), difficulty class (for any special abilities, spell-
like abilities, or spells), initiative, saving throws, and Spell Resistance. The value of
this bonus is equal to 48 + 16/age category of the dragon.
Mind Warp (Ex): The Singularity Dragon's all-consuming presence can pull in even
the thoughts of creatures that get too close to it. This presence extends to 2560
feet per age category of the dragon. Creatures within this radius failing their Will
saves against the listed DC go permanently insane; their minds are no longer able
to comprehend or perceive anything but the dragon itself as they fall to their doom
in its maw.
Adventure Ideas:
Low-Cosmic: Rumors reach you of a city, somehow suspended inside a Singularity
Dragon, populated by beings who survived being swallowed by its vast maw.
Mid-Cosmic: A Singularity Dragon loses its ability to use its breath weapon, and
realizes that this is because the power has been stolen by another entity using it as
a shortcut to transcendence. Can it reclaim the stolen power? A more interesting
question may be, should it be allowed to?
High Cosmic: A Great Wyrm Singularity Dragon begins hunting and eating others of
its own kind, for reasons known only to itself; others scattered across the universe
begin to gather/mobilize for war.
Cecaelia (Octofolk)
Medium Monstrous Humanoid (Aquatic)
Hit Dice:3d8 (18 hp)
Initiative:+3 (+3 Dexterity)
Speed:20 ft. (4 squares), swim 30 ft.
Armor Class:3 (+3 Dexterity), touch 13, flat-footed 10
Base Attack/Grapple:+3/+3
Attack:Adamantine harpoon +3 melee (1d10) or Tentacle +3 melee (1d4)
Full Attack:Adamantine harpoon +3 melee (1d10) and 8 tentacles -2 melee (1d4)
Space/Reach:5 ft./5 ft. (10 ft. with tentacle)
Special Attacks:Constrict (1d6), improved grab
Special Qualities:Amphibious, darkvision 60 ft., ink cloud, jet, low-light vision
Saves:Fort +3, Ref +6, Will +2
Abilities:Str 10, Dex 16, Con 10, Int 10, Wis 12, Cha 10
Skills:Escape Artist +15, Hide +11, Listen +4, Spot +4, Swim +10
Feats:Alertness, Skill Focus (Hide)
Environment:Warm aquatic
Organization:Solitary
Challenge Rating:8
Treasure:Standard + adamantine harpoon
Alignment:Always neutral evil
Advancement:By character class
Level Adjustment:+9
Cecaelia are about 4-6 ft. tall and weigh 60-260 lbs. A cecaelian's barbed tentacles
reach 10-15 ft in length.
Combat
An opponent can attack a cecaelia's tentacles with a sunder attempt as if they were
weapons. A cecaelia's tentacles have 3 hit points (1/Hit Dice/Level) each. If a
cecaelia is currently grappling a target with the tentacle that is being attacked, it
usually uses another limb to make its attack of opportunity against the opponent
making the sunder attempt. Severing one of a cecaelia's tentacles deals 1 point
(1/10 Hit Dice/Levels) of damage to the creature. A cecaelia usually withdraws from
combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10
days.
Amphibious (Ex):A cecaelia can breathe both air and water equally.
Constrict (Ex):A cecaelia deals 1d6 points of damage with a successful grapple
check.
Improved Grab (Ex):To use this ability, a cecaelia must hit an opponent of any size
with a tentacle attack. It can then attempt to start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can constrict.
Ink Cloud (Ex):A cecaelia can emit a cloud of jet-black ink 10 ft. high by 10 ft. wide
by 10 ft. long once per minute as a free action. The cloud provides total
concealment, which the cecaelia normally uses to escape a losing fight. All vision
within the cloud is obscured.
Jet (Ex):A cecaelia can jet upward once per round as a full-round action, at a speed
of 200 ft.. It must move in a straight line, but doesn't provoke attacks of
opportunity while jetting.
Skills:A cecaelia can change colors, giving it a +4 racial bonus on Hide checks. A
cecaelia also can squeeze and contort its body, giving it a +10 racial bonus on
Escape Artist checks. A cecaelia has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always choose to take 10 on
a Swim check, even if distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
Dementor
Medium Aberration (Cold)
Hit Dice: 7d8+7 (38 hp)
Initiative: +9
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flatfooted 13
Base Attack/Grapple: +5/+7
Attack: Slam +7 melee (1d6+2 plus 1d8 cold)
Full Attack: Slam +7 melee (1d6+2 plus 1d8 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of Cold, Aura of Depression, Dementor’s Kiss
Special Qualities: Blindsight 60 ft., DR 10/magic, Invisibility to Muggles
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 15, Dex 20, Con 11, Int 8, Wis 17, Cha 10
Skills: Listen +13
Feats: Ability Focus (Dementor’s Kiss)*, Hover (B), Improved Initiative, Improved
Toughness
Environment: Any
Organization: Solitary, Pair, or Prison Escort (4-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 8-21 HD (Medium)
Level Adjustment: ----
A shadowy, cloaked figure flies towards you out of nowhere. The air surrounding
you becomes bitterly cold, and you feel any happiness you felt before this very
moment drain away.
Dementors are among the most reviled Dark creatures known to wizarding kind.
They are a disturbingly evil group of homicidal monsters, whose sole purpose is to
leech off of the emotions of others. The telltale sign of the presence of Dementors is
a sudden drop of temperature, and a sudden bout of depression.
Dementors are blind. To “view” the world around them, they have the magical
ability to sense the emotions of others, which gives them a form of blindsight. They
feed off of these emotions as well, leaving a hollow void in the mind of their prey.
Creatures that are drained completely of emotion are usually drained of their very
souls. People killed in such a matter are indistinguishable from comatose patients in
the deepest vegetative state possible.
Like Threstrals, Dementors naturally have a selective invisibility power; Those who
cannot perform magic cannot view a Dementor, even if they can be affected by
them. It is also worth noting that Dementors do not mate like most creatures.
Instead, they grow like fungus in areas saturated with dark magic.
Combat
Dementors are deadly opponents, as their very presence causes harm to those
around them. Few wizards can successfully harm them, let alone kill them. The best
way to defend oneself from Dementors is to use the patronus charm.
Aura of Depression (Su): All creatures within 30 ft. of a Dementor are deeply
affected by a seemingly endless depression. After spending a full round in this aura,
all creatures must make a Will save (DC 16), or be shaken for 1d4 rounds. Starting
immediately after this time, he must make a Fortitude save (DC 16), or gain one
negative level. The next round after this negative level bestowal, the creature must
make another fortitude save (DC 16), or fall unconscious. All these saves are
Wisdom-based. If a character succeeds on at least two of these saves, they cannot
be affected by the Dementor’s aura of depression for another 24 hours.
Blindsight (Su): This ability works like the common ability, except it is supernatural
in origin. If a creature finds a way to mask his emotions, the Dementor cannot see
him/her. A Dementor hit by the *patronus charm loses this ability for 1d6 rounds,
effectively blinding it.; NB:*Good hope, etc. also have this effect.
Dementor’s Kiss (Su): this ability is only usable against a helpless target. As a full
round action, the Dementor may suck the soul of a living creature out of its body.
This action is called a “kiss.” Once a kiss attempt has started, the target must make
a Fort save (DC 16), or die. Such a target cannot be resurrected by any means until
the Dementor who performed the kiss has been destroyed. The save DC is Wisdom-
based.
Demarax
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+15 (42 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 20 (-2 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +5/+8
Attack: Tail slap +8 melee (1d8+4)
Full Attack: Tail slap +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attract crystal, crystal storm, magic missiles
Special Qualities: Darkvision 60 ft., gemsense, low-light vision, spell resistance 23
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 17, Dex 7, Con 17, Int 6, Wis 12, Cha 11
Skills: Listen +3, Search +3*, Spot +6*, Survival +1* (+3* following tracks)
Feats: Alertness, Endurance, Track (B)
Environment: Concordant Domain of the Outlands
Organization: Solitary or cluster (2-3)
Challenge Rating: 4
Treasure: Gems (see text)
Alignment: Always lawful neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —
Demaraxas are reptilian creatures that feed upon magical or psionic crystals, such
as ioun stones, dorjes, and gems of seeing. They travel alone or in small groups,
roaming the planes in an endless search for magical crystals. Its movements are
always slow and deliberate.
Demaraxes grow crystals in their hide as a side effect of their diet, causing their
skins to become thicker and more crystal-studded as they age. A few of these
crystals are valuable gemstones, making a demarax's hide worth 500 to 1,500 gp
(typically 100 gp per Hit Dice).
Demaraxas have perfect memories and are unable to lie, making them excellent
sources of information if a traveler can hold one's attention long enough.
Legends claim that demaraxes were created by lawful deities to help control the
chaos spread by magical crystals throughout the planes. The fact that demaraxes
are always lawful and are usually found on lawfully-aligned planes seems to support
these tales.
A typical demarax is 6 feet long (not including a 4 foot tail) and weighs about 450
pounds. An ancient demarax will be heavier than a youngster of the same size,
because it has a stonier hide. The magical energies it consumes can prolong a
demarax's lifespan to over 1,000 years. Its movements are always slow and
deliberate.
COMBAT
A demarax is a generally inoffensive creature, and doesn’t go out of its way to start
a fight unless provoked or it senses a magical crystal on someone’s person. Since
its flesh is inedible and its gem-covered hide would deter even the most furious of
predators, a demarax has no natural enemies. If a demarax is provoked or
attacked, it defends itself by lashing out with its powerful tail.
Attract Crystal (Su): As a swift action, a demarax can attract a single object made
of magical crystal, such as an eye of charming, ioun stone or dorje. This telekinetic
power has a range of 100 ft. and can move an object up to 25 pounds in weight at
a speed of 20 feet per round, either across the ground or through the air. A
creature can negate this effect on an object in their possession with a successful DC
12 Will save or by spell resistance (a demarax's attract crystal power has a caster
level equal to its HD for checks to overcome spell resistance). Once the crystal is
within the demarax's reach, the demarax can swallow the crystal the next round as
a swift action. A swallowed crystal will be digested (and unrecoverable) after 1 full
round. The save DC is Charisma-based.
Crystal Storm (Su): Once per day, a demarax can unleash a 20-foot burst of
whirling crystals. Any creature within the burst must make a DC 15 Reflex save or
be struck by a crystal shard. A struck creature is afflicted by one of the effects at
random from the table below for 2d4 rounds:
1 - dazzled (–1 penalty on attack rolls, Search checks, and Spot checks)
2 - fascinated (takes no actions other than to pay attention to the fascinating
effect)
3 - color spray (as the color spray spell)
4 - sickened
5 - confused (may act, may not, may flee, may attack nearby creatures)
6 - baleful displacement (50% miss chance when attacking opponents)
A demarax uses this attack only as a last resort, since it uses up the creature's
supply of nutrition. The demarax takes 2d10 points of nonlethal damage per hour
until it feeds on a crystal. If a demarax falls unconscious from this nonlethal
damage, it must make a Constitution check every minute (DC 10 + 1 per minute)
or drop to -1 hit points and start dying. It then loses 1 hit point per minute until it
dies or is fed a crystal (which immediately stabilizes it). Since this nonlethal
damage is caused by starvation, it cannot be restored until the demarax gets food
(see the Starvation and Thirst rules). The save DC is Constitution-based.
Gemsense (Su): A demarax can sense the location of any magical crystal or jewel
within 200 feet, including the strength and "flavor" of the gem's magic. This works
like a combination of blindsight and arcane sight that only senses enchanted gems.
The detection range is doubled for a strong aura, tripled for an overwhelming aura.
Magic Missiles (Su): Three times a day, a demarax can fire three energy darts from
its eyes with the same effects as a magic missile spell (caster level 5th).
Skills: *A demarax has a +8 racial bonus on Search, Survival and Spot checks to
locate gems and crystals. A Demarax can track magical gems and crystals using its
Gemsense and scent abilities, it has a +8 racial bonus on its Survival checks to
track magical gems.
Gloom Hag
Medium Outsider (Evil, Extraplanar)
Hit Dice: 16d8+96 (164 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
Armor Class: 31 (+2 Dex, +5 profane, +14 natural), touch 17, flat-footed 29
Base Attack/Grapple: +16/+23
Attack: 2 claws +23 melee
Full Attack: 2 claws +23 melee (1d6 +10 +1 (vile) and Fort save DC 24 or
diseased)
Space/Reach: 5 ft. by 5 ft.
Special Attacks: Daunting gaze, night terror, spells, spell-like abilities
Special Qualities: Boon of the wastes, DR 25/cold iron and magic, immunity to fire,
cold, charm, sleep, and fear, SR 30
Saves: Fort +17, Ref +13, Will +15
Abilities: Str 25, Dex 14, Con 22, Int 17, Wis 18, Cha 20
Skills: Bluff +24, Concentration +23, Diplomacy +24 (+26 evil creatures), Disguise
+12 (+14 acting), Intimidate +26 (+28 evil creatures), Knowledge (arcana) +19,
Knowledge (the planes) +17, Listen +15, Ride +12, Sense Motive +20, Spellcraft
+24, Spot +17
Feats: Combat Casting, Dark Speech, Evil Brand, Improved Initiative, Vile Natural
Attack
Environment: Grey Wastes of Despair
Organization: Solitary or Covey (1-2 Gloom Hags, 2-4 Night Hags)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral evil
Advancement: 17-32 HD (Medium)
Level Adjustment: –
Scattered throughout the Depths Below exist the walking horrors known as the
night hags. However, in the Grey Wastes of Despair are the creatures that are their
progenitors through forced (and invariably lethal) matings with captured males.
These progenitors are known as the gloom hags. Gloom hags are some of the few
beings that willingly live in the Grey Wastes of Despair, as although a large
proportion of their number are capable of reaching other planes, they find other
planes to be insufficiently evil to sustain them.
In terms of their status in the Grey Wastes, gloom hags are rarely found alone, and
instead gather together in coveys for the purposes of inflicting evil and pain upon
creation, or to defend themselves against others of their kind since all of them,
without exception, would betray each other without hesitation if they were
convinced it would be to their benefit to do so. Additionally, many gloom hags have
devised special potions that allow them to transform the recently dead into larvae,
which they either use as spell components, sell to other factions in the Grey Wastes
(particularly daemons) in exchange for other spell components.
The origins of gloom hags within the Grey Wastes of Despair, like many things
about the other greater beings of pure evil, are poorly known at best. Certain texts
speak of an ancient relationship between them and the daemons, and that both of
them may have in the most ancient times been far more closely connected than
they are currently. The gloom hags themselves speak of a power that may have
even birthed them. She is known by various names, but the one which is most
familiar outside of the whispers and curses in which they speak of her is as The Hag
Queen, the Dread Crone.
A gloom hag is approximately 7 ft. tall, but walks so completely hunched over in
her true form that she appear to be 1-2 ft. shorter, although this does not impede
their movement. They have pasty grey skin covered with warts and liver-spots, and
a long, downward-hooked nose. Their hands and fingers are slightly longer than
normal for a human, and are tipped with extremely sharp and vicious black talons,
and inside their mouths are sharp and interlocking fangs. Because of their
appearance, from a distance people often assume that they are far less dangerous
than they actually are; this is quite typically a lethal assumption on their part.
Combat
Gloom Hags are cunning and dreadful opponents, and once they are convinced that
they can defeat an opponent, they will often prolong their agony by using spells to
harry and incapacitate victims days before actually putting them out of their initial
misery. Typically they will trick their victims into confronting them directly so as to
suffer the effects of their gaze, and if paid to target evil victims, they will often
polymorph themselves into a semblance of a good-aligned creature in order to trick
them into using evil spells for the purposes of healing themselves.
Boon of the Wastes (Ex): Gloom hags are healed by any spells cast within 10 ft. of
them that has the [Evil] descriptor, healing 2 points of damage for each level of the
spell cast at them. Gloom hags, however, may not benefit from Evil spells cast at
them from other members of their kind.
At the same time, gloom hags take double damage from any spell with the [Good]
descriptor, and have a permanent –4 penalty to any saving throw against any
good-aligned spell that may result in their banishment (should one be found away
from the Grey Wastes of Despair) or their immediate death (such as a holy word).
Gloom hags are additionally immune to the entrapping properties of the Grey
Wastes.
Daunting Gaze (Su): All living things which meet the gaze of a Gloom Hag risk
having their will destroyed by seeing the pure, malign, evil lurking within them. As
a result, they must make a Will save DC 21 or else take a –4 penalty to any Will or
morale-based saving throw. Penalties acquired through meeting the gaze of a
Gloom Hag are cumulative, although if a being manages to successfully save
against a particular hag’s gaze, they are immune to that particular hag’s power for
thirteen weeks. Unfortunately for such victims, Gloom Hags almost always travel in
groups. Protection from evil or remove curse will protect individuals from the power
of a Gloom Hag’s gaze.
Night Terrors (Su): Should a Gloom Hag successfully manage to put a mortal male
humanoid to sleep, or deceive him into thinking that she is a normal woman, she
can choose to couple with him with a 20% chance of becoming pregnant as a
result. Over the course of the next 13 weeks, the male that they have coupled with
must make a Fort save DC 26 or else take 1d4 points of ability damage to all of
their scores once a week. Should they fail all of their saves and survive until the
end of the 13 week period, then they must make a final Fort save DC 26 or else
die, as at that exact moment, the gloom hag that he coupled with gives birth to a
night hag of normal HD. If a victim successfully saves three times against a gloom
hag’s Night Terrors then they take no further ability damage; victims may also be
cured outright by either killing the gloom hag responsible or by having remove
curse cast upon them at a spellcaster level equivalent or higher than the gloom
hag’s hit die.
Spell-like Abilities (Sp): At will: curse of the putrid husk, desecrate, magic missile,
polymorph (self only), ray of enfeeblement, shrivelling, sleep, wither limb. 3/day:
blasphemy, nightmares, vile lance. 1/day: bestow greater curse, phantasmal killer.
Cast at 16th level. Saving throws against a Gloom Hag’s spell-like abilities are DC
15 + spell level. The saving throw DC’s are Charisma-based. Gloom Hags
additionally constantly detect good, detect evil, detect chaos, detect law, and detect
magic as Sorcerers of equivalent hit die.
Spells (Sp): A Gloom Hag casts spells as a 16th level Sorcerer. Although the origins
of their magical prowess are poorly understood at best, Gloom Hags also have the
ability to choose Druidic spells as part of their Sorcerer spell selections.
Grey Gloom
Medium Monstrous Humanoid (2 VSCs)
Hit Dice: 75d8+1,050 (1,387 hp)
Initiative: +35 (+27 Dex, +8 Superior Initiative)
Speed: 40 ft.
Armor Class: 112 (+27 Dex, +36 insight, 34 armour, +5 natural), 73 touch, 112
flat-footed, dodge, mobility
Base Attack/Grapple: +75/+90
Attack: +13 kukri +116 melee (2d4+28/15-20)
Full Attack: +13 kukri +116/+111/+106/+101 melee (2d4+28/15-20/x2) and
+13 bastard sword +116/+111/+106/+101 melee (2d10+28/17-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear gaze, sneak attack +19d6, drain colour, smite evil (8/day,
+14 attack, +37 damage, +8 on turning checks), turn undead (as 34th level cleric,
17/day), spells
Special Qualities: Blindsight 60 ft., darkvision 90 ft., opportunist, spell-like abilities,
SR 60, DR 30/epic, 3/-, Improbable Equipment, Greylight, trapfinding, improved
evasion, trap sense +12, improved uncanny dodge, defensive roll, slippery mind,
Integrated class features, aura of resolve, aura of good, lay on hands (518
healing), divine health, Camouflage, Earth Glide, Divine Grace
Saves: Fort +69, Ref +80, Will +65 (+4 morale vs Compulsion)
Abilities: Str 40, Dex 64, Con 38, Int 34, Wis 34, Cha 38
Skills: Balance +115, Bluff +102, Climb +95, Escape Artist +113, Hide +148,
Intimidate +100, Jump +107, Knowledge(Religion) +90, Move Silently +127,
Search +90, Sleight of Hand +115, Spot +90, Survival +90 (+98 following tracks),
Tumble +115
Feats: Dodge, Improved Initiative, Improved Critical (kukri), Mobility, Spring
Attack, Weapon Finesse, Weapon Focus (kukri), Oversized Two-Weapon Fighting,
Two Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon
Fighting, Uncanny Two-Weapon Fighting, Ability Focus (Fear Gaze, Greylight),
Irresistible Gaze, Quick Draw, Great Fortitude, Combat Reflexes, Skill Focus (Hide),
Stealthy
Epic Feats: Sneak Attack of Opportunity, Superior Initiative, Heavy Armour
Mastery, Perfect Two-Weapon Fighting, Two Weapon Mastery, Epic Skill
Focus(hide), Good Fortitude, Two-Weapon Rend, Spellcasting Harrier, Spectral
Strike, Holy Strike, Fast Healing, Dire Charge, Epic Dodge
Environment: Any urban
Organization: Solitary
Challenge Rating: 50
Treasure: Nonstandard (just its dagger, sword and armour)
Alignment: Usually chaotic good.
Advancement: 76-225 HD (Medium)
In the hand of any other creature but a gloom, the grey gloom's weapons are only
+5 ghost touch weapons. A grey gloom will never threaten to stab you, and in fact
cannot speak.
A gloom’s natural weapons are treated as epic for the purpose of overcoming
damage reduction.
Possesions:
Grey Plate: A Grey Gloom wears a suit of +16 ghost touch battle plate of heavy
fortification constructed from 0.003% Orichalcum. It causes the wearer to blend
into the background and blurs their outline, granting a +20 competence bonus on
Hide checks The helmet lacks eyeholes, and so blinds any creature with eyes that
wears it, and imposes a -4 penalty to listen to creatures that wear it, however
viewing the faceplate is equivalent to viewing a grey gloom's face for the purposes
of its Fear Gaze ability.
+13 0.003% Orichalcum Ghost Touch Kukri
+13 0.003% Orichalcum Ghost Touch Bastard Sword
Spells
Caster level 37th, Save DC 22+Spell Level, Spells Per Day: 6/6/6/6
Typical Paladin Spells Prepared:
1st: Divine Favour, Bless Weapon, Resistance, Endure Elements, Create Water,
Bless Water
2nd: Bull's Strength, Eagle's Splendour, Owl's Wisdom, Resist Energy x2, Remove
Paralysis
3rd: Magic Circle against Evil, Magic Circle against Law, Prayer, Remove Curse,
Remove Blindness/Deafness, Cure Moderate Wounds
4th: Neutralise Poison, Restoration, Death Ward, Dispel Evil, Dispel Law, Cure
Serious Wounds
Camouflage (Ex)
A Grey Gloom is skilled at hiding in the lighting conditions imposed by its Greylight
ability. While illuminated in Greylight, or in otherwise grey surroundings, a Grey
Gloom receives a +8 Racial bonus on Hide checks, and may attempt to make Hide
checks even while being observed (as the Hide in Plain Sight ability).
Greylight (Su)
A grey gloom emanates a strange grey radiance from its body, which extends to
Close range (210 feet), and seems to turn everything it touches monochrome.
Anything illuminated by greylight is affected as though within the area of a silence
spell, however any effect which blocks light (including magical darkness) blocks
grey light. If any part of a creature (including any attended objects the creature
has) is illuminated, that creature is considered illuminated. Unlike a Gloom's
Quiescence ability, a Grey Gloom may not lower this ability. Even if all the
illumination is blocked (such as when the Grey Gloom is in the area of a Darkness
spell) it still gains a +20 bonus to Move Silently checks, as it is always considered
to illuminate itself)
In addition to the effects of silence, areas illuminated with greylight are always
considered in shadowy illumination, (magical light overrides the illumination
changes, but not any other effects of greylight), and the area is filled with a grainy
haze which imposes a -2 penalty to spot checks upon all creatures with eyes, and
all distance penalties to Spot checks are doubled within this area. A Grey Gloom can
see anything illuminated by greylight as if it were within the radius of its Blindsight
ability, regardless of the actual distance involved.
Finally, creatures illuminated by greylight become lethargic and apathetic, and must
make a Will save (DC 63) every round or take a -2 penalty on attack rolls, saving
throws, ability checks, skill checks, and weapon damage rolls for the remainder of
the round, this is a mind-affecting effect.
Spell-Like Abilities
At will—shadow walk, true strike, crushing despair, silence, Caster level 75th; save
DC 24 + spell level. The DC is Charisma-based.
At will- detect evil, Caster Level 37th
7/day dimension door, Caster Level 37th
1/day spike stones, Caster Level 37th
11/week remove disease, Caster Level 37th
Hoary Hunter
Medium Fey (Cold, Extraplanar)
Hit Dice:46d6+690 (874 hp)
Initiative:+18 (+10 Dexterity, +8 Superior Initiative)
Speed:30 ft.
Armor Class:39 (+10 Dex, +6 insight, +13 natural), touch 26, flat-footed 23
Base Attack/Grapple:+23/+37
Attack:+8 disarming icy burst longsword of binding +49 melee (1d8+22 plus 1d6
cold/17-20 plus 1d10 cold plus 1d6 plus binding)
Full Attack:+8 disarming icy burst longsword of binding +49/+44/+39/+34 melee
(1d8+22 plus 1d6 cold/17-20 plus 1d10 cold plus 1d6 plus binding)
Space/Reach:5 ft./5 ft.
Special Attacks:Spell-like abilities
Special Qualities:Damage reduction 20/cold iron and epic, spell resistance 56,
virtual size categories 1
Saves:Fort +30, Ref +35, Will +31
Abilities:Str 38, Dex 31, Con 40, Int 21, Wis 23, Cha 26
Skills:Diplomacy +53, Hide +53, Intimidate +53, Knowledge (geography, nature)
+53, Listen +53, Move Silently +53, Ride +53, Search +53, Sense Motive +53,
Spot +53, Survival +53
Feats:Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (longsword),
Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack,
Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword)
Epic Feats:Dire Charge, Epic Weapon Focus (longsword), Superior Initiative
Climate/Terrain:Any cold
Organization:Solitary or company (2-5)
Challenge Rating:46
Treasure:None
Alignment:Always neutral evil
Advancement:47+ HD (Medium)
Level Adjustment:+23
Hoary hunters are malevolent fey that appear on frosty, moonlit nights to hunt
travelers for sport, selecting their prey, chasing them down, and dragging them into
the night realm of the Unseelie Court to be imprisoned forever. Though difficult to
see because of its mount's magical breath, a hoary hunter appears as a gaunt man
or elf, but with sharp, exaggerated features that are always unsettling to behold.
Everything about the hunter is white, from the wild mane of hair atop its head to
the pearly, luminescent buttons on its coat. At midnight, when the temperature is
below freezing, and any sort of moon shines upon the frozen ground, the hunter
appears initially as a roiling fog accompanied by echoing hoof beats. Dismounted
and out in the open, a hoary hunter seems to be some ghostly apparition in the
moonlight, but it is not undead.
A hoary hunter rides a magnificent flying horse, a snowy steed whose breath
billows in great clouds of frosty vapors and whose blue eyes glow coldly in the
darkness. It is often said that one who is selected as prey by a hoary hunter first
knows his doom from the sound of hoofbeats and the starry glow of those eyes
coming toward him through the mists.
Combat
The hoary hunter prefers to charge its prey while upon horseback, slashing with its
+8 disarming icy burst longsword of binding as it rides by. A critical hit (or the blow
that would kill or render a foe unconscious) from this blade doesn't wound the
hunter’s prey. Instead, the victim is bodily transported as per a soul binding spell
heightened to 16th level (DC 34) into a brilliant white diamond at the end of the
sword’s hilt. The hunter then returns to its realm, taking its prisoner with it to be
enslaved.
Rarely does a hoary hunter encounter those formidable enough to challenge it, but
on those occasions, it uses its spell-like abilities to overwhelm such foes, making it
easier to capture them. If a chosen victim does manage to escape the hunter for 1
hour, or succeeds in defeating the fey creature, the hunt is not over. A hoary
hunter cannot be killed while on the hunt (see below). It returns on the very next
night that is both cold and moonlit, with a second hunter to aid it, and attempts
again to capture this victim. If it fails again, this pattern is repeated each suitable
night until either the prisoner is taken or five such nights pass. If a victim escapes
all five nights, a hoary hunter never again troubles him.
Moving to a warmer locale only delays the inevitable. The hoary hunter bides its
time, waiting years if it must, only to appear again when the night conditions are
right. Shifting to a different plane of existence doesn't stop the hunt; a hunter
follows its prey to any realm in the multiverse during the hour, and it and its
companions can appear on any plane to begin the hunt anew so long as there is
moonlight and freezing temperatures.
A hoary hunter’s natural weapons, as well as any weapons it wields, are treated as
epic for the purpose of overcoming damage reduction.
Spell-Like Abilities:At will-discern location, fog cloud, hold monster, plane shift, true
strike; 3/day-dimensional anchor, dominate monster, greater dispel magic; 1/day-
contingent recall and resurrection (Contingent recall and resurrection is a variation
on an epic spell (contingent resurrection). When slain, the hoary hunter is actually
transported, with its mount, back to the fey realm, where it is resurrected. The only
way to truly slay the hoary hunter is to defeat it in its home realm after this epic
spell has been exhausted for the day.), Mordenkainen's disjunction. Caster level
46th; save DC 18 + spell level. The save DCs are Charisma-based.
Hoary Steed
Large Magical Beast (Cold, Extraplanar)
Hit Dice:7d10+21 (63 hp)
Initiative:+8 (+4 Dexterity, +4 Improved Initiative)
Speed:60 ft., fly 60 ft. (average)
Armor Class:14 (-1 size, +4 Dexterity, +1 natural), touch 13, flat-footed 10
Base Attack/Grapple:+7/+18
Attack:Hoof +14 melee (1d8+7)
Full Attack:2 hooves +14 melee (1d8+7), bite +9 melee (2d6+4)
Space/Reach:10 ft./5 ft.
Special Attacks:-
Special Qualities:Air walk, astral projection and etherealness, damage reduction
5/cold iron and magic, immunities, low-light vision, magic circle against good, misty
breath, scent, spell resistance 17
Saves:Fort +8, Ref +9, Will +3
Abilities:Str 24, Dex 18, Con 17, Int 6, Wis 13, Cha 14
Skills:Jump +4, Listen +3, Spot +3
Feats:Alertness, Endurance, Run
Climate/Terrain:Any cold
Organization:Solitary (with rider)
Challenge Rating:7
Treasure:None
Alignment:Always neutral evil
Advancement:8-15 HD (Huge); 16-21 (Gargantuan)
Level Adjustment:+3
Combat
A hoary steed can attack with its two hooves and deliver a vicious bite each round.
A hoary steed’s natural weapons are treated as magic for the purpose of
overcoming damage reduction.
Air Walk (Su):A hoary steed can ride through the air as well as on the ground, as
though affected by a permanent air walk spell.
Astral Projection and Etherealness (Su):These abilities function just like the spells
of the same names as cast by a 7th-level caster.
Magic Circle Against Good (Su):This ability continuously duplicates the effects of the
spell. A hoary steed cannot suppress this ability.
Misty Breath (Su):The breath of a hoary steed functions like a constant obscuring
mist spell.
Immunities (Ex):A hoary steed is immune to all charm and hold spells or abilities.
Ibixian (Goatfolk)
Medium Monstrous Humanoid
Hit Dice:3d8+6 (21 hp)
Initiative:+2 (+2 Dexterity)
Speed:30 ft. (6 squares)
Armor Class:13 (+2 Dexterity, +1 natural), touch 12, flat-footed — (see text)
Base Attack/Grapple:+3/+5
Attack:Butt +5 melee (1d6+2) or Greataxe +5 melee (1d10+2/x3) or Longbow +6
ranged (1d8/x2)
Full Attack:Butt +5 melee (1d6+2) or Greataxe +5 melee (1d10+2/x3) or Longbow
+6 ranged (1d8/x2)
Space/Reach:5 ft./5 ft.
Special Attacks:Powerful charge 2d6+3
Special Qualities:Darkvision, low-light vision, natural cunning, poison resistance,
scent, stability, stonecunning
Saves:Fort +3, Ref +5, Will +4
Abilities:Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills:Balance +12, Climb +7, Craft (bowmaking) +3, Craft (weaponsmithing) +3,
Intimidate +7, Jump +7, Listen +7, Search +7, Spot +7, Survival +3
Feats:Point Blank Shot, Weapon Focus (longbow)
Environment:Any land or underground
Organization:Solitary, pair, or herd (3–10 plus 30% young)
Challenge Rating:3
Treasure:Standard
Alignment:Usually neutral
Advancement Range:4-7 HD (Large); 8-9 HD (Huge)
Level Adjustment:+2
Combat
Natural Cunning (Ex):Ibixian have an innate cunning and logical ability. This gives
them immunity to maze spells, prevents them from ever becoming lost, and
enables them to track enemies. Further, they are never caught flat-footed.
Powerful Charge (Ex):Ibixian deal 2d6+3 points of damage when they make a
charge.
Stability (Ex):Ibixian are exceptionally stable on their ft.. An ibixian has a +4 bonus
on ability checks made to resist being bull rushed or tripped when standing on the
ground (but not when climbing, flying, riding, or otherwise not standing firmly on
the ground).
Skills:Ibixian have a +2 racial bonus on Appraise checks that are related to stone or
metal items (not reflected in the statistics given here), a +2 racial bonus on Craft
checks that are related to stone or metal (not reflected in the statistics given here),
a +4 racial bonus on Climb, Intimidate, Jump, Listen, Search, and Spot checks, and
a +8 racial bonus on Balance checks.
Ibixian As Characters
City of Doors (Ex): The Lady has complete control over all of Sigil's portals. The
only way to enter or leave Sigil is through a portal. As a free action, she can
designate where, when, and how they appear; where and when they lead; and the
types of keys required to activate them;
and she may open, close, move, and/or change their function. Additionally, she
may deny entrance to any creature with a lower cosmic
(divine) rank than her.
Flay (Ex): By looking at a creature or creatures (a full round action), the Lady may
cause them to erupt in horrible wounds. Those who fail a Fortitude save DC 73 die
immediately. Those who succeed merely take 10d6 Constitution and Charisma
damage. The Lady may target up
to ten targets with a single use of Flay, no two of which can be more than one mile
apart.; NB:The damage (S) is inflicted by her natural
weapons (i.e. her blades.).
Maze (Ex): As a free action, The Lady may banish a creature to an interdimensional
maze. There is no save allowed, but the creature is entitled to a DC 40 Int check to
escape immediately. Every failure results in the creature being lost for 5d% years,
after which the victim
can attempt another Int check with a +1 cumulative bonus to escape.
Spectral Slash (Ex): The Lady’s natural weapons overcome damage reduction and
regeneration of all types. Impenetrable damage reduction only reduces damage
from the spectral slash one half of its usual amount. This attack can strike
incorporeal creatures with no miss chance.; NB:Spectral Slash's base critical is 18-
20/x5. The damage is inflicted by her natural weapons (i.e. her blades.). If
converting to I.H.:E.B.
the base damage is 15d10.
Summon Dabus (Sp): At will as a free action, the Lady can summon 10d10 dabus.
Power of the Lady (Ex): The Lady possesses many mysterious powers beyond the
ken of ordinary beings.
- Lady’s Insight: The Lady adds her Wisdom modifier to all her attack and
damage rolls.
- Lady’s Purity: Those who profane the Lady by striking her person in melee
suffer 10d8 points of slashing damage. Those who stand within
10 feet of the Lady suffer 5d8 points of slashing damage.; NB:The damage is
inflicted by her natural weapons (i.e. her blades.).
If converting to I.H.:E.B. the base damage is 8d8, 4d8 respectively.
Regeneration (Ex): It is unknown if any type of damage deals lethal damage to the
Lady.
NB:The Cosmic subtype, etc. convert to the Greater Deity template. The Lady of
Pain has Dabus Traits (((eff. Safeguarded (divine) (Inc.)))) ( B); P.s:Pain
(((Destruction))) (x1) and Preservation (x1); I.C.F.:Arcanist (As Psion (Erudite),
exc. Arcane w/Arcane Bond (Sigil) in lieu of Psicrystal.) = 1/2 R.HD.; I.C.F.:Psion
(Erudite) = 1/2 R.HD.; Apostasy. Cosmic Firmament I (hp) & II (d.b.) ( B). Cosmic
String. Divine Traits (+20 (+40 in Sigil)). Eternal Freedom. Godly Realm (Sigil).
Malaclypse. Slipstream.; doesn't permit any creatures of demi-deity or greater
status to enter Sigil (as cannonically balors, etc. (i.e. quasi-deities.) are permitted),
and her Ability Scores are 20 points higher (i.e. Her Serenity has racial modifiers of
+20 Dex, +16 Con, +24 Int, +28 Wis, and +24 Cha, assuming she has no racial
penalty to her Str.). These changes are Not reflected in the statistics above.
Furthermore, the aforewritten statistics are for The Lady of Pain's Avatar, which is
size Large (15 ft. tall), not Medium (adjust accordingly). Her Manifestation, Lady
Fate (((Aditi))), is an Old One (Secundadeian) (size Gargantuan (60 ft. tall))
w/P.s:Fate (((Luck))) (x2), Pain (((Destruction))) (x2), and Preservation (x2), etc.
and the embodiment of Assiah. Finally, though a former Demon (Tanar'ri) (she was
once a Demon Empress (Demiurge (Demon Lord))) (Tanar'ri)) she no longer has
the Demon (Tanar'ri) subtype or Traits thereof.
Mahalat
Large Outsider (Evil, Extraplanar, Shapechanger)
Hit Dice: 48d8+432 (912 hp), 1824 if encountered on the upper or lower planes
Initiative: +21
Speed: 90 ft. (18 squares), fly 240 ft. (perfect)
Armor Class: 76 (–1 size, +9 Dex, +11 insight, +4 divine, +21 +19 animated
infinite arrow deflection mithril heavy shield, +10 bracers of armor +10, +12
natural), touch 33, flat-footed 67
Base Attack/Grapple: +48/+64
Attack: Large +12 brilliant energy unholy power bastard sword +83 melee
(2d8+35/19–20)
Full Attack: Large +12 brilliant energy unholy power bastard
sword+83/+78/+73/+68 melee (2d8+35/19–20) and 2 wings +65 melee
(2d6+17/19–20)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: halo of vengeance, spell-like abilities, vorpal wings
Special Qualities: acid resistance 20, cold immunity, damage reduction 20/epic and
good, darkvision 120 ft., divine parody, electricity immunity, fast healing 20, fire
resistance 20, heavenly insight, outsider traits, spell resistance 62, regeneration
20, telepathy 1000 ft., true seeing
Saves: Fort +52, Ref +50, Will +52
Abilities: Str 35, Dex 28, Con 32, Int 24, Wis 32, Cha 36
Skills: Bluff +72, Concentration +60, Craft (any two) +56, Diplomacy +66, Disguise
+72 (+74 to act in character) *, Escape Artist +58, Hide +54, Intimidate +64,
Knowledge (religion plus one other) +56, Listen +60, Move Silently +58, Search
+56, Sense Motive +60, Spellcraft +56, Spot +60
Feats: Ability Focus (halo of vengeance), Combat Reflexes, Dodge, Exotic Weapon
Proficiency (bastard sword), Quicken Spell-Like Ability (blade barrier), Improved
Critical (wings), Improved Initiative, Improved Natural Attack (wings), Weapon
Focus (bastard sword), Weapon Focus (wings)
Epic Feats: Blinding Speed, Epic Ability Focus (halo of vengeance), Epic Skill Focus
(Bluff), Epic Skill Focus (Disguise), Improved Combat Reflexes, Spellcasting Harrier,
Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 43
Treasure: triple standard plus possessions
Alignment: Always chaotic evil
Advancement: 49–61 HD (Large), 61–72 HD (Huge)
This creature is tall and beautiful of countenance with large crystalline white wings,
radiant silver skin and glowing sapphire eyes. Suddenly, the glowing golden halo
above the angelic figure’s head blazes with crimson light and its visage takes on an
altogether sinister yet still magnificent appearance.
Mahalat are a race of celestial doppelgangers that were created eons ago by a
malevolent entity (some say an old one or elder one) to corrupt and overthrow
good-aligned religions and murder any angel they meet.
Mahalat often serve as the figureheads for various fanatical cults, and draw their
ranks from the disaffected or easily gulled followers of good deities. They delight in
slowly destabilizing the religion from within until the church fragments into warring
factions.
Angels detest mahalat more than almost any other creature and seek their
destruction wherever they are located. Elohim in particular hate mahalat with a
passion and battles between them are often fierce, long and bloody affairs.
In their natural form mahalat stand 12 feet tall and weigh just over 3,000 pounds.
Combat
As a race of deceivers, mahalat steer clear of combat if they can possibly help it,
preferring that their minions handle any foes. This is not because mahalat are
cowardly, but rather to maintain the lies they have so carefully forged and to see
good creatures throw away their lives on its behalf. When forced into combat
mahalat use their spell-like abilities or halo of vengeance before wading into
melee.
A mahalat’s natural weapons, as well as any weapons it wields are treated as evil-
aligned and epic weapons for the purpose of overcoming damage reduction.
Divine Parody (Su): A Mahalat has the ability to disguise itself as an angel of the
third choir, magically altering its form to resemble a planetar, solar, astral, movanic
or monadic deva. This ability is similar to the polymorph spell, but has an unlimited
duration and the mahalat gains all the extraordinary, spell-like and supernatural
abilities of the chosen angel.
While using its divine parody ability, a mahalat registers as good to all forms of
alignment detection. True seeing and similar magics cannot penetrate the mahalat’s
deception unless used by a creature of higher divine rank that the creature
(typically divine rank 5 and above).
* Mahalat receive a +20 Disguise modifier when using their divine parody ability.
Divine Traits: Mahalat are effectively quasi-deities and as such receive a +4 divine
bonus to armor class, attack rolls, checks (ability checks, caster level checks, skill
checks, turning checks); difficulty class (for any special abilities, spell-like abilities,
spells); initiative, saving throws and spell resistance.
Halo of Vengeance (Su): As a standard action, a mahalat can use the halo that
hangs above its head as a weapon, targeting a single foe of up to Gargantuan size
within 1 mile. The halo leaves the mahalat’s head and streaks unerringly towards
the target, expanding to the appropriate size then contracting around their neck.
The target must make a DC 58 Reflex save to avoid the halo. If the target fails it
takes 15d6 points of divine fire damage per round. In addition, the target begins
suffocating and must immediately make a DC 25 Constitution check to avoid falling
unconscious. The DC increases by +2 each round after the first and any target that
falls unconscious is slain the next round regardless of its hit point total. The target
cannot speak while being strangled and must make a Concentration check to cast
any non-verbal spells or use any spell-like abilities. The halo continues to strangle
the target until it is dead or freed.
The halo remains around the target’s neck until they are dead, the mahalat recalls
it (a free action) or the target somehow removes it. While the halo cannot be
physically removed or destroyed, a miracle or wish can free the victim, as can a
spell such as gaseous form. As soon as the victim moves out of sight of the mahalat
for more than a single round, the halo fades and reappears around the mahalat’s
head.
A mahalat can only target one creature at a time with this ability and creatures that
lack heads (such as oozes and some aberrations or outsiders) are immune.
Constructs, elementals, plants, undead, creatures with multiple heads, and
creature’s that don’t breathe cannot be suffocated by the halo, but still take divine
fire damage.
Heavenly Insight (Su): A mahalat’s unique position in the cosmos gives it an insight
bonus to its armor class, attack rolls, damage rolls and saving throws equal to its
Wisdom modifier.
Regeneration (Su): Mahalat take normal damage from weapons that are both epic
and good, and from spells and effects with the good descriptor.
Spell-like Abilities: At will – blade barrier (DC 33), charm monster (DC 31),
desecrate, detect evil, detect good, detect magic, displacement, greater dispel
magic, greater invisibility, major image (DC 31), mind blank, unholy blight (DC 31),
tongues; 3/day – blasphemy, dominate monster (DC 36), horrid wilting (DC 35),
mirage arcana (DC 32); 1/day – damnation (DC 37), storm of vengeance (DC 37).
Caster Level 48th. The save DCs are Charisma-based.
Vorpal Wings (Su): A mahalat’s wings are supernaturally sharp and can sever a
creature’s head on a critical hit.
Marasm
Medium Outsider (Abomination, Chaotic, Evil, Extraplanar)
Hit Dice: 30d8+360 (600 hp)
Initiative: +17
Speed: 60 ft.
Armour Class: 49 (+9 Dex, +30 natural), touch 19, flat-footed 40
Base Attack/Grapple: +30/+37
Attack: Claw +37 melee (2d8+7 plus disease)
Full Attack: 2 claws +37 melee (2d8+7 plus disease) and bite +32 melee (4d6+3
plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane theophany, spell-like abilities, summon pestilential swarm,
wasting disease.
Special Qualities: Abomination traits, damage reduction 15/good and epic, fast
healing 15, regeneration 10, spell resistance 43, stench, withering wake
Saves: Fort +29, Ref +28, Will +33
Abilities: Str 24, Dex 29, Con 35, Int 24, Wis 26, Cha 35
Skills: Bluff +45, Concentration +45, Diplomacy +53, Disguise +45 (+49 acting),
Intimidate +49, Hide +42, Knowledge (arcana) +40, Knowledge (the planes) +40,
Listen +43, Move Silently +42, Sense Motive +41, Spellcraft +44 (+48 scrolls),
Spot +43, Survival +41 (+45 on other planes), Use Magic Device +45 (+49 scrolls)
Feats: Ability Focus (disease), Alertness, Combat Casting, Combat Reflexes,
Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (greater
teleport)
Epic Feats: Epic Will, Spellcasting Harrier, Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 31
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 30-38 HD (Medium); 39-50 HD (Large)
Level Adjustment: -
This emaciated monster appears as an oversized child dressed in rags, and its
bones protrude grotesquely through its leathery skin. Its eyes are black pits, and its
grinning mouth contains teeth that appear as though they have been shaved or
filed to points. An unholy, fetid stench accompanies it.
The marasm is agile, sly and deceitful, and prefers to achieve its goals covertly and
by manipulation of others, rather than through direct confrontation. It is patient,
spending years devising intricate plots and establishing cults and networks of
followers: it craves worship, and is hungry to gain true divinity.
COMBAT
Arcane Theophany (Sp): A marasm can use this spell-like ability at will to replicate
any arcane spell of 5th level or lower. This is the equivalent of a seventh-level spell.
Save DC 28, where applicable. Caster level 31st.
Summon Pestilential Swarm (Sp): A marasm may summon a swarm of rats, bats or
spiders at will. This functions as the spell summon swarm, but the swarm is
infected with either blinding sickness, red ache or slimy doom, as determined by
the marasm. This ability is the equivalent of a ninth-level spell. Caster level 31st.
Withering Wake (Su): At all times, the marasm emanates a debilitating aura around
itself which afflicts plant life and putrefies water and food. Normal plants within 10
ft. of a marasm die as if struck by a blight spell, and food and water is rendered
inedible. Within a 100-ft. radius circle of the marasm, plants wither and shrink to
one third of their normal size, and within half a mile of the marasm the growth of
normal plants is stunted, reducing their potential productivity over the course of the
following year to one-third below normal. The latter two effects are similar to the
effects of the diminish plants spell, but plant life is stricken and diseased rather
than trimmed and pruned.
Nibblet
Fine Animal
Hit Dice: 1/8d8+5 (6 hp)
Initiative: +5 (+5 Dexterity)
Speed: 40 ft., burrow 20 ft., climb 40 ft., swim 40 ft.
Armor Class: 15 (+5 Dexterity)
Base Attack/Grapple: +0/-21
Attack: Bite +5 melee (1d4-5)
Full Attack: Bite +5 melee (1d4-5)
Space/Reach: 6 in./4 in.
Special Attacks: Adorable as f#@%
Special Qualities: Blindsight 30 ft., lowlight vision, scent, tremorsense 60 ft.
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 1, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills: Balance +20, Climb +20, Jump +20, Listen +20, Spot +20, Swim +20
Feat: Beauteous Visage (B), Weapon Finesse
Environment: Any.
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By class.
Level Adjustment: +6
Combat
Skills: A nibblet has a +8 racial bonus on Balance, Climb, Jump, Listen, and Spot
checks. A nibblet can always choose to take 10 on a Climb check, even if rushed or
threatened. A nibblet has a +8 racial bonus on any Swim check to perform some
special action or avoid a hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action while swimming,
provided it swims in a straight line. Nibblets use either their Strength modifier or
Dexterity modifier for Climb, Jump, and Swim checks, whichever is higher.
Combat
This patient carnivore remains completely still as it waits for prey to come near.
Improved Grab (Ex):To use this ability the macrobe praying mantis must hit an
opponent up to one size category smaller with a claw attack. It can then attempt to
start a grapple without provoking an attack of opportunity.
Skills:A brobdingnagian praying mantis has a +4 racial bonus on Hide and Spot
checks. *Because of its camouflage, the Hide bonus increases to +12 when a
brobdingnagian praying mantis is surrounded by foliage.
Thestral
Large Magical Beast
Hit Dice: 4d10+16 HD (38 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 16 (+2 Dex, +5 natural, -1 size), touch 11, flat-footed 14
Base Attack/Grapple: +4/+11
Attack: Hoof +6 melee (1d6+3)
Full Attack: 2 hooves +6 melee (1d6+3) and bite +4 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Disease
Special Qualities: Charnel scent, cloak of death, darkvision 60 ft., grim vitality, low-
light vision, resistance to negative energy 10, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 17, Dex 15, Con 18, Int 4, Wis 13, Cha 11
Skills: Listen +5, Spot +4
Feats: Endurance, Flyby Attack, Multiattack (B), Spirit Sense (B)
Environment: Temperate Forest
Organization: Domesticated or herd (6–30)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 5-7 HD (Large), 8-12 HD (Huge)
Level Adjustment: -
This appears as a horse in the final stages of starvation, each bone plainly seen
through dark leathery skin stretched so tightly that it appears as if it were dipped in
tar. Its head in particular is as a skull and bears a resemblance to a saurian or
dragon, complete with a snout of sharp predator's teeth. It has shining white eyes
and a thick black mane that hangs long from its neck. From its back sprouts an
enormous pair of membranous bat wings though they fold so tightly to the body
they are not easily noticed.
Despite their ominous appearance, thestrals are not commonly seen. They are
creatures with strong ties to death, though are not of themselves often killers.
Thus, they may only be seen by those who know death intimately. They tend to be
scavengers, feeding off the remains of the dead, though are also known to have a
taste for birds, especially those in their airspace. They do not attack larger
creatures however unless provoked or threatened.
Thestrals weigh only around 800 lbs., though possess a grim strength that belies
their appearance. They speak only their own language though can be taught to
understand others.
Combat
Charnal Scent (Ex): A thestral can detect fresh blood or a corpse at twice the range
of its normal scent.
Cloak of Death (Su): A thestral may only be seen by one who has witnessed the
death of a loved one. To all others they are invisible as the spell. This ability is
constant, allowing a thestral to remain invisible even when attacking. This ability is
inherent and not subject to the invisibility purge spell.
Disease (Ex): Red ache—bite, Fortitude DC 16, incubation period 1d3 days, damage
1d6 Strength. The save DC is Constitution-based.
Grim Vitality (Ex): A thestral has a +4 resistance to disease, poison, and death
affects.
Training a thestral
A thestral requires training before it can bear a rider in combat. Training a thestral
requires you to be able to see it, six weeks of work, and a DC 25 Handle Animal
check. Riding a thestral requires an exotic saddle. A thestral can fight while carrying
a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Thestral young are worth 3,500 GP each. Professional trainers charge 1,500 GP to
rear or train a thestral.
Carrying Capacity: A light load for a thestral is up to 258 pounds; a medium load,
259–519 pounds; and a heavy load, 520–780 pounds. A thestral can drag 3,900
pounds.
Vycyryn
Fine Vermin
Hit Dice:1/8d8-1 (1 hp)
Initiative:+4 (+4 Dexterity)
Speed:15 ft. (3 squares), fly 45 ft. (perfect)
Armor Class:22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple:+0/–12
Attack:Sting +4 melee (1pt.–5 plus poison)
Full Attack:Sting +4 melee (1pt.–5 plus poison), 4 pincers -1 melee (1pt.-5), and
bite -1 melee (1pt.-5 plus poison)
Space/Reach:3 in./2 in.
Special Attacks:Constrict 1pt.-5, improved grab, poison
Special Qualities:Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves:Fort +1, Ref +6, Will +0
Abilities:Str 1, Dex 18, Con 8, Int - , Wis 10, Cha 1
Skills:Climb +8, Hide +24, Spot +8, Survival +0*
Feats:Weapon Finesse (B)
Environment:Any
Organization:Solitary or swarm
Challenge Rating:1/16
Advancement:—
Level Adjustment:—
Vycyryn are closely related to arachnids and insects. Much like bees Vycyryn are
social creatures, live
in hives, and produce honey, etc.. However, unlike bees Vycyryn are ruled by a
king w/several queens.
Vycyryn honey is blood-red and smells and tastes like cinnamon. Vycyryn royal jelly
is blood-red to
jet-black and is far more concentrated. Vycyryn wax is jet-black. All are otherwise
similar to bee
honey, etc. and can be used similarly.
Combat
Vycyryn are likely to attack any creature that approaches, and they usually charge
when attacking prey.
Poison (Ex):Injury, Fortitude DC 9, initial and secondary damage 1 Dex. The save
DC is Constitution-based.
Skills:A vycyryn has a +4 racial bonus on Climb and Hide checks and a +8 racial
bonus on Spot checks. A vycyryn can use its Dexterity modifier for Climb checks.
*It also has a +4 racial bonus on Survival checks to orient itself.
Anathema
Large Outsider (Abomination, Evil, Extraplanar, Incorporeal)
Hit Dice: 30d8 (outsider) plus +270 (510 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: fly 110 ft. (perfect)
Armor Class: 39 (-1 size, +13 Dex, +11 deflection, +6 profane), touch 39, flat-
footed 26
Base Attack/Grapple: +30/-
Attack: 4 incorporeal touches +42 or melee touch +42 or ranged touch +42
Full Attack: 4 incorporeal touches +42 (Will save DC 38 or 1d8 Wisdom damage) or
melee touch +42 or ranged touch +42
Space/Reach: 10 ft./10 ft.
Special Attacks: Face of Evil, Feast of Anguish, Profane Invasion, spell-like abilities
Special Qualities: Damage reduction 15/epic and mithril, darkvision 60 ft.,
immunity to acid and poison, resistance to electricity, cold, and fire 20, SR 44
Saves: Fort +24 Ref +28 Will +26
Abilities: Str —, Dex 37, Con 29, Int 26, Wis 28, Cha 33
Skills: Bluff +46, Concentration +29, Diplomacy +52, Disguise +44 (+48 observed
in character), Gather Information +46, Hide +46, Intimidate +50, Knowledge
(arcana) +31, Knowledge (dungeoneering) +21, Knowledge (history) +18,
Knowledge (local [Gehenna]) +15, Knowledge (nature) +40, Knowledge (religion,
the planes) +41, Move Silently +36, Search +23, Sense Motive +36, Spellcraft
+30, Spot +21, Survival +24 (+28 aboveground environments, extraplanar, +26
underground)
Feats: Ability Focus (Face of Evil), Combat Reflexes, Hover, Improved Initiative,
Iron Will, Spell Focus (Enchantment), Persuasive, Quicken Spell-like Ability
(suggestion [mass])
Epic Feats: Blinding Speed, Spell Stowaway (greater teleport), Tenacious Magic
(deeper darkness)
Environment: Carceri, Grey Wastes of Despair
Organization: Solitary (Unique)
Challenge Rating: 28
Treasure: Standard
Alignment: Always neutral evil
Advancement: 31-60 HD (Large), 61-90 HD (Huge)
Level Adjustment: –
The power of the daemons and the first coven are both well-known. However, even
more ancient records hint as to the existence of yet another hidden truth; that
there was, and still is, a third aspect of pure evil.
Allegedly, when pure evil came into existence with one transcendent act of itself,
liberated of law and chaos as strongly as it was of good, it immediately destroyed
itself by bringing forth beings with which to better spread itself like a plague. Some
of the foremost of these beings were the Maladae, and some of the Maladae in turn
dedicated themselves to the acts and symptoms of pure evil, creating daemons to
help spread themselves, while others among the Maladae instead focused on the
words of pure evil, claiming to invent Dark Speech itself and becoming the first
coven.
Yet a third group of these primordial beings dedicated to plaguing existence were
representations of the thoughts and feelings of pure evil itself. As a thought is
formless, existing only through the minds of others, so were these beings also
formless. Terrors to the earliest cultures of the Mortal Coil, once the nature of the
threat that they represented was discerned these creatures were eventually named
the anathema.
It is unknown how long the anathema lurked in the very earliest wastes that would
later be called Gehenna, or for that matter, what these wastes even looked like.
However, what is far better known is how these creatures came to discover and
despoil the Mortal Coil. Members of the earliest mortal cultures, experimenting with
the first spells and powers capable of planeshifting, reached Gehenna and were
exposed to the anathema. The anathema quickly realized not only that their
presence brought suffering to the mortals that beheld them, but also that the
suffering that they inflicted was a source of nourishment to them and that they
could invade mortals for the purposes of feasting upon the pain that they caused
with such ease.
After this initial discovery, dozens of anathema descended upon The Mortal Coil,
with each Anathema taking a unique approach to spreading evil. Some preferred to
hunt down mortal heroes through trickery and then feign their own defeat so they
could possess the hero. In this manner mortals became inadvertent tools of the
anathema for the slow spread of their poison into the fertile soil of mortal minds.
Still others took a differing approach, and instead preferred to start out with beings
that had already taken tentative steps towards discovering the power of true evil
from the anathema’s perspective, and ‘pushed’ them mentally until they spawned
cults of atrocity and nihilism that even the first evil gods that mortals worshipped
looked upon with horror. Others still maligned the early forces of good through
various means, impersonating representatives of the earliest cosmic entities and
deities that were good, and in the process sowing distrust against the concept of
good itself.
More alarming than their behavior was their success; while the anathema were
even more incapable of unity than the daemons that came after them, the
burgeoning Anathema-cults sent millions of souls, condemned through their own
fears and predilections for engaging in the behaviors that the Anathema
‘encouraged’ through word and spell, into the wastes of Gehenna to the point where
the landscape itself caught on fire with the Flames of Loss, eternally self-
incinerating as a result of the sadism of the Anathema towards mortals incarnated,
and the undying fury that the deluded and wrathful petitioners of the Anathema felt
as a result of their own eternal torment.
As anathema-sponsored death cults became more common upon the Mortal Coil,
their actions attracted greater interest from the nascent forces of Balance, as well
as those of good. If anything, their actions were not a hindrance to the anathema
at first, but almost a promotion for them as often an evil openly opposed becomes
an evil described. The real, and ultimately lethal, threat to the open power of the
anathema came from the rising power of the daemons created by the maladae.
While the anathema were individually powerful, their own self-destructive natures
ensured that comparatively few petitioners actually came to their own lands within
Gehenna. The daemons wished to expand to Gehenna under the leadership of the
Architect of the Tower Arcane, in the process hoping to completely dominate pure
evil for themselves. As a result, war between the daemons and the anathema was
inevitable...and the daemons, ultimately won the war. The result is that Mungoth
itself, once as volcanic a layer as Khalas or Chamada, was extinguished, and the
Flames of Loss used to forge the foundations of Daemonic power in Gehenna
through the Tower Arcane. This act of destruction, in turn, fueled the final conquest
of Gehenna as a whole, as the anathema, instead of facing an army of daemons
that returned to the Grey Wastes when slain, instead found themselves facing an
army that respawned itself endlessly within their home territory.
Weakened through the destruction of their base in the Realms Beyond, it was at
this point that the efforts of the Agents of Balance and Bastions of Holiness came to
full bear against the anathema. What remaining cults of anathema existed were
destroyed at least for a time. However, the anathema were never completely
eliminated, and through devious means, they managed to re-invent themselves
using the very tools and forms of their own destroyers.
Many mortal religions that arose after the destruction of the Anathema carried
within them ideas...archetypes of a time in which all things would end in despair
and pointless, futile, destruction. From these religions and this iconography, four of
the most devious anathema became the incarnations of impending doom. Their
original names, as well as their original forms lost, they came to be known as
Death, Famine, Pestilence, and War. They used the intellectual structures of their
own enemies in order to better describe a reality consisting of nothing but
unending, disastrous suffering-and then proceeded to do their utmost to translate it
into reality-a task that they were, unfortunately for hundreds of worlds within the
Mortal Coil, quite successful at.
A second group of the anathema also discerned a pathway by which they could
achieve reformation despite the status quo that evolved after the conquest of
Gehenna by the Daemons. While all anathema, to some extent, encouraged self-
destructive behavior, the seven most competent Anathema at encouraging these
acts reinvented themselves along similar lines, becoming known as the Sinns.
Anathema are notorious for their ability to appear as practically anything and
everything else, even not taking into account their ability to possess other beings.
However, their true form is generally considered to be a cloud of black, droning,
incorporeal motes similar to a swarm of insects ten ft. tall and four ft. wide,
manifesting extensions of itself as well vague mockeries of faces whenever they
think that doing so will inspire more terror in their precisely chosen victims. In their
true form, anathema communicate through telepathy, quietly whispering thoughts
of self-annihilation, inevitable torment, and pointless suffering to all beings
unfortunate enough to be within range of them.
Face of Evil (Su): To gaze upon an anathema in it’s true form is to gaze upon the
Face of Evil, and to see one of the earliest creatures that have boiled forth from the
Depths Below in order to corrupt the minds and souls of mortals. As a result, all
beings that see anathema in their true form must make a Will save 38 or else be
affected in a manner analogous to if they had been attacked by a spell of the
anathema’s choosing. This spell need not be one that the anathema in question
could choose as a spell-like ability, but it must be 8th level or lower, and it is
treated as cast at the anathema’s Hit Die. This choice is unique to each anathema
and cannot be changed, as it is a reflection of each anathema’s slightly unique form
of vileness. Scrying or similar abilities upon an Anathema provides no protection,
but beings that view an Anathema through such indirect means receive a +4 bonus
on the saving throw in order to avoid being affected.
The touch of the anathema inflicts a similar penalty against it’s victims additionally,
damaging their sanity as visions of the Anathema’s past and future torments upon
mortals are forced into it’s mind. As a result, beings touched by the Anathema must
make a Will save DC 38 or else take 1d8 Wisdom damage. This is a melee touch
attack and the saving throw DC is Charisma-based.
Feast of Anguish (Ex): Each Anathema has the ability to benefit from the
destructive behaviors and suffering that it inspires in others. For every two living
individuals that an Anathema harms or deludes into behaving in a destructive
manner within a 500-foot radius of itself, an anathema receives a +1 bonus to
saving throws, caster level, skill level, and attack rolls. The particular anguish that
each anathema feasts upon is unique to each anathema, with some of the better
known anathema having made a specialty out of self-mutilation and other horrific
behaviors. An anathema may only empower itself in this manner with maximal
bonus up to half of it’s HD or +18, whichever is lower, and benefits acquired in this
manner last for an hour.
Profane Invasion (Ex): All anathema may possess mortals. For an anathema to do
so is a horrifying and painful violation of the mind, body, and spirit of it’s victim
that sends them into convulsions for six rounds, affecting them as the spell wrack.
Each round an anathema attempts to possess a mortal, their victim must make a
Will save DC 36, and should a victim make three successive saves in a row then
they have shaken off the attempt, and that anathema may not attempt to possess
that same individual for eight days.
Should the anathema successfully possess it’s victim, then the anathema
immediately modifies their memories in order to delete any mental evidence of the
event. From that moment forwards, a victim of an anathema’s Profane Invasion
becomes essentially a fusion of the anathema and their target. The anathema gains
all access to the memories, spells, and spell-like abilities of it’s victims and is
capable of seeing through all senses that they possess. Furthermore, the victim
becomes physically and spiritually modified through the presence of the anathema,
gaining one point of Dexterity and Constitution per day until it is a blending of it’s
own abilities and the Anathema’s, as well as it’s body acquiring the immunities of
the anathema. An anathema while possessing a mortal may use it’s spell-like
abilities through the mortal, and also retains the ability to use the Feast of Anguish.
The anathema, however, is immediately absorbed into the ground of the exact
location where it possessed the mortal, and is incapable of moving from that
location for as long as the possession lasts. An anathema which chooses to end it’s
possession of a host may do so as a full-round action. Accomplishing this drags the
aspect of the anathema that has possessed the mortal back to the anathema, and
allows the anathema to emerge from the ground in order to find further targets.
Anathema are notoriously difficult to detect while they are contained within a host,
and many of the normal defenses against evil beings are ineffective against them
until the host detects as Neutral Evil. Anathema-possessed beings may enter areas
blocked by magic circle against evil and protection from evil, and cannot be
detected through detect evil spells. Even worse, mortals possessed by anathema
may freely cross into and out of The Mortal Coil.
Each week that a victim is possessed, more of their personality is subsumed by that
of the anathema, until eventually there is nothing left but the anathema within their
body, acquiring all of their knowledge even while there is practically nothing left of
the original mortal to restore. While a restoration spell followed by an atonement to
counter the evil deeds done by the possessed mortal is sufficient to repair the
damage done to their minds and souls initially, each week after the initial
possession the probability of such spells repairing the damage done decreases by
10%. After this period, even if the Anathema is somehow forced out of the mortal’s
body without killing them their mind and soul have been so corrupted by the
anathema’s deranged thoughts that they have become Neutral Evil and openly
detect as such, and are condemned to suffer in Gehenna after death.
Furthermore, to permanently eliminate an anathema from the Mortal Coil that has
seized a host is extremely difficult. Killing a victim possessed by an anathema acts
as a form of Forbidden Magic which brings the anathema into The Mortal Coil as if it
was called. If an anathema can successfully be defeated in such circumstances, it
will be banished to Gehenna as described earlier, although even this does not
permanently destroy it but rather means that there will be only a temporary respite
at best from the anathema’s evil while it reforms and plots vengeance. For this
reason, whenever anathema are encountered, a more common tactic against them
is imprisonment by mortals, giving rise to legends of beings of incredible horror
which are bound into seals or symbols.
Spell-like Abilities (Sp): At will: blasphemy, brain spider, charm monster, damning
darkness, deeper darkness, desecrate, detect evil, detect good, disintegrate, false
sending, greater dispel magic, hold monster, improved invisibility (self only), magic
circle against good, mind fog, mirage arcana, mirror sending, modify memory,
morality undone, polymorph (self only), scrying, spiritwall, steal life, suggestion
(mass), telekinesis, greater teleport (self plus 1,000 pounds), unhallow, unholy
aura, unholy blight, weird. 7/day: bestow greater curse, mindrape. 1/day: legend
lore, soul dominion. An anathema casts it’s spell-like abilities at 30th level. Saving
throws against it’s spell-like abilities are DC 21 + spell level, except for
Enchantments which have saving throws of DC 22 + spell level. The saving throw
DC’s are Charisma-based.
Daemon, Malzalalim
Princeps of Gluttony
Large Outsider (Extraplanar, Daemon, Evil)
Hit Dice: 17d8+204 (280 hp)
Initiative: +13
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 41 (-1 size, +9 Dex, +23 natural), touch 18, flat-footed 32
Base Attack/Grapple: +17/+32
Attack: Claw +27 melee (2d8+11 + bite + 1 vile)
Full Attack: 2 claws +27 melee (2d8+11 + bite + 1 vile) and 2 wings +25 melee
(2d6+5 + bite + 1 vile) and bite +25 melee (4d6+5 + 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Distended maw, gluttonous feast, improved grab, spell-like
abilities, spells, wake of famine
Special Qualities: Damage reduction 20/good, darkvision 60 ft., disingenuous
facade, immunity to acid, cold, poison and petrification, resistance to electricity 10
and fire 10, see in darkness, spell resistance 33, telepathy
Saves: Fort +22, Ref +19, Will +18
Abilities: Str 33, Dex 28, Con 35, Int 26, Wis 23, Cha 24
Skills: Bluff +31, Concentration +29, Diplomacy +35, Disguise +18 (+20 acting),
Hide +26, Intimidate +31, Knowledge (arcana) +29, Knowledge (the Planes) +29,
Listen +28, Move Silently +31, Search +28, Sense Motive +28, Spellcraft +31,
Spot +29, Survival +8 (+10 on other planes, +10 when tracking, Use Magic Device
+31
Feats: Cleave, Evil BrandB BovD, Improved Initiative, Iron Will, Multiattack, Power
Attack, Vile Natural AttackBoVD
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 20
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 18-33 HD (Large); 34-51 HD (Huge)
Level Adjustment: —
From the loathsome nalfeshnee to the entomic ice devil; from the horrific pit fiend
to the psychotic hezrou, fiends are hideous in their evil; its abhorrence erupts from
their essences like a foul gangrenous rupture. From which no light or hope emits;
only an ever darkening maw, leaving only emptiness and despair.
It is often said too that fiends, who so represent evil in its singularity and
completeness, are themselves intimately and always empty. That their sins are
ever to gluttonously wreck ruin and worse upon mortals and immortals alike, so
that they may know the base illusion of contentment.
Yet, still, there exist fiends that clothe themselves in enticing form and enrapturing
flesh so as to tempt mortals, and in doing so damn them. It is not surprising,
perhaps, to learn these are among the weakest of all fiendish castes. Mortals
invariably react more readily and with greater ardour when challenged with a being
so overwhelmingly and transparently corrupt.
In the Wastes of Despair, there are entities herein that bring this disingenuous
facade to its logical conclusion. These beings, outwardly beautiful and perfect of
form, represent the literal sin of gluttony. The gnawing hunger that drives sinners
and innocents alike to gouge themselves on excess and sybaritic pleasures; their
falls, made all the more harder.
Formed from the birth screams of the Wastes of Despair, the malzalalim number
among the most ancient of the fiends that infest the Lower Realities to this day like
maggots feasting upon a colossal cadaver.
The malzalalim are rumored to the be creations of entities known as the Anathema.
As the 'signs of evil,' the malzalalim spread their malignancy via vectors and hosts,
parastising others to spread their unique aspect of pure evil across creation.
Combat
This may involve the creature repeatedly casting heroes' feast to satiate its hunger,
or consuming pouch-fulls of rations at a time. Any time the creature consumes food
to the point of vomiting (the limit for food is equal to the creature's Constitution
score), it must succeed on a DC 30 Fort save or become sickened and nauseated
(as the conditions), and take 3 points of vile damage; a successful save causes the
creature to take a single point of vile damage. Any time the creature takes more
damage than its Constitution score, it must save against another DC 30 Fort or die.
A malzalalim is counted as a Huge creature for this ability, thusly its gizzard can
hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Gluttonous Feast (Ex): A malzalalim not only induces the sin of gluttony in others,
but is also an avid disciple of its own failings. Dismissing the idea that the
consumption of others grants any beneficial effects, the malzalalim consume as the
ultimate act of defilement, the vilest act of hate. It can feast to produce the
following effects.
Feast of Terror: 6/day, in full view of the victim's allies, a malzalalim can punish
and defile the matter and flesh of victims to evoke startling, constricting terror in all
creatures within a 30-foot radius. The victim so eaten is dealt the same damage as
if passing through the malzalalim's gizzard and also 1 point of vile damage. A
creature in the area must succeed on a DC 30 Will save or be affected as though by
a fear spell (CL 20th). The save DC is Constitution-based.
Wasteful Feast: 6/day, a malzalalim can express the utter banality of evil through
the act of engorging on those slaughtered and vomiting the creature back up. Each
time, the victim passes through the malzalalim's gizzard, it is dealt 13 points of
acidic damage. Additionally, the victim suffers from 1 point of damage each to its
Intelligence, Wisdom and Charisma scores. A malzalalim can eat and vomit the
same creature 6/day if it decides to forego turning its attention on others.
Improved Grab (Ex): To use this ability, a malzalalim must hit an opponent of up to
one size smaller with its bite attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can try to swallow the foe the following round.
Baernadaemon
Large Outsider (evil, extraplanar)
Hit Dice: 42d8+336 (672 hp)
Initiative: +7 (+7 dexterity)
Speed: 40 ft
AC: 56 (+24 natural, +16 insight, +7 dex, -1 size)
Base Attack/Grapple: +42/+54
Attack: Claw +50 melee (2d8+8+1/19-20) or bite +49 melee (3d6+4+1)
Full Attack: 2 claws +50/+45/+40/+35 melee (2d8+8+1/19-20) and bite +44
melee (3d6+4+1/x3)
Space/Reach: 10 ft./10 ft
Special Attacks: Defiled magic², die when I say, never ending pain, spell-like
abilities, summon child, withering
Special Qualities: As I die², DR 15/good, epic, and silver, dark grace, fast healing
18, hidden, immunity to acid, vile damage, and poison, life-eater², regeneration 15,
resistance to electricity 15, root of all evil, senses of evil², SR 49, abomination
traits, weavers of flesh²
Saves: Fort +47, Ref +46, Will +53
Abilities: Str 27, Dex 24, Con 26, Int 39, Wis 38, Cha 43
Skills: Bluff +61, Concentration +53, Diplomacy +61**, Disguise +61, Escape
Artist +52, Gather Information +61, Hide +52, Intimidate +61**, Knowledge
(arcana, planes, religion, dungeoneering, history, local history) +59, Listen +59,
Move Silently +52, Search +59, Sense motive +59, Spellcraft +59, Spot +59,
Survival +36, Use Magic Device +38
Feats: Dark speech*, evil brand*, harvester of souls, improved rapid strike (claw),
rapid strike (claw), sacrificial mastery*, vile natural strike*, violate spell like
ability*, weapon focus (claw), willing deformity (gaunt)*
Epic Feats: Epic evil brand, fast healing, spellcasting harrier, tenacious magic
(unholy aura)
Climate/Terrain: Gray Wastes of Hades
Organization: Solitary
Challenge Rating: 29 (only with base abilities)
Treasure: None
Alignment: Always neutral evil
Advancement: 43-55 HD (Huge), 56-80 (Gargantuan)
**When dealing with evil creatures this bonus increases to +69 for Diplomacy and
+69 for intimidate
A tall spindly creature stands before you, withered and scarred by disease. Its limbs
are grossly misshapen and disproportionate to all but it's head. It's head, aside
from the horns, is reminiscent of the skull of a horse with potch marked skin
stretched far too tight to its discolored bone. It's warped body oozes pus as glossy
eyes stare out at you with dark, secret, malice.
In the oldest of all libraries, in the deepest cave, behind the best guarded doors,
lies an ancient tome called the “Book of Vile Darkness”. This foul document speaks
in one of its pages of the creation of the universe, and the first beings who stepped
out of the creation chaos. This book mentions a name for these beings, which has
given pause to even the demonlords and the lords of the nine: the Baernadaemons.
From the shadows of creation, the Baern, the first and primal of all evil fiends
stepped out of hiding. This ancient race could be considered the root of all evil in
the multiverse. They created the first demons and devils, forming the daemon as
their agents. The Baern perverted life in thousand places and built the foundation of
all foul magic. Then they disappeared.
No one really knows if these mythic and enigmatic creatures still exist today or
even if they really ever existed. If they still exist, than it would be difficult to face
one of these creatures and see through their lies and deceptions which took them
aeons to weave. Sometimes it is rumored, that the greatest heroes of light and
darkness are nothing but pawns of these ancient fiends.
Though these creatures are technically a daemon, they have not much in common
with their lesser children – consider it the difference between a human and a god.
The Baern stand outside the hierarchy of the common daemon, but no daemon
would try to harm a Baern or disobey one of its “wishes”.
Combat
Baern seldom enter combat, but when one feels the need to cause carnage it does
so in a savage manner, blending hate, torture, and murder into a horrifying art
form that would give pause to even Powers of evil. Baern savor death caused
through their own hand, thusly the Baern will never use magic or even normal
items.
Die When I Say (Su): At will a Baern may heal all damage caused to a target by its
claw or bite attacks. There is no range to this attack, but the target must be within
sight. Additionally it may cause 4 points of temporary dexterity damage. There is
no save against this ability, but a bearnadaemon may not heal less than all damage
caused by its claw or bite, and this ability, as well as the dexterity damage, has no
affect against a target that has taken no damage from the Baern's claw or bite
attacks.
Hidden (Su): A Baern can assume the shape of any Small, Medium, or Large
humanoid. In humanoid form, the Baern loses his natural attacks. A Baern can
remain in his humanoid form until it chooses to assume a new one. A change in
form cannot be dispelled, but a Baern reverts to its natural form when killed. A true
seeing spell or ability reveals its natural form.
Never Ending Pain (Su): Three times per day a Baern may cause wounds that it has
created on one victim within sight to be revisited with even greater corruption. The
Baern may repeat any damage caused by its claw or bite attacks from one round,
causing the wounds to tear open agonizingly and implanting their victim with some
foul magic. A Baern may apply addiction*, loves pain*, morality undone*,
pestilence*, or plague of nightmares* on their chosen victim, at a caster level equal
to their hit dice, when utilizing this ability. Thus, if a Baern inflicts 14 points of
damage with a claw attack, 16 with another, and 20 points with its bite attack all in
the same round to the same target, it may later use this ability to cause fifty points
of damage and loves pain to that same target. This ability is useable as a free
action. While the target is not allowed to save against the damage, they may
attempt fortitude save at a DC of 44 to resist the secondary affect.
Regeneration (Ex): Baern take normal damage from good, epic cold iron weapons
or weapons tempered with the blood of a good deity.
Root Of All Evil (Ex): No Baern is like another, and nearly all of them share one or
more features with their offspring. After only a week of vile meditation and self-
experimentation a Baern may grant itself one special attack or special quality of
another fiend of lesser or non-divine status, with the exception of spell-like abilities.
Thusly a Baern could grant itself: a barbazu's diseased beard, a balor's aura of
flame, or the draining kiss of a succubus.
A Baern cannot change this ability this ability once chosen, but may gain an
additional special attack or special quality for every three hit dice it possess above
forty-two. Save DC's and caster level is based upon a Baern's hit dice and ability
modifiers, and not that of the original fiend.
Summon Child (Sp): A Baern can summon any fiend (daemon, demon, devil, or
similar evil outsider) in existence once per day, though is loath to do so because its
is disgusted by the weaker fiends it can control. A Baern can summon even "noble"
fiends (daemons, demons, devils, and similar evil outsiders (as a rule of thumb, all
such creatures choosable for “pact feats” like Thrall to Demon)); but they are not
under control of the Baern.
Withering (Su): When a Baern hits a living opponent with a claw or bite attack the
opponent takes 2 points of permanent Constitution drain, or 4 points on a critical
hit. The Baern gains a cumulative +1 Str bonus for every 2 points of constitution
damage that it inflicts to a maximum of its unmodified strength score. Fortitude DC
46 negates. The save DC is Charisma-based.
The following abilities are not shared by all Baern. Each Baern is a unique creature
and posesses one to eight of the following abilities:
Ancestor’s Bidding (Su): The Baern has the power to demand obeisance of all his
“children”. In a shockwave of sickly grey energy, a Baern can, as a standard action,
attempt to dominate all evil creatures within 300 ft. All evil, lesser or non-divine
creatures must succeed on a Will save DC 46 or suffer the effects of a dominate
monster spell, with the following exceptions:
-Daemons take a –6 penalty on their saves, since their ties to the Baern are the
strongest.
-Demons and Devils take a –2 penalty on their saves, for the Baern taps old, long
forgotten connections to these protoplasmic spirits to worm its way into their
minds.
-Certain “noble” daemons, demons, devils, and similar evil outsiders (as a rule of
thumb, all such creatures choosable for “pact feats” like
Thrall to Demon) are immune to this ability.
-Clerics of Evil Gods or mortals with feats like “Thrall to Demon” or similar feats
gain a +4 bonus on their saves, since the connection to their vile patrons gives
them an edge in resisting the assault on their minds. This does not extend to
mortals who crafted a pact with a daemon entity.
-Creatures created by the Baern’s Weavers of Flesh ability gain no save. If it was
another Baern who directly created
a given creature, it takes a –4 penalty on its save.
-Protection from evil does not suppress control.
This ability has a caster level of 42, but it cannot be dispelled but by a CL 43
disjunction or a CL 43 miracle, and these possibilities allow only one creature to be
freed for each application form the Baern’s corrupt yolk.
The duration of this ability is otherwise permanent, and the maximum number in
HD of creatures controlled is 2x the Baern’s HD (default 84). This is a burst effect,
so creatures standing near the Baern are affected first, although obstacles don’t
block it.
As I Die (Ex): Perhaps the most fearsome of all powers of the Baern is the
consumption of the heroes of light. When a Baern is slain by another living being its
soul clings to the soul of the person who slew it. The soul cannot be exorcised
without killing the one who slew the Baern. The Baern then begins a terrible
metamorphosis of the body and soul of the posessed being. Within a few days of
terrible agony and endless pain, the Baern transforms the body of its victor into his
body – rejuvenating the Baern. The victim is held in eternity of torture* 24 hours
after killing the Baern. The Baern needs 1 day per 7 hit dice of the victim to
complete the transformation.
Short of divine intervention, there are only few ways to stop the transformation: an
epic heal spell consisting of the heal seed cast against a caster level check DC of
the Baern, a wish or miracle spell cast by a spellcaster against the caster level of
the Baern on hallowed ground or the possesed being must be killed on hallowed
ground and reanimated. If the possessed being passes a Will save, it is returned to
life. If it fails the save, the Baern is reborn forever destroying the formerly
possessed being and consuming its soul (no further resurrection will work). The
save DC is 41 and it is charisma based.
Defiled Magic (Su): There is a property in the Baern's obsession to wickedness that
causes even the force of abstract evil to bend its favor. This reality corrupting
sympathy allows the Baern to cast corrupt spells and spell like abilities without the
spells corruption cost. Additionally they can ignore disease component requirements
of spells and spell like abilities and the Baern casts all corrupt spells with a standard
action as a swift action. Further, they get an +4 DC enhancement for spells with the
evil descriptor.
Life-Eater (Su): A Baern notices and locates living creatures within 100 feet, just as
if it possessed the blindsight ability. It also senses the strength of their life force
automatically, as if it had cast deathwatch.
Senses of Evil (Su): A Baern has the following spells always active at 42nd caster
level: devil’s tongue*, detect evil, detect good, detect magic, magic circle vs. good,
nether trail*, read magic, and true seeing. They can be brought down, but the
baernolth can reactivate all of them as a swift action.
Weavers of Flesh (Ex): The Baern once created every evil creature. This predates
the modern fiends and perhaps even the gods themselves. The Baern still “create”
(more truthful would be “pervert”) life forms from time to time with this power.
There's no limit to this power and specific Baern are known for forming anomalies
(e.g. one created a half-golem-balor-ghost, another is rumored to have given life to
the aboleth race.).
Beast Of Gévaudan CR 21
CE Large magical beast (shapechanger)
Init +19; Senses darkvision 120 ft., low-light vision, superior scent; Perception +38
Aura frightful presence (60 ft., DC 29), unnatural aura (300 ft.)
AC 36, touch 23, flat-footed 30 (+8 deflection, +6 Dex, +13 natural, -1 size)
hp 379 hp (23d10+253) regeneration 10 (epic and silver)
Fort +24, Ref +19, Will +19
Defensive Abilities feral counter, fortification 75%, freedom of movement,
impervious skin, recuperation, resilient form; DR 20/epic and silver; Immune ability
damage and drain, disease, energy drain, exhaustion, fear, fatigued, nonlethal
damage, polymorph, poison, sleep, and death from massive damage; Resistance all
elements 20; SR 32
Speed 60 ft.
Melees bite +35 (4d6+39/17-20 plus grab and thirst for blood), 2 claws +35
(3d6+13 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bestial fury, bleed (2d6), blood frenzy, curse of gévaudan, ferocity,
fast swallow, hurl foe, maw and claws, pounce, rend (2 claws, 3d6+19), shake
prey, swallow whole (4d8 bludgeoning plus 4d8 acid, AC 16, hp 37), thirst for
blood, wild hunt
Spell-Like Abilities (CL 23th, concentration +31)
Constant—freedom of movement, jump
Str 37, Dex 22, Con 32, Int 15, Wis 18, Cha 26
Base Atk +23; CMB +37; CMD 61
Feats Combat Reflexes, Greater Vital Strike, Horrific Gorging, Improved Critical
(bite), Improved Vital Strike, Intimidating Prowess, Iron Will, Muscle Reaction,
Power Attack, Signature Skill (intimidate), Vital Strike
Epic Feats Good Will
Skills Acrobatics +6 (+36 to jump), Intimidate +47, Perception +38, Stealth +28,
Survival +38; Racial Modifiers +8 to Perception and Survival
Languages Common (cannot speak)
SQ grant spells, lycanthropic empathy, lunar sympathy, powerful bite, wood hunter
Organization Unique (solitary) or Cult (Beast Of Gévaudan, 1 High Priest [Any
humanoid natural werewolf Cleric 9/Barbarian 3], 2d4 Elite Guards [Any humanoid
natural werewolf Ranger 8], 4d4 Lieutenants [Any humanoid natural werewolf
fighter 4], 6d6 Low Grade [Any humanoid natural werewolf fighter 2], 1d6 Winter
Wolfs [Only if in a cold world area], 3d4 Worg, 4d6 Dire Wolf, 8d6 Wolf)
Bestial Fury (Su):As a swift action, three times per day, the Beast Of Gévaudan can
enter a feral rage fuelled by its ravenous hunger. It increase its size to Huge, gains
+4 size bonus to Strength and Constitution, -2 to Dexterity, +4 natural armor
bonus and its bite and claws increase the damage accordingly. This effect lasts as
long as the Beast is engaged in combat and ends when it believes there is nothing
left for it to kill. For simplicity the changing sheet parts are written below updated
with this active ability.
Blood Frenzy (Ex): The Beast Of Gévaudan gains +4 moral bonus to attack rolls
against any creature that does not have all his hit points. This increase to equal its
Charisma modifier against creature who are suffering any bleed damage.
Curse of Gévaudan (Su): If the Beast Of Gévaudan dies, the Curse of Gévaudan is
trasmitted to the nearest creature with the shapechanger subtype, the change
shape ability, the wild shape ability or the ability to cast spell with the polymorph
descriptor within 1 mile. The creature must make a Will save DC 29 or became the
new Beast: all its statistics are replaced with those of the Beast Of Gévaudan and to
the actual the monster is brought back to life with all its memories. The new Beast
seems to avoid the sites its elder incarnation terrorized, and it usually does not
seek revenge against those who slew its predecessor. Usually. If the creature
succeeds on the saving throw, the curse tries to move to the next one closest to the
Beast's death site that meets the prerequisites (always within 1 miles of the death
site) until one fails or all pass. If everyone succeed the save, the curse goes
dormant and it can be years if not decades before it manifests again, possessing a
werewolf who has done acts so horrible that they are unmentionable. The GM is
encouraged to not use this ability on any of the players. Only wish or miracle can
remove the Curse of Gévaudan from a creature, all other effects like break
enchantment or remove curse automatically fail, but this merely save that specific
creature because if removed it will begin trying to pass to other creatures as if the
bearer were dead. This ability is a curse, polymorph, transmutation effect. The DC
is Charisma-based.
Feral Counter (Ex): The first time each round that a creature damages the Beast Of
Gévaudan, the Beast can take an attack of opportunity against the creature. The
Beast must threaten the triggering creature to use this ability.
Grant Spells: Because of the thousands of people who feared, venerated and
celebrated it over the centuries, the Beast Of Gévaudan has generated a small
divine spark. If it is venerated it gives access to spells as if it were a divinity but
interests it little: it is willing to devour one of its cultist as to devour a hunter who
has come to kill him. Only if the worshipers of him bring huge and constant
quantities of food (living sentient humanoid creatures are the favorites) are they
tolerated but it only takes a bad moment for it to end up in his stomach. The Beast
can grant up to 5th-level spells. It give access to the Animal, Destruction, Evil, and
Strength Domains and Cannibalism (Evil), Catastrophe (Destruction), Ferocity
(Strength), and Fur (Animal) subdomains.
Hurl Foe (Ex): When the Beast Of Gévaudan damages a foe of its same or smaller
size with one of its claws, it can try to hurl the foe as part of that attack by
attempting a combat maneuver check. On a successful check, the foe is knocked
back 10 feet in a direction of the Beast’s choice and falls prone. The distance the
foe is hurled increases by 10 feet for every 5 points by which the Beast’s check
exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the
whole distance, the hurled foe and the obstacle struck each take 1d6 points of
damage per 10 feet of distance remaining and the foe is knocked prone in the
space adjacent to the obstacle.
Impervious Skin (Ex): The Beast Of Gévaudan fortification does not apply against
critical hits or precision damage made with silver weapons. The Beast damage
reduction cannot be overcome by weapons that are not made of silver (and they
must as well count as epic for overcome the DR but it is not mandatory that they
have a +6 bonus as long as they count as epic), regardless of their enhancement
bonus or abilities that normally bypass damage reduction, such as a paladin’s smite
evil or a mythic champion’s fleet charge.
Lunar Sympathy (Su): The Beast Of Gévaudan is filled with enthusiastic vigor when
the light of the moon is strongest. When the moon is at least half full, the Beast
gains the benefit of bless whenever it is outdoors at night. On nights of the full
moon (the night that precedes it, the precise night, and the night after), the Beast
gains the effect of heroism rather than bless, and retains the benefit indoors.
When the moon is less than half full, the Beast becomes fatigued during the night.
On nights of the new moon (the night that precedes it, the precise night, and the
night after), the Beast becomes staggered and exhausted.
Maw and Claws (Ex): As a full-round action, the Beast Of Gévaudan can make a
special attack. The Beast can attempt to overrun any creature that is at least one
size category Smaller than itself. This works just like the overrun combat
maneuver, but the Beast does not need to make a check, it merely has to move
over opponents in its path and does not provoke attack of opportunity. The Beast
make the bite attack and the 2 claws attacks: it make only one attack roll for each
attack; any creature in the path whose AC is equal to or lower than the result is hit
by the natural attack. It cannot use the grab ability of the bite or the hurl foe
special attack with maw and claws. This ability can only be used 3 times per day
and the Beast must wait 1 minute between uses.
Powerful Bite (Ex): The Beast Of Gévaudan applies triple its Strength modifier to
bite damage, and its bite attack has a critical threat range of 19-20.
Recovery (Ex): Whenever the Beast Of Gévaudan fails a saving throw against any
mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including
binding, flesh to stone, temporal stasis and imprisonment), it can attempt a new
saving throw at the end of its turn to remove the effect. Doing so takes no action.
The Beast can attempt a new save to end the effect as often as it wishes, but can
attempt to remove only one such effect per round. Once per year, if the Beast takes
an amount of damage that would normally kill it by reducing its hit points to a
negative amount equal to its Constitution score while the regeneration its stoped,
the damage instead heals the Beast of twice the amount of damage—but this
healing leaves the monster disoriented and demoralized. At this point, the creature
becomes nauseated and seeks only to return to its lair. Any amount of damage
dealt to it by an external source before it reaches its lair, though, immediately
negates the nauseated effect and allows the Beast to end its retreat and attack.
Resilient Form (Ex): The Beast Of Gévaudan its trapped in that form by a terrible
curse. The Beast has the shapechanger subtype from the fact the a long time ago it
was something different but now only the monster remain. The Beast cannot take
another form, no matter how much stronger the effect it’s, even wish and miracle
fail.
Shake Prey (Ex): If the Beast Of Gévaudan successfully grapples an opponent with
its bite, it shakes the foe, dealing additional blugeoning, piercing and slashing
damage equal to its Strenght modifier (it means that it inflicts it only once and is of
all three types for effects). It may forgo this additional damage to bull rush, drag,
reposition, or trip the target as a free action, using the same combat maneuver
bonus it used to grapple the target.
Superior Scent (Ex): The Beast Of Gévaudan has the scent ability but at quadruple
the normal range. It can detect opponents within 120 feet by sense of smell. If the
opponent is upwind, the range increases to 240 feet; if downwind, it drops to 60
feet. Strong scents, such as rotting garbage, can be detected at twice the ranges.
Overpowering scents, such as skunk musk or troglodyte stench, can be detected at
triple normal range; when the Beast detects a scent, the exact location of the
source is not revealed—only its presence somewhere within range. The Beast can
take a move action to note the direction of the scent. When the Beast is within 10
feet of the source, it pinpoints the source’s location. It can follow track with scent
using the usual rules.
Thirst for Blood (Ex): Upon a roll of natural 20 (followed by a successful roll to
confirm the critical hit) with its bite attack, the Beast Of Gévaudan jaws rip off a
limb of the target. A Fortitude save DC 34 negate the effect. Roll 1d12 for the
following table:
A creature that has its gut ripped off suffers an additional 4d10 bleed damage at
the start of each of his turns, until he receives magical healing or a DC 25 Heal
check. A creature that loses his head dies if it can’t live without it. The table is
meant for a humanoid form, if the creature does not have it, the GM is encouraged
to use one that is customized on the spot. The save DC is Strength-based.
Wild Hunt (Su): Once per week, the Beast Of Gévaudan can grant itself and a
number of wolfs or wolf-like creatures (see lycanthropic empathy) equal to its Hit
Dice the ranger’s quarry class feature for 24 hours, designating a single creature as
the target of the hunt. All participants in the wild hunt also get the benefits of
longstrider, tireless pursuers, and air walk (caster level 23th) for the duration of the
hunt.
Wood Hunter (Ex): The Beast Of Gévaudan may move through any sort of
undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain)
at its normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that have been magically manipulated to
impede motion, however, still affect him. The Beast Of Gévaudan leaves no trail in
natural surroundings and cannot be tracked. It may choose to leave a trail if so
desired.
Daoine Sidhe
Riders of the Sidhe 1911(1911) John Duncan
The Tuatha Dé Danann ("people of the Goddess Danu" - the deities and deified
ancestors of Irish mythology). Some sources describe them as the remaining
survivors of the Tuatha Dé Danann who retreated into The Otherworld after they
were defeated in battle by the by the Milesians - the mortal Sons of Míl Espáine
who, like many other early invaders of Ireland, came from the Land of the Dead.
In Gaelic folklore
The aos sí are often propitiated with offerings, and care is taken to avoid angering
or insulting them. Often they are not named directly, but rather spoken of with
euphemisms such as "The Good Neighbors," "The Fair Folk," or simply "The Folk",
in the hope that if humans describe them as kind, they are more likely to be so. In
this vein, the most common names for them, aos sí, aes sídhe, daoine sídhe
(singular duine sídhe) and daoine sìth mean, literally, "people of peace".
Aos sí are sometimes seen as fierce guardians of their abodes - whether that be a
fairy hill, a fairy ring, a special tree (often a hawthorn), or perhaps a particular loch
or wood. The Gaelic Otherworld is seen as being closer at the times of dusk and
dawn, therefore this is seen as a time special to the aos sí, as are some of the
festivals such as Samhain, Beltane and Midsummer. The aos sí are generally
described as stunningly beautiful, though they can also be terrible and hideous.
As part of the surrender terms in their loss against the Milesians, the Tuatha Dé
Danann agreed to retreat and dwell underground in the sídhe , the hills or earthen
mounds that dot the Irish landscape. In some of the later poetry, we find that each
leader of one of the tribes of the Tuatha Dé Danann was given one mound.
In a number of later English language texts, the word sídhe was used for both the
mounds and the people of the mounds.
Roleplaying
From beneath the dark branches of the tree, a stunning woman with flawless white
skin and flowing violet hair steps gracefully into the moonlight. She is dressed in a
gown of shimmering gossamer. An amused smirk crosses her face.
Abilities Strength 24, Dexterity 34, Constitution 25, Intelligence 24, Wisdom 26, Ch
arisma 26
SQ freedom of movement, mythic nature, otherworldly grace, song of
freedom, true seeing, wild empathy +34
Feats Dodge (B), Great Fortitude (B), Mobility, Point Blank Shot, Precise
Shot, Rapid Shot, Shot on the Run, Weapon Finesse, Weapon Focus (longbow)
Mythic Nature Abilities Faerie song
Skills Appraise +16, Bluff +31, Concentration +22, Diplomacy +35, Disguise +23
(+25 acting), Hide +35, Intimidate +10, Knowledge (arcana)
+22, Knowledge (nature) +30, Listen +39, Move Silently +35, Perform (any two)
+39, Search +16, Sense Motive +31, Spellcraft +24, Spot +39, Survival +16 (+18
in aboveground natural areas)
Possessions +1 seeking shock composite longbow (+7 Strength bonus), +1 frost
silver shortsword, 40 silver arrows
_____________________________________________________________
Aptitude Focus Although daoine sídhe do not always have class levels, their
immense life spans and knack for learning allow them to acquire abilities from their
racial Hit Dice similar to those conferred by class levels. Each daoine sídhe may
choose one of the following. This daoine sídhe has chosen the music aptitude focus.
Arms The daoine sídhe gains one bonus fighter feat per five racial Hit Dice and may
select fighter-only feats as if it were a fighter of a level equal to her racial Hit Dice.
Hunter The daoine sídhe gains the swift tracker and favored enemy abilities of
a ranger of a level equal to the daoine sídhe's racial Hit Dice. It gains Track as a
bonus feat.
Magic The daoine sídhe has the spells per day and spells known of a cleric,
druid, sorcerer, or wizard whose level is equal to one-half its racial Hit Dice, or of
a bard whose level is equal to three-quarters its racial Hit Dice. The daoine sídhe's
effective caster level for its spells is equal to three-quarters its racial Hit Dice.
Music The daoine sídhe has unearthly musical prowess. It gains the bardic music of
a bard whose level is equal to its racial Hit Dice.
Rage The daoine sídhe has the ability to unlock the amazing strength of anger. It
gains the rage, uncanny dodge, greater rage, and indomitable will abilities. Its
effective barbarian level is equal to three-quarters its racial Hit Dice. It may choose
to utilize the whirling frenzy variant.
Stealth The daoine sídhe gains the improved uncanny dodge ability and may sneak
attack as a rogue, inflicting 1d6 points of damage per five racial Hit Dice. The
daoine sídhe also gains either improved evasion or hide in plain sight. Its effective
rogue level for purposes such as flanking a character with improved uncanny dodge
is equal to three-quarters its racial Hit Dice.
Sample Mythic Nature Ability: Faerie Song (Su) The daoine sídhe can utilize a
limited knowledge of the Óran Sídhe or Faerie Song to gain access to the unique
bardic music abilities described below.
Threnody of Despair (Su) The daoine sídhe can sing a song which instills its
enemies with the despairing certainty that their own deaths are nigh. The daoine
sídhe can use a standard action to target a living creature that can hear it and that
it can see. The next time the target is wounded, if the daoine sídhe has been
constantly singing since it activated the ability, the victim must attempt a Will save
(DC 28). If the victim succeeds, he is in no further danger unless the daoine sídhe
uses this ability again. If the victim fails, he becomes dazed for 3 days (in a
despairing catatonia) and must immediately attempt a Fortitude save. If that save
fails, the victim succumbs to his wounds even if they are not life-threatening or
even lethal damage. This is a sonic, mind-affecting effect. Using this ability requires
expending a number of daily uses of bardic music equal to one-half the Hit Dice of
the target.
Otherworldly Grace (Su) A daoine sídhe receives an insight bonus to its Armor
Class, attack rolls, and weapon damage rolls equal to its Wisdom bonus. It is
unaffected and undamaged by natural hazards of all sorts, including difficult terrain,
natural magma, a forest fire, natural lightning, and exposure to naturally cold or
windy weather. This ability offers no protection against sentient-made hazards or
the special abilities of creatures. Finally, the Survival check DC to Track a daoine
sídhe in natural environs is increased by +20.
Wild Empathy (Ex) A daoine sídhe can use wild empathy as a 20th-level druid. A
daoine sídhe has a +6 racial bonus on wild empathy checks.
ECOLOGY
Daoine sídhe are the noble-blooded fey. They are usually found presiding over
courts of lesser fey: most local courts are ruled by daoine sídhe families.
These fey typically live 10,000 years.
Environment: Daoine sídhe can be found almost anywhere in the Celtic lands, but
are most often found in secluded areas of vibrant life. They strongly avoid cities,
though, as well as smaller mortal settlements to a lesser extent.
Typical Physical Characteristics: A daoine sídhe appears much like an elf, except
that its ears are more similar to those of a half-elf. It stands slightly taller than a
human, and its skin and hair may be any color at all. A daoine sídhe’s taste in
clothing may vary considerably – some prefer to wear elegant courtly attire, while
some wear nothing at all. The majority fall between these two extremes, with
simplicity, tastefulness, and high-quality fabric being common.
Alignment: Daoine sídhe, like many fey, care nothing at all for concepts of morality
or ethics, and may be any alignment. Their lack of concern leads them to be often
neutral.
SOCIETY
Daoine sídhe social structure is much like that described in the fey Feature series,
except that gender bias varies. The daoine sídhe believe in the great significance of
their heritage and maintain reasonably strong family units called kelirs. Each kelir
normally dominates one or a few local courts while simultaneously attempting to
gain power and influence in more significant courts.
TYPICAL TREASURE
Daoine sídhe usually manage to collect significant quantities of treasure. Daoine
sídhe usually have 1/10 coins, triple goods, and double items, in addition to the
personal equipment listed above.
Arms: The daoine sídhe increases its effective fighter level by its racial Hit Dice for
the purpose of qualifying for feats.
Hunter: The daoine sídhe adds its racial Hit Dice to its ranger level for the purpose
of determining its favored enemy abilities. When it it reaches 1st level of ranger,
and again at 8th level, it gains a nonepic feat it qualifies for.
Magic: This ability interacts with levels in spellcasting classes as normal for monster
spellcasting. If the class is druid, the daoine sídhe gains a nonepic feat it qualifies
for at 9th level of the class.
Music: The daoine sídhe adds its racial Hit Dice to its bard level for the purpose of
determining its bardic music abilities.
The daoine sídhe gains all the benefits of advancement by racial Hit Dice in addition
to those that follow, except when noted otherwise. It does not gain ability score or
fast healing improvements from its racial HD up to 30; instead it gains the
improvements listed below. Its Challenge Rating increases equal with its racial Hit
Dice until it reaches 30 Hit Dice, instead of at every fourth Hit Die. All skills are
class skills for the daoine sídhe.
Arrow of Fertility (Su): Any weapon the daoine sídhe wields gains the merciful
quality, which can be deactivated as normal. Additionally, when the daoine sídhe
fires an arrow, the arrow becomes invisible. It disintegrates after dealing damage.
The wound is superficially closed, leaving no outward sign of harm.
The daoine sídhe can instill reproductive vigor in creatures with her arrows. Up to
three times per day, the daoine sídhe can use a standard action to fire an arrow
that passes through all nonmagical barriers in its way (so it can be stopped by
a wall of fire or wall or force), negating cover and concealment, and strikes as a
ranged touch attack. A living creature struck by this special arrow must succeed on
a Fortitude save (DC 28) or become hormonally overwhelmed for the next five
rounds. The victim seeks to become intimate with the nearest person of the
opposite sex - what it will do if the object of its lust is unwilling depends upon its
personality and alignment. Some creatures will simply beg, while the more
romantically inclined will attempt to hastily charm and seduce. Regardless of how
this desire manifests, the creature can pay no attention whatsoever to anyone else,
and is considered flat-footed as far as other creatures are concerned. As a side
effect, any creature who succumbs to the arrow of fertility becomes fertile if it was
sterile.
Faerie Song (Su) The daoine sídhe can utilize a limited knowledge of the Óran Sídhe
or Faerie Song to gain access to the unique bardic music abilities described below.
- Threnody of Despair (Su) The daoine sídhe can sing a song which instills its
enemies with the despairing certainty that their own deaths are nigh. The daoine
sídhe can use a standard action to target a living creature that can hear it and that
it can see. The next time the target is wounded, if the daoine sídhe has been
constantly singing since it activated the ability, the victim must attempt a Will save
(DC 28). If the victim succeeds, he is in no further danger unless the daoine sídhe
uses this ability again. If the victim fails, he becomes dazed for 3 days (in a
despairing catatonia) and must immediately attempt a Fortitude save. If that save
fails, the victim succumbs to his wounds even if they are not life-threatening or
even lethal damage. This is a sonic, mind-affecting effect. Using this ability requires
expending a number of daily uses of bardic music equal to one-half the Hit Dice of
the target.
Touch of Life (Su): A daoine sídhe with this special attack can restore life to those
who have lost it. Up to three times per day, the daoine sídhe can touch any living
thing’s remains and restore it as if with resurrection. This effect works
on aberrations, animals, dragons, fey, giants, humanoids, magical
beasts, monstrous humanoids, oozes, plants, and vermin, as well as on living
objects such as inanimate plants and fungi.
A daoine sídhe may use this ability in combat by touching an enemy’s item that is
made out of organic materials, such as a pair of leather boots or a feathered cloak.
Doing so requires a touch attack to hit the item (AC 10 + item size modifier +
wearer’s Dexterity modifier). As long as the originator of the materials is dead, it is
instantly restored to life. If its remains were a part of an item, such a bull being
part of leather boots, the item is unmade and returned to its component parts when
the creature is restored to life. A magic item targeted by this effect may resist with
a Will save (DC 28); nonmagical items receive no save. The save DC is Charisma-
based.
A sentient dead creature may resist this effect as any revivification effect, but no
nonsentient creature or object will refuse the daoine sídhe except in unusual
circumstances. A nonsentient creature restored by the daoine sídhe automatically
acts helpful toward her, or at least never harms her, if it has no Intelligence score.
Any creature restored by the daoine sídhe, sentient or not, automatically acts
hostile toward whoever was employing its remains in an item.
False God
Large Outsider (Evil, may also be Lawful or Chaotic, Abomination)
Hit Dice: 40d8+360 (680 hp)
Initiative: +15
Speed: 50 ft (10 squares), Climb 50 ft., Swim 50 ft., Burrow 50 ft., Fly 50 ft.
(Perfect)
Armor Class: 45 (-1 Size, +7 Dex, +13 natural, +16 Deflection), touch 32, flat-
footed 38
Base Attack/Grapple: +40/+50
Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
Full Attack: Annihilate +46 Melee or Ranged Touch (Annihilation, see below)
Space/Reach: 10 ft./10 ft.
Special Attacks: Annihilation, Spell-Like Abilities, Domain, Divine Aura
Special Qualities: Abomination Traits, Fast Healing 20, Regeneration 20, SR 42, DR
40/Epic, Energy Resistance (Acid, Cold, Electricity, Fire, and Sonic) 20, Dark Vision
240’, Divine Power
Saves: Fort +47, Ref +45, Will +47
Abilities: Str 22, Dex 25, Con 29, Int 26, Wis 28, Cha 43
Skills: Bluff +50, Concentration +45, Diplomacy +50, Gather Information +50,
Intimidate +50, Knowledge (Arcane, Geography, History, Local, Religion, The
Planes) +42, Listen +43, Search +42, Sense Motive +43, Spellcraft +42, Spot +43,
Use Magic Device +50, any three other skills at 36 ranks
Feats: Blind-Fight, Blinding Speed, Boost Spell-Like Ability, Combat Reflexes,
Empower Spell-Like Ability, Heighten Spell-Like Ability, Improved Combat Reflexes,
Improved Initiative, Intimidating Strike, Master Manipulator, Maximize Spell-Like
Ability, Quicken Spell-Like Ability, Superior Initiative, Violate Spell-Like Ability
Environment: Any
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
Alignment: Any Evil
Advancement: 41+ HD (Large)
Level Adjustment: -----
” The Gods visit the sins of the fathers upon the children.“
The Gods are responsible for their creation, and their continued existence.
A False God wanders the Planes until it finds a suitable niche somewhere far from
the attentions of it's Divine parent, and begins to try to set itself up as a God by the
use of it's magical abilities. It is believed they wish to convert worshipers away
from the true Gods in a bid to usurp their power, although it isn't likely they have a
real chance of doing this. At least it's widely assumed that this or just a blatant
attempt to grab power in the material world is their goal.
Of equal concern and controversy is why their parents do nothing to stop them. At
least not directly. Some Gods have subtly backed mortal champions who have
undertaken missions to defeat their more evil progeny. Some have been
spectacularly less than subtle. But none of them have ever personally raised a hand
to smite one of their children despite their being so viciously sadistic.
it is also unknown exactly why their progeny are so vile. For Evil deities their
children being murdering, manipulative monsters comes as no surprise. But what
cause the children of Good deities (and whatever they mated with) to be so
unconscionably foul? There are even rumors of a seductress of some power who
personally hopes to defeat the Gods with their own sons and daughters.
False Gods can generally appear as almost anything they like with their ability to
Shapechange. They often appear as a member of whatever race they are
attempting to influence, or at least in a form that they would find attractive or
comfortable. But in moments of great anger or frustration their true nature bubbles
to the surface, and they momentarily lose control and appear as some sort of ever
shifting monstrosity.
Combat
Annihilation (Ex): Mortal beings cannot withstand the assaults of a False God. As a
Standard Action the False God can make a Melee or Ranged Touch Attack (range is
240’). If the attack is successful, and the victim has no Divine Rank, he must make
a DC 46 Willpower Save or Die. If the Save is successful he instead takes 10d6
untyped damage. If the opponent has Divine Rank and the attack is successful it
instead does 3d6 plus the False Gods Charisma Modifier. The exact appearance of
the attack varies from False God to False God, and can look like virtually anything
(however they all operate the same mechanically).
Spell Like Abilities (Sp): False Gods may cast the following at will as Spell-Like
Abilities: Heal, Limited Wish, Mass Charm Monster, Mass Cure Serious Wounds,
Shapechange. Caster Level is equal to Hit Dice.
Domain (Su): False Gods have access to one Domain associated with their Divine
Parent. They may cast any Domain spell of 6th level or lower at will as a Spell-Like
Ability. 7-8th level Domain spells can be cast 3/day as a Spell-Like ability, and 9th
level spells 1/day. Caster Level is equal to Hit Dice. It can use the Domain Ability at
will, Cleric Level is equal to it’s Hit Dice.
Divine Aura (Su): Any being within 100' is affected by the False Gods Divine Aura if
they fail a DC 46 Willpower Save (Save DC is Charisma Based). If they succeed
they are immune to this False Gods Aura for 24 hours. If they fail they are subject
to the Aura's effects for the duration of the encounter and for 1 hour after. The
False God can use one of the following effects. It is born able to use this effect and
cannot change it later:
Love: All beings in the Area are Charmed as if by a Charm Person spell.
This is a Mind-Affecting Effect. Beings with a Divine Rank or more Hit Dice than the
False God are immune to this ability.
Immunities: Immune to disease, stunning, sleep effects, poison, Death Effects, and
Disintegration.
Divine Power (Su): False Gods get a Deflection Bonus to their AC, and a Profane
Bonus to their Saving Throws equal to their Charisma Modifier.
Skills: The False God has a +12 Racial Bonus on any 3 Skills associated with it’s
Divine Parents Domains or Portfolio.
Combat: False Gods attempt to hide their nature as long as possible using their
spell like abilities to pretend to be priests or wizards. But if something should
actually harm them or upset their plans, they will be quick to use their Annihilation
ability.
-=-=-=-=-=-=-
Lore
Characters with ranks in Knowledge (Religion) may have heard the stories about
the False Gods. When the character makes a skill check, the following lore is
revealed, including the information from lower DCs.
DC Lore
50 The False Gods are Abominations, children of a Deity and a Lesser (possibly
mortal) being (this reveals all Abomination traits). False
Gods are incredibly powerful and can kill with a gesture if necessary.
55 The False Gods are utterly Evil, and driven to destroy their parents by trying
to replace them in the hearts of their worshipers. They are
vulnerable to the Clerics patronized by their Divine Parent.
60 The Gods themselves will not personally attack the False Gods, but they will
back mortal champions who do so.
Plot Hook
The PC's have been asked to find out what's behind raids in the local desert.
Defeating the bandits, they stealthily follow them to their lair, and find a camp built
around an oasis on no maps they know of. What lurks in the pool can only be
called an abomination before the Gods. A monstrous violation of nature. Fleeing
back to their city bound employers they make ready to lead an assault that may
well be the death of them all.
Animals in a nearby forest have been somehow picking off the villages one by one.
Eventually the PC's find a deserted town filled with the staring malignant eyes of
what should be dumb beasts gazing at them from every cranny. After enduring
countless assaults from animals far craftier than they should be, the PC's venture
into the forest to find the source of their discomfort, and find waiting for them a
thing that demands to be worshiped on pain of their deaths.
The High Temple of Pelor has been destroyed by what appears to be a rival God. A
God with...less than benevolent intentions. A God who claims to have defeated
Pelor and replaced him as deity of the Sun. All of the priests are dead so there is
no one to say otherwise. The PC's have been asked to find out what has happened.
If they can escape the city.
The PC's rescue what appears to be a lone woman surrounded by a gathering of
Druids. The Druids seem to give up a little too easily, perhaps even without
combat. And long after they have left the forest, the PC's new traveling companion
begins to exhibit certain powers. Powers that suggest that perhaps she never
needed the PC's help. Powers that suggest they may have been wrong in 'rescuing'
her. But how can they find out what her intentions are now?
Golden Hind
Large Outsider
Hit Dice: 34d8+340 (493 hp)
Initiative: +24 (+16 Dexterity, +8 Superior Initiative)
Speed: 120 ft.
Armor Class: 50 (-1 size, +16 Dexterity, +25 natural), touch 25, flat-footed 34
Base Attack/Grapple: +41/+46
Attack: +5 composite longbow (+8 Str bonus) +50 ranged (2d6+13 plus poison) or
gore +41 melee (2d8+8 plus poison) or 2 hooves +41 melee (2d8+8)
Full Attack: +5 composite longbow (+8 Str bonus) +50 ranged (2d6+13 plus
poison) or gore +41 melee (2d8+8 plus poison) and 2 hooves +36 melee (2d8+8)
Face/Reach: 10 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Divine resistance, evasion, swift tracker, favored enemy (deities),
endless stamina, trackless step, damage reduction 10/epic, nature’s affinity,
regeneration 10
Saves: Fort +29, Ref +35, Will +28
Abilities: Str 27, Dex 42, Con 31, Int 28, Wis 28, Cha 30
Skills: Balance +35, Bluff +15, Concentration +29, Craft +25, Handle Animal +37,
Heal +33, Hide +32, Jump +36, Knowledge (geography) +35, Knowledge (nature)
+37, Knowledge (religion) +30, Listen +35, Move Silently +37, Perform (sing) +20,
Search +36, Sense Motive +16, Spot +36, Survival +36, and Swim +37, Tumble
+32.
Feats: Dodge, Far Shot, Improved Initiative, Improved Precise Shot, Mobility, Point
Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, Stealthy, Track
Epic Feats: Blinding Speed, Superior Initiative
Environment: Any woodland or forest
Organization: Solitary
Challenge Rating: 42
Treasure: Standard plus +5 composite longbow
Alignment: Always neutral
Advancement: 35-44 (Large)
Level Adjustment: ---
Kensho closes his eyes as he concentrates on hearing whatever has given him the
feeling of being followed, listening for the faintest indication of a threat. He didn’t
know how long it’s been tailing the group, but it’s definitely there. As his superb
hearing picks up the tiniest sound, he hears the faint sound of a bow being drawn
back in the distance. He screams for everyone to find cover, diving to push Silvius,
his wizard friend and fellow hero-deity behind the remains of a great fallen tree, but
it was too late. The arrow slid cleanly between Silvius’ ribs and emerged partially
out of his back. As Benedict flips him over to snap the arrowhead and desperately
attempt to save his transfixed friend, Kensho peeks over the log to identify the
assailant only to see another arrow flying towards his skull. Kensho’s training at the
temple definitely paid off as he darts under the giant log, narrowly avoiding having
his cranium pierced.
“Why are you attacking us?! What could have we probably done to warrant such
malice?” Kensho shouts.
A voice seemingly too beautiful and melodic to have such malevolence behind it
answers, “I did not intend to kill the wizard, monk. But he moved into my line of
fire. All I want is the cleric, for his masters are the ones who hunted my kind to
extinction! Leave him and the rest of you may go in peace!”
“As if his spark is… gone. As if it… destroys divinity.” Benedict replies meekly.
“What do you mean…gone? You don’t think this thing can take away our power?” a
befuddled Tragg asks weakly, a tone unbecoming for the former second-in-
command of the 5th Phalanx of Heaven.
“Yes.”, replies Benedict, “And I think its using poison to do so. This golden liquid is
unfamiliar to me, but seems to be the catalyst for this most blasphemous ailment.
Kensho, we have to take this… creature down. We don’t know where it is but if we
retreat now it’ll just pick us off one by one.”
“Fo’ once I agree with the choirboy, we have to take this monster down fast and
hard. I’ll tear out its pansy-ass guts and use ‘em fo’ a pillow!” Tragg bellows.
“Quiet!” Kensho commands, “I think I just saw whatever is attacking us. It looks
like a centaur with golden antlers. It’s coming this way, and it’s fast! We’re not
prepared for this! Gate us out! Now!”
This fabulous creature is a shining beacon of perfection. Its face is the epitome of
beauty itself, its voice the very essence of music. Amber eyes brimming with malice
and sorrow arrest your attention. Golden-brown skin with gold flecks sprinkled
across its flesh covers the cervid portion of its body, while golden scales so fine that
they are indistinguishable from skin cover its perfectly muscled humanoid half.
Golden-brown hair and 10-point golden antlers complete its deer-like appearance.
Hinds roam ancient forests far removed from civilization, protecting the forest and
the creatures living within with its formidable archery and melee prowess. However,
their seclusion does not mean that they know nothing of the outside world. In ages
past, before the current pantheons came into power, hinds roamed freely across
the planar forests. However, such freedom was not to last. When an evil deity
discovered that the blood of a hind could kill a god, he immediately slew his rival, a
prominent goddess of light. Outraged, the various gods of good and order came
together to divest the evil one of his power. Not one to be humbled by such
sniveling weaklings, the foul one called forth his fellow evil deities and abominations
to march on the gates of heaven. This act sparked divine war with the side of good
losing, succumbing to the power of the hind’s blood. With heavy hearts, the forces
of good resolved to destroy the hinds so that their blood could never be used for
such evil purposes again.
The hinds, staying as neutral as possible but not ignorant of the situation, banded
together against the gods and their servants. Fierce warriors when provoked, the
hinds slew many godlings and finished off a few deities using their knowledge of
forests and guerilla tactics to even the playing field. However, even their valiant
effort could not match the power of the gods, and the hinds were nearly hunted to
extinction. Facing imminent annihilation, the remaining hinds fled to the far corners
of the multiverse. Even as they fled, the gods still pursued them, either for their
blood or to slaughter them. After all was said and done and the gods destroyed
themselves, only a handful remained, the injustice and atrocities they suffered at
the hands of the gods forever seared into memory. Having lost everything they’d
ever known, the survivors withdrew into forests primeval, the knowledge of their
existence fading into eternity.
Combat
Given their history, to say that hinds are untrusting of deities and their servants is
an understatement. If such a creature enters a hind’s forest all he can expect is a
volley of poisoned arrows and a swift death. However, a hind is at heart a kind and
gentle creature and will allow those with no divine connection to pass unmolested if
they sacrifice those that channel divine power, should such a being accompany
them, even going so far as to offer healing and succor if the rest are injured. Those
who refuse can expect the same fate described above.
Hinds generally observe foreign creatures from hiding, tailing them as long as
necessary to discern their true motives and intentions. Those that harm the forest
or its inhabitants willfully and maliciously are not long for this world. Druids,
rangers, and other adventurers hunting for sustenance are not harmed, as this is
the way of nature, but the hind greatly prefers that visitors maintain a vegetarian
diet.
A hind’s natural weapons and any weapons it wields are treated as epic for the
purpose of overcoming damage reduction.
Endless Stamina (Ex): A golden hind never needs to make Constitution checks to
continue running or to avoid nonlethal damage from a forced march, or Fortitude
saves made to avoid nonlethal damage from hot or cold environments. In addition,
the hind can last a week before suffering the penalties of starvation and thirst.
Divine Resistance (Ex): Due to their history of conflict with the pantheons of old,
hinds have developed a resistance to the attacks of deities and their servants, their
animosity so powerful it actually manifests as a metaphysical force to ward against
divine power. Against gods, a hind has resistance based on divine rank (refer to
Table 1-1 Divine Resistance) to any attacks drawing on divine power; versus mortal
servants, the hind’s opponent must succeed on a Will save (DC = 10 + ½ hind’s hit
dice + hind’s Cha modifier) or their attack fizzles out, as their devotion falters in
the face of the hind’s contempt for the gods. Even on a success, the attack is still
subject to the divine resistance 20. This resistance has no effect on abilities not
directed at the hind itself.
Evasion (Ex): A hind can avoid even magical and unusual attacks with great agility.
If it makes a successful Reflex saving throw against an attack that normally deals
half damage on a successful save, the hind instead takes no damage. A helpless
hind does not gain the benefit of evasion.
Swift Tracker (Ex): A hind can move at its normal speed while following tracks
without taking the normal -5 penalty. A hind takes only a -10 penalty (instead of
the normal -20) when moving at up to twice normal speed while tracking.
Favored Enemy (Ex): A hind gains a +2 bonus on Bluff, Listen, Sense Motive, Spot,
and Survival checks and a +2 bonus on weapon damage rolls against deities.
Poison (Ex): The hind coats its arrows with its own poisonous blood.
Unfortunately for those who wish to utilize this poison to usurp the reins of power,
they must first contend with the hind. This is no small feat, since the creature coats
its arrows and antlers with its own blood. Hind's blood can only be taken from a
still-living hind, any other method results in the substance being completely
useless. Naturally this means the beast must first be subdued, a task no one who
has lived in the era since the current pantheons came into power has been able to
accomplish.
Nature’s Affinity (Su): No natural, nonevil creature, sylvan creature, or fey will
willingly harm a hind. Evil creatures possessing less hit dice than the hind or
creatures dominated by an evil creature possessing less hit dice than the hind must
make a Will save (DC = 10 + ½ hind’s hit dice + hind’s Cha modifier) or stand
transfixed in awe of the hind’s radiant beauty for a number of rounds equal to the
hind’s Charisma modifier. Awed creatures cannot take any actions other than
defending themselves. However, the awe immediately ends if the hind makes any
hostile action towards the subject. In addition, hinds are immune to the spell-like
abilities of fey.
Second, a hind may move through any sort of undergrowth (such as natural thorns,
briars, overgrown areas, and similar terrain) at its normal speed 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 it.
Also, the hind gains the benefit of the Track Feat automatically, it need not select it.
Trackless Step (Ex): A hind leaves no trail in natural surroundings and cannot be
tracked. It may choose to leave a trail if so desired.
Venom Immunity (Ex): A hind’s own blood is much more virulent than other
mundane poisons and utterly annihilates any foreign toxins entering its body. As a
result, a hind is completely immune to all poisons and venoms.
Spell-like Abilities: At will – entangle, remove disease, water walk, wood shape;
3/day – ironwood, snare, summon nature’s ally IV; 1/day – greater magic fang.
Caster level 25th.
Necodius
Medium Outsider (Abomination, Chaotic, Evil, Incorporeal)
Hit Dice: 36d8+252 (540 hp)
Initiative: +4
Speed: fly 200 ft. (perfect)
AC: 37 (+4 dexterity, +14 profane, +9 deflection)
Base Attack/Grapple: +36/-
Attack: -
Full Attack: -
Face/Reach: 5 ft./5 ft.
Special Attacks: Bane of the divine, intercession, profane blast, spell-like abilities,
summon quells
Special Qualities: Abomination traits, divine immunity, DR 36/epic and silver, R 36,
sacrilegious, SR 46
Saves: Fort +31, Ref +28, Will +38
Abilities: Str -, Dex 18, Con 25, Int 22, Wis 38, Cha 28
Skills: Appraise +42, Bluff +48, Concentration +46, Diplomacy +48, Intimidate
+48, Knowledge (religon, the planes, undead) +45, Listen +53, Move Silently +43,
Sense Motive +53, Spellcraft +45, Spot +53
Feats: Ability Focus (Profane Blast), Combat Casting, Quicken Spell-like Ability
(flame strike), Thick-Skinned (x3), Spell Penetration
Epic Feats: Blinding Speed (x3), Great Wisdom (x2), Tenacious Magic (unhallow)
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 36-108 HD (Medium)
The children of deities, Necodius have been abandoned by their divine parents.
Driven by their hatred towards their divine parents, Necrodius seek to kill all deities
and all who worship them, especially divine spellcasters. Necodius appear as pale
skinned, bald, emaciated humanoids. They have a single glowing green eye, and
their ribcage is torn open, exposing their black heart.
Combat
Necodius target deities and divine spellcasters before attacking other foes.
Bane of the Divine (Su): Necodius gain a profane bonus to AC equal to their wisdom
bonus.
Intercession (Su): A Necodius can cut divine spellcasters off from their source of
power. To do so, the Necodius makes a turning check as if it were a cleric of a level
equal to the Necodius' Hit Dice. The result indicates the highest-level divine
spellcasters the necodius can cut off from their deity. The turning damage result
indicates the maximum total Hit Dice of divine spellcasters within 60 ft. the ability
can affect. Normally, affected divine spellcasters cannot turn undead or cast divine
spells for 1 minute; however, if the necodius has twice as many HD as the
spellcaster has divine levels, the divine spellcaster loses the ability to turn undead
and cast divine spells for 24 hours. Deities can be affected by this ability (even if
they are not divine spellcasters) but gain effective turn resistance equal to their
divine rank. Normally, affected deities are reduced to divine rank 0 for 1 minute;
howevet, if the Necodius has at least twice as many HD as the deity has levels, the
deity is reduced to divine tank 0 for 24 hours. Quells can use their Coupled
Intercession ability to increase the effective cleric level of the Necodius.; NB:Unlike
Quells, Necodius can attack their victims w/o ending the effect prematurely and can
use this ability an unlimited number of times per day.
Profane Blast (Su): As a standard action, the Necodius can make a ranged touch
attack against any creature within 100 ft.. The subject takes 15d6 points of vile
damage, 2d6 points of Wisdom drain and (if the target is a deity) permanently
reduces the subject's divine rank by 1d4 (if this bring the target's divine rank to
less than zero, the target becomes mortal). A successful Will save (DC 39) halves
the vile damage and negates the Wisdom drain and divine rank loss.
Spell-like Abilities: At will - blasphemy, desecrate, dimensional anchor, dispel good,
flame strike, harm, soul bind, unhallow, unholy blight; 3/day - storm of vengeance,
trap the soul; 1/day - wish. Caster level 36th. The save DCs are Charisma-based.
Summon Quells (Sp): Three times a day, as a standard action, the Necodius can
summon 2d10 quells.
Divine Immunity (Su): The Necodius is immune to all divine magic and Salient
Divine Abilities.
NB:A Dead Zone (or, alt., the Dead Zone (transcendental) ability) can nullify this
ability.
As it affects the environment itself rather than affecting the Necodius directly.
Abrogate, etc.; Cozen, etc.; etc. are ineffective vs. this ability.
Regeneration (Ex): The Necodius takes normal damage from holy weapons and
weapons forged by a deity.
Sacrilegious (Su): The necodius can cause the destruction of any number of holy
(or unholy) symbols within 60 ft. of it as a free action. Such symbols will combust,
melt, shatter, bend or snap in half, or otherwise be ruined, rendering them useless
for turning or rebuking attempts, as spell foci, and so on. If the symbol was
magical, it is entitled to a Fortitude save to avoid destruction. The necodius can
employ this ability not just against priest's symbols, but against books, tabards,
tapestries, or other objects that bear such an image (often ruining the decorated
item in the process). A creature with such an image branded or tattooed onto its
skin will suffer if the necodius employs this ability against them - they take 3d6
points of damage and 3 points of Constitution damage, as the profane abomination
causes the skin beneath the image to crack open and ooze blood.
NB:Divine rank 0 = quasi-deity status. In Ascension, this is divine rank 4-5. Use 4.
For Profane Blast, in Ascension, divine rank 0-2 is mortal. Use 0-2. Targets can
be reduced to 0. This strips them of all their quintessence and divinity.
Salient Divine Abilities inc. all divine, cosmic, etc. abilities.
“Cyber Creature” is a template that can be added to any corporeal, living creature
(referred to hereafter as the “base creature”). The cyber creature uses all the base
creature's statistics and special abilities, except as noted here.
Special Qualities:A cyber creature retains the special qualities of the base creature
and gains the following:
- Computer Link (Ex):As a move action, a cyber creature can link with any
computer it can reach, using short filaments that extend from its fingertips (or
equivalent). Once the physical link it achieved, the cyber creature can use the
computer to accomplish complex computer-related tasks more quickly than normal.
A task that normally requires 1 or more minutes to complete on the computer takes
a full-round action instead, while a task that normally takes 1 or more hours takes
1 minute instead. The DC of the skill check increases by 5, however, as the cyber
creature trades caution for expedience.
A cyber creature retains its Dexterity bonus to armor class while linked to a
computer. Disconnecting from the computer is a free action, and a linked cyber
creature who takes an attack action automatically severs the link. The link is also
broken the moment the cyber creature can no longer reach the computer.
Abilities:A cyber creature gains -2 Charisma. Intelligence and Wisdom are at least
3.
[Description]
“Cyber Knight” is a template that can be added to any Aleerin or cyber creature
(referred to hereafter as the “base creature”). The cyber knight uses all the base
creature's statistics and special abilities, except as noted here.
Armor Class:A cyber knight retains the armor bonuses of the base creature and
gains the following:
- Natural Armor Bonus (Ex):A cyber knight gains an armor bonus equal to its Hit
Dice. 4.8
Special Qualities:A cyber knight retains all the special qualities of the base creature
and gains the following:
- Damage Reduction (Ex):A cyber knight gains damage reduction equal to half its
Hit Dice/ - . 1.2
- Fast Healing (Ex):A cyber knight gains fast healing equal to half its Hit Dice. 1.2
- Robosoul (Ex):A cyber knight can gain robot accessories, components, and
upgrades as cybernetic implants; and can gain robot feats as if it were a robot
(biodroid and bioreplica accessories, components, feats, and upgrades only). It
must, however, meet all other prerequisites for all accessories, components, feats,
and upgrades. 1.2
Dark Lord is a template that can be applied to any intelligent creature of evil
alignment. Changes to the creature’s statistics are as follows:
Size and Type: The base creature’s type does not change, but it gains the Evil
subtype. Size is unchanged.
Hit Dice: Increase to d20. Dark lords have maximum hit points per hit die. 1d, 1f
Speed: Triple the base creature’s speed. The dark lord gains a fly speed equal to its
land speed or the base creature’s fly speed, whichever is greater. All dark lords
have perfect maneuverability. 1d, 1f
Armor Class: Natural armor improves by +10. Dark lords gain a profane bonus to
Armor Class equal to their Charisma bonus and an insight bonus to Armor Class
equal to their Wisdom bonus. +1, 1d, 1d
Attacks: A dark lord's base attack bonus is increased to be equal to its total HD. All
natural attacks the base creature possessed have their damage increased by four
steps (due to V.S.C.s (see Str +60 (see below))). A dark lord also gains a touch
attack that deals 1d8 points of vile damage per HD of the dark lord. Dark lords may
use manufactured or natural weapons in place of this touch attack; those that do so
deal an additional 1d8 points of vile damage per HD on a successful attack. 1d
Space/Reach: A dark lord’s reach doubles (see the shadow’s reach ability), but its
space is unchanged. 1f
Special Attacks: The dark lord retains all special attacks of the base creature and
also gains the following special attacks:
Armaments of Doom (Sp): A dark lord’s natural weapons, as well as any weapons it
wields, are considered to be epic and evil weapons and have the invincible (1), soul
stealing (1), and unholy power abilities. 12f
Butcher the Weak (Ex): A dark lord gains a +20 morale bonus to all attack and
damage rolls against creatures with fewer hit dice than it. Furthermore, all critical
threats against such creatures are automatically confirmed and deal maximum
damage. 1d, 2f
Command (Ex): A dark lord may command the fealty of any creature of its base
creature type within earshot. Creatures that fail a Will save are subject to the dark
lord’s every demand, although suicidal or obviously harmful tasks elicit another Will
save. Once a creature successfully saves, it is forever immune to the command of
that dark lord. Save DCs are Charisma-based. 1d
Death Throes (Ex): If killed, a dark lord explodes, dealing 1d20 points of permanent
damage (2) per hit die (no save) to all creatures within 50 ft per HD of the dark
lord. 1d
Frightful Glare (Su): Gaze attack, range 10 ft per HD. Affected creatures must
succeed on a Will save or be paralyzed with fear for 2d10 rounds. This is a mind-
affecting fear effect. 1d
Rebuke Undead (Su): A dark lord can rebuke undead as an evil cleric of a level
equal to its HD. 1f
(NB:Channel N.E. and Command Undead, if PF1E.)
Retributive Curse (Su): When a dark lord is killed, all creatures who had a hand in
the dark lord’s demise are subject to a bestow curse effect (no save) and must
succeed at a Will save or suffer a bestow greater curse effect. The being that
actually killed the dark lord automatically receives both curses and must succeed at
a Will save at a -4 penalty or suffer a bestow malediction (3) effect that can never
be removed. The save DCs are Charisma-based. 1d
Shadow’s Reach (Su): When a dark lord engages in combat, a large, faint, shadow
version of itself appears around it. This larger image strikes as the dark lord does,
effectively doubling its reach. 1f
Spell-like Abilities: Caster level equal to the dark lord's CR or existing caster level,
whichever is higher. Save DCs are Charisma-based. Spell-like abilities usable at will
—bestow curse, black blade of disaster, deeper darkness, detect good, dominate
person, enervation, greater planar binding, plane shift, raise dead, summon
monster IX (evil creatures only), telekinesis, true seeing, unhallow, unholy blight,
wall of pain (4), wrack; 5/day—bestow greater curse, blasphemy, energy drain,
dominate monster, gate, mindrape, pain circuit (5), resurrection, shades, soul bind,
wish; 1/day—bestow malediction (3), eclipse, dragon strike, evil weather, rain of
blood (6), true resurrection; 1/month—apocalypse from the sky.
Summon Fiends (Sp): Three times per day a dark lord may summon an evil
outsider with equal or fewer hit dice than the dark lord or multiple evil outsiders
with combined hit dice equal to or less than twice the dark lord’s hit dice, with no
one fiend having more than half the dark lord’s hit dice. Unique beings can be
summoned, but they are entitled to a Will save to resist the summons. This is the
equivalent of an epic spell. The save DC is Charisma-based. 1c
Special Qualities: A dark lord retains all special qualities of the base creature and
also gains the following special qualities:
Blindsight 200 ft. 1f
Damage reduction 50/epic and good. 1d
Darkvision equal to the dark lord’s normal vision. 1f
Fast healing 50. 1d
Immunity to death effects, disease, mind-affecting effects, poison, starvation, and
suffocation. 1d
Resistance 50 to acid, cold, electricity, fire, and sonic damage. 5f
Spell Resistance equal to the dark lord’s CR +20. 1f
Immortal (Ex): Dark lords do not age. 1f
Irredeemable (Ex): A dark lord’s alignment cannot be shifted away from evil by any
means. 1d
Limited Regeneration (Ex): A dark lord regrows severed limbs in 1d6+1 rounds. It
does not immediately die if its head is severed. 1d
Master of Corruption (Ex): A dark lord that can cast spells is immune to corruption
damage. 1d
Master of Dark Words (Ex): A dark lord has perfect command of the Dark Speech
and never suffers ability damage from its use. 1d
Omnicompetent (Ex): A dark lord knows all skills and has maximum ranks in all
skills. 2d
Remold (Ex): Any creature the dark lord kills and restores to life has its alignment
shifted to evil and is under the command of the dark lord. 1d
See in Darkness (Su): A dark lord can see perfectly in any darkness, even magical
darkness. 1f
Saves: A dark lord adds its Charisma modifier as a profane bonus to all saving
throws. 1d
Abilities: Str +60, Dex +30, Con +40, Int +30, Wis +20, Cha +50. +23
Feats: A dark lord gains Cleave, Dark Speech, Epic Leadership, Leadership, Epic
Reputation, Great Cleave, Polyglot, and Power Attack as bonus feats. 8f
Size and Type:The base creature's type changes to Undead (unless a Construct or
Undead). Size is unchanged. +1.6
Special:If your campaign uses the Void subtype (((Void Subtype:Void creatures are
made of the same empty space that comprises the Void. Normal creatures (that is,
creatures without the void subtype) cannot see them unless the void creature
makes its presence known, either by an act of will (a free action) or by attacking. A
void creature has total concealment (50% miss chance) unless it reveals itself. See
invisibility and invisibility purge don't reveal void creatures, but true seeing does.
Blindsight and blindsense don't reveal void creatures. Members of the void disciple
class can see void creatures. Once it reveals itself, a void creature remains visible
until it uses a free action to conceal itself again.))), the base creature gains the
Void subtype as well. +0
NB:The Undying lose their Undying abilities, etc. completely.
Speed:An entropic creature gains a fly speed equal to its base land speed with
perfect maneuverability. .8
NB:Entropic creatures do not fly; rather they are not subject to gravity in the same
way other creatures are. They can move in any direction through any medium,
disintegrating solid matter in their path.
Special Attacks:An entropic creature retains the special attacks of the base creature
and gains the following:
- Third Death (Su):If destroyed, an entropic creature implodes in upon itself. All
targets within the entropic creature's reach must make a Reflex save or be sucked
into the void and lost forever. Occasionally, beings lost in this manner find a way to
return but they are never the same creature they were before unless they are
somehow protected against the dimension of entropy. The save DC is Charisma-
based. (divine) 1.2
- Void Gaze (Su):Any intelligent creature looking at the entropic creature can
become lost in the unrelenting depth of blackness. Intelligent creatures within 5 ft.
per 2 Hit Dice of the entropic creature must make a Will save or become fascinated
for 2d6 rounds. The save DC is Charisma-based. This is a mind-affecting
effect. (divine) 1.2
Special Qualities:An entropic creature retains the special attacks of the base
creature and gains the following:
Organization:Solitary.
Treasure:Standard.
"As cold as they are beautiful, as varied as they are terrible, The Heartless, Acolytes
of the lower realms, Deceivers, seducers, the lot of them, and none more terrible
than those from the ranks of The Fallen." - Dyllythyx, First Born Son of
Demogorgon, Prince of Merciful Iniquity.
Creating a Heartless
The Heartless uses all the base creature's statistics and special abilities, except as
noted here.
Size and Type:The base creature's type (unless it is Construct or Undead) changes
to Outsider. The base creature also gains the daemon (neutral evil), demon (chaotic
evil), or devil (lawful evil) subtype, as well as any perspective alignment subtypes.
Size is unchanged. 1.2
Armor Class:A Heartless retains the armor bonuses of the base creature and gains
the following:
- Deflection Bonus (Ex):A Heartless gains a deflection bonus equal to its Charisma
modifier. 1.2
- Insight Bonus (Ex):A Heartless gains an insight bonus equal to its Charisma
modifier. 1.2
Special Attacks:A Heartless retains the special attacks of the base creature and
gains the following:
- Alter Reality (Su):A Heartless can (cast/manifest) any 0-9th level (spell/power),
as a swift action, at will. A Heartless can also combine said (spell/power)
w/Automatic Meta(magic/psionic) Capacity, Meta(magic/psionic) Freedom, and
meta(magic/psionic) feats (as appropriate) for greater results. Alternatively, a
Heartless can use Alter Reality to give itself a circumstance bonus on all di(e/ce)
rolls equal to 9 + the number of Automatic Meta(magic/psionic) Capacity feats it
possesses. If it's chosen to gain a circumstance bonus on all di(e/ce) rolls, it lose its
circumstance bonus any round it use Alter Reality for any other purpose.
(Caster/Manifester) Level = HD/L. The save DC's, if any, are Charisma-based.;
NB:If a Heartless already has Alter Reality, it gains +1 c.a. (or +6 d.a.). 7.2
- Belittle (Ex):As a swift action, a Heartless can belittle creatures. This ability
affects all creatures (selective (Immediate nonaction)) within 100 ft. + 10 ft./Hit
Die of a Heartless. Those who can hear a Heartless must succeed on a Will (DC 10
+ 1/2 Hit Dice + Charisma modifier) save or be stunned for 1 round. Those who
succeed on their saves but remain within the area must continue to save each
round that the Heartless continues to belittle them. After being stunned, opponents
become shaken for 3d4 rounds. This is a mind-affecting effect. 1.2
- Charm (Ex):As a swift action, a Heartless can charm creatures. This ability affects
all creatures (selective (Immediate nonaction)) within 100 ft. + 10 ft./Hit Die of a
Heartless. Those who can hear a Heartless must succeed on a Will (DC 10 + 1/2 Hit
Dice + Charisma modifier) save or be charmed (as if by a charm monster spell).
Those who succeed on their saves but remain within the area must continue to save
each round that the Heartless continues to charm them. This is a mind-affecting
effect. 1.2
- Deadly Glance (Su):As a standard action, a wrathful Heartless can kill or stun a
creature within 100 ft. + 10 ft./Hit Die with a look. The target creature must
succeed on a Fortitude save (DC 10 + 1/2 Hit Dice + Charisma modifier) or die (if
the Heartless intends to kill the creature) or be stunned for 2d4 rounds (if the
Heartless intends to stun the creature). 1.2
- Postcognition (Su):A Heartless can see into a being's past and learn its history.
The target must make a Will save or have their entire history become known to the
Heartless. If the save fails, the GM should reveal any pertinent (written) facts about
the individual’s history. A Heartless can attempt to discern an individual’s history
any number of times, but each time they successfully save against the Heartless's
prying they gain a cumulative +10 circumstance bonus for their next save. The
save DC is Charisma-based. 1.2
Special Qualities:A Heartless retains the special qualities of the base creature and
gains the following:
- Damage Reduction (Ex):A Heartless gains damage reduction equal to half its Hit
Dice (round down; 5 = minimum). If the Heartless has 20 total Hit Dice or less then
the damage reduction will be DR x/aligned (chaotic [if lawful] or lawful [if chaotic])
and magic or x/aligned (good) and magic. If the Heartless has greater than 20 total
Hit Dice then the damage reduction will be DR x/aligned (chaotic [if lawful] or
lawful [if chaotic]) and epic or x/aligned (good) and epic. .75
(i.e. A 10 Hit Dice chaotic evil Heartless gains DR x/good or lawful; and magic,
allowing aligned [good or lawful] magic weapons to bypass its damage reduction.)
- Spell Resistance (Su):A Heartless gains spell resistance equal to 10 + its Hit
Dice. .2
Saves:A Heartless gains a profane bonus to its saves equal to its Charisma
modifier. 1.2
Abilities:A Heartless gains +18 Str, +18 Dex, +18 Con, +18 Int, +18 Wis, and +18
Cha. 10.8
Alignment:Any evil.
Creating a Paragon
Size and Type:Animals and vermin become magical beasts. Otherwise, Type is
unchanged. A paragon gains the psionic subtype. Size is unchanged.
Hit Dice:A Paragon uses d20's (Divine Toughness) for Hit Dice and has maximum
hit points. 1.4
Armor Class:A paragon retains the armor bonuses of the base creature and gains
the following:
- Deflection Bonus (Ex):A paragon gains a deflection bonus equal to its Charisma
modifier. 1.2
- Luck Bonus (Ex):A paragon gains a +10 luck bonus (see Fortuity). 12
Special Attacks:A paragon retains all the special attacks of the base creature and
gains the following:
- Alter Reality (Su):A paragon can (cast/manifest) any 0-9th level (spell/power), as
a swift action, at will. A paragon can also combine said (spell/power) w/Automatic
Meta(magic/psionic) Capacity, Meta(magic/psionic) Freedom, and
meta(magic/psionic) feats (as appropriate) for greater results. Alternatively, a
paragon can use Alter Reality to give itself a circumstance bonus on all di(e/ce) rolls
equal to 9 + the number of Automatic Meta(magic/psionic) Capacity feats it
possesses. If its chosen to gain a circumstance bonus on all di(e/ce) rolls, it lose its
circumstance bonus any round it use Alter Reality for any other purpose.
(Caster/Manifester) Level = HD/L + 50 (see Fortuity). The save DC's, if any, are
Charisma-based.; NB:If a paragon already has Alter Reality, it gains +1 c.a. (or +6
d.a.). 7.2
Special Qualities:A paragon retains all the special qualities of the base creature and
gains the following:
- Fortuity (Ex):A paragon adds a +10 luck bonus to:armor class; attack rolls;
checks (ability checks, caster level checks, manifester level checks, skill checks,
turning checks); damage rolls; difficulty class (for any powers, psi-like abilities,
special abilities, spell-like abilities, spells); initiative; power resistance; saving
throws; spell resistance; and turn resistance (if applicable).
- Inner Eye (Ex):A paragon can automatically (no action required) manipulate
its fate. For example...The paragon gains the best or worst (its choice) results on all
dice rolls. However, a natural “20” is not an automatic success and a natural "1" is
only an automatic failure if it opts to fail..; NB:If a paragon already has Inner Eye,
it gains +1 c.a. (or +6 d.a.). 7.2
- S/P Resistance (Ex):A paragon gains spell and power resistance equal to 10 + Hit
Dice + 10 (see Fortuity).
Saves:A paragon gains a +10 luck bonus to all saves (see Fortuity).
Skills:A Paragon gains a +10 luck bonus to all skills (see Fortuity).
- Maven & Omnicompetent (Ex):A paragon gains maximum ranks in all skills (w/all
skills becoming class skills). 2.4
Treasure:Triple standard.
Creating an Amidah
Size and Type:Animals and vermin become magical beasts. Otherwise, Type is
unchanged. An Amidah gains the psionic subtype. Size is unchanged.
Hit Dice:An Amidah uses d100's (Cosmic Toughness) for Hit Dice and has quadruple
(*Cosmic Firmament (x3)) maximum hit points.;*If the Amidah is a deity, the
Amidah is treated as if always within their godly realm, regardless of where they
manifest.; NB:This Cosmic Firmament ability is the template version of Cosmic
Firmament and different from the Cosmic Firmament ability listed under Cosmic
Abilities (I.H.:A.). 29
Armor Class:An Amidah retains the armor bonuses of the base creature and gains
the following:
- Deflection Bonus (Ex):An Amidah gains a deflection bonus equal to its Charisma
modifier. 1.2
- Luck Bonus (Ex):An Amidah gains a +50 luck bonus (see Fortuity). 60
Special Attacks:An Amidah retains all the special attacks of the base creature and
gains the following:
- Alter Reality (Su):An Amidah can (cast/manifest) any 0-9th level (spell/power), as
a swift action, at will. An Amidah can also combine said (spell/power) w/Automatic
Meta(magic/psionic) Capacity, Meta(magic/psionic) Freedom, and
meta(magic/psionic) feats (as appropriate) for greater results. Alternatively, an
Amidah can use Alter Reality to give itself a circumstance bonus on all di(e/ce) rolls
equal to 9 + the number of Automatic Meta(magic/psionic) Capacity feats it
possesses. If its chosen to gain a circumstance bonus on all di(e/ce) rolls, it lose its
circumstance bonus any round it use Alter Reality for any other purpose.
(Caster/Manifester) Level = HD/L + 50 (see Fortuity). The save DC's, if any, are
Charisma-based.; NB:If an Amidah already has Alter Reality, it gains +1 c.a. (or +6
d.a.). 7.2
- Evil Eye (Su):An Amidah can automatically (no action required) manipulate (no
save) the fate of any/all creature(s), location(s), and/or object(s) within Long range
(400 ft. (+40 ft./HD/L of the Amidah)) or the range of its divine aura (if any, if
greater). For example...The creature(s), location(s), and/or object(s) gain the best
or worst (its choice) results on all dice rolls. However, a natural “20” is not an
automatic success and a natural "1" is only an automatic failure if the target(s) (is
a/are) creature(s) and (it/they) opt(s) to fail.
Special:Creatures with the Inner Eye ability can't have their destiny tampered with
in this manner. They, however, can no longer manipulate their own fate (as per the
benefits of the Inner Eye ability)..; NB:If an Amidah already has Evil Eye, it gains
+1 t.a. (or +6 c.a. (or +36 d.a.)). 43.2
Special Qualities:An Amidah retains all the special qualities of the base creature and
gains the following:
- Fortuity (Ex):An Amidah adds a +50 luck bonus to:armor class; attack rolls;
checks (ability checks, caster level checks, manifester level checks, skill checks,
turning checks); damage rolls; difficulty class (for any powers, psi-like abilities,
special abilities, spell-like abilities, spells); initiative; power resistance; saving
throws; spell resistance; and turn resistance (if applicable).
- Inner Eye (Ex):An Amidah can automatically (no action required) manipulate
its fate. For example...The Amidah gains the best or worst (its choice) results on all
dice rolls. However, a natural “20” is not an automatic success and a natural "1" is
only an automatic failure if it opts to fail..; NB:If an amidah already has Inner Eye,
it gains +1 c.a. (or +6 d.a.). 7.2
- S/P Resistance (Ex):An Amidah gains spell and power resistance equal to 10 + Hit
Dice + 50 (see Fortuity).
Saves:An Amidah gains a +50 luck bonus to all saves (see Fortuity).
Skills:An Amidah gains a +50 luck bonus to all skills (see Fortuity).
- Maven & Omnicompetent (Ex):An Amidah gains maximum ranks in all skills (w/all
skills becoming class skills). 2.4
Feats:An Amidah gains 10 Bonus Feats. 2
Treasure:Triple standard.
[Description]
A pseudonatural creature uses all the base creature's statistics and special abilities
except as noted here.
Armor Class:A pseudonatural creature retains the armor bonuses of the base
creature and gains the following:
- Natural Bonus (Ex):A pseudonatural creature gains a +35 natural bonus, or the
base creature's natural armor bonus, whichever is better. +3.5
Special Attacks:A pseudonatural creature retains all the special attacks of the base
creature, and gains the following special attacks:
- Constant Insight (Su):A pseudonatural creature gains a +20 insight bonus on all
attack rolls and is not affected by the miss chance that applies to attacks against a
concealed target. +3.7
- Spell-Like Abilities:At will - blink, blur, ethereal jaunt; 3/day - greater invisibility,
implosion, scintillating pattern, stinking cloud, 1 summon monster IX, telekinesis,
touch of idiocy. Caster Level = Hit Dice. The save DCs are Charisma-based. +.18
1 A pseudonatural creature can summon only pseudonatural animals or vermin with
this ability. It can select from any celestial or fiendish animal or vermin that could
be summoned by summon monster IX, but applies the pseudonatural template (see
Lords of Madness) to the creature rather than the celestial or fiendish template.
Special Qualities:A pseudonatural creature has all the special qualities of the base
creature, plus the following special qualities:
— Blindsight 500 ft. +1
— Immunity to poison. +.2
— Acid and electricity resistance 15 plus 5 per 4 Hit Dice (round up). +2.4
— Damage reduction 5/epic, if 1-7 Hit Dice; 10/epic, if 8-15 Hit Dice; or 15/epic, if
16+ Hit Dice. +.75
— A pseudonatural creature's natural weapons are treated as epic weapons for the
purpose of overcoming damage reduction.
— Spell resistance equal to Hit Dice x 5. +5
Abilities:Increase from the base creature as follows:Str +22, Con +10, Dex +10,
Wisdom +10, Intelligence at least 3. +5.2
Challenge Rating:+13.252; +0.777 per 4 Hit Dice.
Alignment:Always chaotic evil.
Level Adjustment:+19.879; +1.166 per 4 Hit Dice.
Superior Half-Dragon
Common dragons are well-known for their fecundity, siring half-breed offspring with
myriad creatures. What few sages realize is that higher-order dragons share this
trait; however, such half-draconic offspring are much rarer due to both the scarcity
of their draconic parents, and because few beings can successfully couple with such
powerful creatures. The spawn of such unions, however, are superior half-dragons
(the term is used collectively for all half-epic, half-adamic, and half-nehaschimic
dragons) and can become multiversal movers and shakers in their own right. Oddly,
some of these dragons should not be able to have children at all (such as void
dragons), but rare instances of creatures having the traits of such creatures
indicate that such a thing is somehow possible.
Size and Type:The creature’s type changes to dragon, and it gains the augmented
subtype. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice:Increase the base creature’s Hit Dice as follows:d20 for half-epic dragons
and d100 for half-adamic and half-nehaschimic dragons. Superior half-dragons
always gain maximum hit points per die (half-nehaschimic dragons gain double
maximum hit points per die).
Speed:A superior half-dragon has wings, and may fly at three times their base land
speed with good maneuverability, or as the base creature, whichever is better.
Armor Class:A superior half-dragon gains a natural armor bonus of +12 (epic
dragon), +36 (adamic dragon), or +108 (nehaschimic dragon), which stacks with
the base creature’s natural armor. It also gains a deflection bonus from its wings
(see below) which doesn't stack with any other deflection bonus.
Attack:A superior half-dragon has two claw attacks, two wing buffet attacks, and a
bite attack, and the claws are the primary natural weapon. If the base creature can
use weapons, the superior half-dragon retains this ability. A superior half-dragon
fighting without weapons uses a claw when making an attack action. When it has a
weapon, it usually uses the weapon instead.
Full Attack:A superior half-dragon fighting without weapons uses both claws, both
wings, and its bite when making a full attack. If armed with a weapon, it usually
uses the weapon as its primary attack and its wings and bite as natural secondary
attacks. If it has a hand free, it uses a claw as an additional natural secondary
attack.
Damage:Superior half-dragons have wing, bite, and claw attacks, with damage as
listed on Table 1-8:Universal Base Damage by Size in The Immortal’s Handbook
Epic Bestiary Vol. 1. Remember that these values may be modified if the superior
half-dragon has any virtual size categories. A superior half-dragon’s natural
weapons, and all melee weapons wielded, are treated as being epic for purposes of
overcoming damage reduction.
Special Attacks:Superior half-dragons retain all the special attacks of the base
creature and gains the following:
Breath Weapon (Su): A superior half-dragon is able to use a breath weapon, the
exact type and damage of which is determined by what kind of superior half-dragon
it is. Epic half-dragons can use their breath weapon once every 1d4 rounds, adamic
half-dragons can use their breath weapon once every 1d3 rounds, and nehaschimic
half-dragons can use their breath weapon once every 1d2 rounds. The save DC is
10 + ½ the superior half-dragon’s Hit Dice + the superior half-dragon’s Con
modifier.
- Force (epic): A half-force dragon breathes a cone of pure force, dealing 1d4 points
of force damage per Hit Die of the half-dragon (no save).
- Nexus (nehaschimic): A half-nexus dragon can breathe a cone that has a 33%
chance (roll once per individual) of shunting those within it into another universe,
erasing them from ever having existed at all in their native universe. Those affected
by the same use of this breath weapon might be shunted into the same alternate
universe.
- Platinum (epic): A half-platinum dragon has two breath weapons. The first is a
cone of sonic energy that deals 1d6 damage per Hit Die of the half-dragon (half
damage on a successful Reflex save). The other is a cone of healing vapors that
heals 5 points of damage per Hit Die (this harms undead creatures, who may make
a Reflex save for half damage). The half-platinum dragon may inhale the latter
breath weapon if it chooses, affecting only itself.
- Polychromatic (epic): A half-polychromatic dragon breathes a cone of energy that
deals 1d6 points of damage per Hit Die of the half-dragon (half damage on a
successful Reflex save). It may choose the type of energy:acid, cold, electricity, or
fire, each time it uses its breath weapon.
- Timber (epic): A half-timber dragon breathes a cone of death energy, dealing 1d8
points of damage per Hit Die of the half-dragon to living creatures (half damage on
a successful Fortitude save). This deals d12 points of damage per Hit Dice to
creatures of the plant type, or water subtype. It deals no damage to constructs and
the undead.
Special Qualities:Superior half-dragons retain all the special qualities of the base
creature and gains the following:
~ Void (adamic):Half-void dragons are immune to cold damage, and are healed
instead of harmed by acid damage.
- Legendary Wings (Su): While all superior half-dragons have features that are
indicative of their draconic parent, all have wings that are completely identical to
what their dragon progenitor would have (replacing any wings the base creature
would otherwise have). They are able to use these wings to protect themselves,
wrapping them around their bodies protectively, granting them a deflection bonus
equal to ¼ their Hit Dice (for half-epic dragons), ½ their Hit Dice (for half-adamic
dragons) or equal to their Hit Dice (for half-nehaschimic dragons); this doesn't
stack with any deflection bonus the base creature may have. Additionally, each
variety of superior half-dragon is able to, as a standard action unless otherwise
noted (no AoO), use their wings to gain a different effect (none of which interferes
with their ability to fly).
~ Force (epic): A half-force dragon’s wings are completely invisible, through still
tangible. On its turn a half-force dragon is able to negate all force effects within 100
ft. of it. This functions like a successful dispel magic used against all force-related
spells and magic items (e.g. a wall of force would immediately cease to exist,
bracers of armor would be nonfunctional for 1d4 rounds, etc).
~ Timber (epic): A half-timber dragon’s wings seem to have their bones made from
wood, with the membranes being leaves. As its wings are incarnations of nature,
they offer the half-timber dragon great defensive power from unnatural things.
While fighting defensively, a half-timber dragon takes the minimum possible
damage from manufactured weapons (e.g. a +7 longsword wielded by someone
with Str 26 would only do 16 points of damage). Unarmed strikes and natural
weapons continue to inflict normal damage.
~ Void (adamic): A half-void dragon’s wings are utterly black, being wing-shaped
holes in the fabric of reality. A half-void dragon’s wing buffet attacks are always
touch attacks, and ignore all hardness and damage reduction. Moreover, they deal
permanent damage. Permanent damage cannot be healed, except by a limited wish
(which restores 1 hit point) or wish (which restores 1 hit point per caster level).
- Spell Resistance (Ex): A superior half-dragon has spell resistance equal to its Hit
Dice +10 (half-epic dragons), +15 (half-adamic dragons), or +20 (half-nehaschimic
dragons).
Darkness
Domain:Darkness.
(Single) Darkness Portfolio
Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Domain, subdomain, and spell-like abilities. You gain full domain
access as well as up to 1 subdomain (w/o Varies.
having
to sacrifice any of your domain's abilities, etc.) and you
can use
any (1/round) of your domain or subdomain spells as
spell-
like abilities at will.
See In Darkness You can see
perfectly in darkness of any kind, including that Always active
created
by deeper darkness.
Hostile Environment (Sun) Competence
penalty (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class in sunlight.
Positive Energy Vulnerability Suffer +50%
damage from positive energy. Always active
Prophet Entropic Immunity You're
immune to entropic effects (inc. death effects; Always active
Death
Domain:Death.
Entropy
Domain:Void.
Opposed Portfolio:Mouse
Prerequisites:Must be a Cat or of Cat ancestry.
Special:Can't be Mouse-blooded.
Domain:Animal.
Realm
You create a divine realm populated by Cats and Cat kin.
Hazards:Cats and Cat kin inhabit these realms.
Inhabitants:Cats and Cat kin are drawn to these realms.
Cephalopod
Opposed Portfolio:Chondrichthyan.
Prerequisites:Must be a Cephalopod or of Cephalopod ancestry.
Special:Can't be Chondrichthyan-blooded.
Domain:Water.
Realm
You create a divine realm populated by Cephalopods and Cephalopod kin.
Hazards:Cephalopods and Cephalopod kin inhabit these realms.
Inhabitants:Cephalopods and Cephalopod kin are drawn to these realms.
Chondrichthyan kin.
Quasi-deity Improved Summoning Summoned
Cephalopod and Cephalopod kin have 50% Always active
more
HD.
Demi-deity Embodiment of Cephalopodkind Immunities only
50% effective vs. your magic (inc. Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Withering (Dex) [Effect] Assault your
enemies w/Dexterity draining attacks. Varies
Int. Deity Uncanny Withering (Dex) Mastery Assault your
enemies w/Dexterity draining attacks. Varies
Greater Deity Cephalopod Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L while hidden. Always active
Elder One Cephalopod Messiah You can't be
harmed either willingly or unwillingly by Always active
Chondrichthyan kin.
Quasi-deity Improved Summoning Summoned
Cephalopods and Cephalopod kin have 200% Always active
more
HD.
Demi-deity Embodiment of Cephalopodkind Immunities
ineffective vs. your magic (inc. Spells, Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Withering (Dex) [Effect] (x2) Assault your
enemies w/Dexterity draining attacks. Varies
Int. Deity Uncanny Withering (Dex) Mastery (x2) Assault your
enemies w/Dexterity draining attacks. Varies
Greater Deity Greater Cephalopod Soul Gain (R(FH, if
Con 0)) = your HD/L while hidden. Always active
Elder One Cephalopod King You
automatically dominate all Cephalopods/Cephalopod Always active
kin of a
lower divine rank.
Cosmic Imperfection (Chondrichthyan) Two artifacts in
the universe can overcome your cosmic Always active
string
ability.
Old One Exclusivity The first
opponent to deliver a successful attack against Always active
you is
the only opponent who can injure you the
Chondrichthyan
Opposed Portfolio:Cephalopod.
Prerequisites:Must be a Chondrichthyan or of Chondrichthyan ancestry.
Special:Can't be Cephalopod-blooded.
Domain:Water.
Realm
You create a divine realm populated by Chondrichthyans and Chondrichthyan kin.
Hazards:Chondrichthyans and Chondrichthyan kin inhabit these realms.
Inhabitants:Chondrichthyans and Chondrichthyan kin are drawn to these realms.
Chondrichthyan).
Cephalopod Vulnerability Cephalopods'
and Cephalopod-kins' attacks are Always active
+50%
effective vs. you.
Pig's Splendor You gain a
competence penalty to your Cha (= your divine Always active
rank.
This can't lower your Cha to less than 10.
Prophet Chondrichthyan Kin You gain Half-
Chondrichthyan Traits (unless a Chondrichthyan Always active
or
Chondrichthyan kin). This ability can't be lost or stolen or
Cephalopod kin.
Quasi-deity Improved Summoning Summoned
Chondrichthyan and Chondrichthyan kin have Always active
50%
more HD.
Demi-deity Embodiment of Chondrichthyankind Immunities only
50% effective vs. your magic (inc. Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Withering (Str) [Effect] Assault your
enemies w/Strength draining attacks. Varies
Int. Deity Uncanny Withering (Str) Mastery Assault your
enemies w/Strength draining attacks. Varies
Greater Deity Chondrichthyan Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L while eating. Always active
Elder One Chondrichthyan Messiah You can't be
harmed either willingly or unwillingly by Always active
Cephalopod kin.
Quasi-deity Improved Summoning Summoned
Chondrichthyans and Chondrichthyan kin have Always active
200%
more HD.
Demi-deity Embodiment of Chondrichthyankind Immunities
ineffective vs. your magic (inc. Spells, Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Withering (Str) [Effect] (x2) Assault your
enemies w/Strength draining attacks. Varies
Int. Deity Uncanny Withering (Str) Mastery (x2) Assault your
enemies w/Strength draining attacks. Varies
Greater Deity Greater Chondrichthyan Soul Gain (R(FH, if Con
0)) = your HD/L while eating. Always active
Elder One Chondrichthyan King You
automatically dominate all Chondrichthyans Always active
Deer
Opposed Portfolio:Human.
Prerequisites:Must be a Deer or of Deer ancestry.
Special:Can't be human-blooded.
Domain:Stag.
Stag Domain
This domain is added to the list of Animal domains presented in Ultimate Magic.
•Granted Powers:Like you, the princes of forests are graceful, mild, strong, swift
and mighty creatures.
•Improved Overrun (Ex):You gain Improved Overrun as a bonus feat, even if you
don’t meet the prerequisites for it.
•Unreachable (Ex):At 6th level, you gain the Uncanny Dodge ability. If you already
have it, you automatically gain Improved Uncanny Dodge instead. At 12th level,
you gain Improved Uncanny Dodge if you didn’t already have it.
•Domain Spells:1st–expeditious retreat, 2nd–forest friend, 3rd–haste, 4th–aspect
of the stag, 5th–tireless pursuers, 6th–summon stampede, 7th–animal
shapes (antelope, deer, elk, and gazelle only), 8th–getaway, 9th–freedom.
Realm
You create a divine realm populated by Deer and Deer kin.
Hazards:Deer and Deer kin inhabit these realms.
Inhabitants:Deer and Deer kin are drawn to these realms.
Deer Template (Single Portfolio)
Appearance:Your manifestation, if not Deer-like, becomes so; if a Deer
or Deer-kin, becomes the quintessential Deer or Deer kin ideal.
Demeanor:These immortals become elusive.
Deicide Portfolio
Deicide Domain
Granted Power: Once per day you may Smite an Immortal, dealing extra damage
equal their Divine Rank on your next attack.
1 Doom
2 Undetectable Alignment
3 Nondetection
4 Dimensional Anchor
5 Dismissal
6 Antimagic Field
7 Destruction
8 Trap the Soul
9 Gate
Realm
The realm of an entity with the Deicide Portfolio is constructed on the ruins of
divine structures, temples, churches, and holy sites. The bodies of priests,
prophets, heralds, disciples, and divine servants litter the ground. The Immortal s
stronghold is constructed of the carcasses of murdered Immortals.
Appearance: An entity with the single Deicide Portfolio appears covered in tattoos,
brands, and icons of occult, blasphemous imagery.
Demeanor: Entities with the Deicide Portfolio are either icily collected, possessed by
a vicious, frozen hatred for all things divine, or a raging inferno of rapturous
unholiness.
Appearance: Entities with the double Deicide Portfolio are afflicted with a host of
horrifying physical deformities, appearing as though they have been cursed by
every god in existence. (Note: this is a purely cosmetic effect)
Demeanor: Entities with the double Deicide Portfolio are utterly obsessed with God-
slaughter. Their eyes perpetually focus into the horizon, as if they are lustily
searching the heavens for potential victims.
Abilities
Fey
Opposed Portfolio:Humans.
Prerequisites:Must be a fey or of fey ancestry.
NB:Pure-blooded Dwarves, Elves, Gnomes, and Goblinoids (i.e.
Goblins, Orcs, etc.) qualify, as these races are all of fey origin
and considered fey kin (even if only barely/far removed).
Special:Can't be human-blooded. Inc. Half-breeds,
Halflings, and Human-blooded races.
Domain:Trickery.
Realm
You create a divine realm populated by fey and fey kin.
Hazards:Fey and fey kin inhabit these realms.
Inhabitants:Fey and fey kin are drawn to these realms.
Fiends
Opposed Portfolio:Celestials.
Prerequisites:Must be a Fiend or of Fiend ancestry.
Special:Can't be Celestial-blooded.
Domain:Evil.
Realm
You create a divine realm populated by Fiends and Fiend kin.
Hazards:Fiends and Fiend kin inhabit these realms.
Inhabitants:Fiends and Fiend kin are drawn to these realms.
alignment.
First One Edifying Presence Change
alignment of targets within your divine aura (no save). Always Active
Genies
Opposed Portfolio:Giant.
Prerequisites:Must be a Genie or of Genie ancestry.
Special:Can't be Giant-blooded.
Domain:Luck.
Realm
You create a divine realm populated by Genies and Genie kin.
Hazards:Genies and Genie kin inhabit these realms.
Inhabitants:Genies and Genie kin are drawn to these realms.
Goats
Opposed Portfolio:Chupacabras.
Prerequisites:Must be a Goat or of Goat ancestry.
Special:Can't be Chupacabra-blooded.
Domain:Animal.
Realm
You create a divine realm populated by Goats and Goat kin.
Hazards:Goats and Goat kin inhabit these realms.
Inhabitants:Goats and Goat kin are drawn to these realms.
Chupacabra kin.
Quasi-deity Improved Summoning Summoned
Goats and Goat kin have 50% more HD. Always active
Demi-deity Embodiment of Goatkind Immunities only
50% effective vs. your magic (inc. Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Withering (Con) [Effect] Assault your
enemies w/Constitution draining attacks. Varies
Int. Deity Uncanny Withering (Con) Mastery Assault your
enemies w/Constitution draining attacks. Varies
Greater Deity Goat Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L while eating. Always active
Elder One Goat Messiah You can't be
harmed either willingly or unwillingly by Always active
Chupacabra kin.
Quasi-deity Improved Summoning Summoned
Goats and Goat kin have 200% more HD. Always active
Demi-deity Embodiment of Goatkind Immunities
ineffective vs. your magic (inc. Spells, Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Withering (Con) [Effect] (x2) Assault your
enemies w/Constitution draining attacks. Varies
Int. Deity Uncanny Withering (Con) Mastery (x2) Assault your
enemies w/Constitution draining attacks. Varies
Greater Deity Greater Goat Soul Gain (R(FH, if
Con 0)) = your HD/L while eating. Always active
Elder One Goat King You
automatically dominate all Goats/Goat kin of a Always active
lower
divine rank.
Cosmic Imperfection (Chupacabra) Two artifacts in
the universe can overcome your cosmic Always active
string
ability.
Old One Sophism You can make
a Will save vs. an opponent's HD/L to avoid Always active
any type
of assault (whether magical or physical).
First One Digestio Absorb your
opponents strengths by consuming their bodies. Always active
Preservation
Aspects: Protection, Changelessness, Renewal
Opposed Portfolio: Decay
Examples: King Arthur (Celtic Hero-deity)
Favored Animal: Tortoise
Favored Class: Paladin
Favored Place: City
Favored Sacrifice: None
Favored Time: Spring Equinox, anniversary of defensive victory
Favored Weapon: Shield bash
Portfolio Trial: Must defend something or someone at the cost of your life
Prerequisites: Non-chaotic alignment
Symbol: A shield
Typical Quote: "You shall not pass!"
Preservation Domain
Your faith is your greatest source of protection, and you can use that faith to
defend others. In addition, you receive a +1 resistance bonus on saving throws.
This bonus increases by 1 for every 5 levels you possess.
Granted Powers
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your
resistance bonus for 1 minute. When you use this ability, you lose your resistance
bonus granted by the Protection domain for 1 minute. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a
number of rounds per day equal to your cleric level. You and your allies within this
aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid,
cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every
four cleric levels you possess beyond 8th. At 14th level, the resistance against all
elements increases to 10. These rounds do not need to be consecutive.
Dominion
Elder One: You create a fortress-layer of perfect safety.
Old One: Your layer dominates the plane to which it is abridged.
First One: Your planar fortress dominates an entire dimension.
creature that asks for it, and has a lower ECL than you.
Anarchic Vulnerability You suffer
50% extra damage from Chaotic attacks and spells. Always Active
Prophet Shield of Preservation You can choose
to take half the damage dealt to any ally in Always Active
your
divine aura.
Hero-deity Scion of Preservation You gain a
bonus to attack rolls, damage, and AC equal to Always Active
your
divine rank when acting in the immediate defense of
a
person, object, or cause, against a threat with a CR
higher
than your own.
Quasi-deity Unyielding Brethren Any creatures
you summon gain impenetrable damage Always Active
Reptiles
Opposed Portfolio:Mammals.
Prerequisites:Must be a reptile or of reptile ancestry.
NB:For any/all purposes all Dragons and Reptiles
and their kin are reptiles and reptile kin.
Realm
You create a divine realm populated by reptiles and reptile kin.
Hazards:Reptiles and reptile kin inhabit these realms.
Inhabitants:Reptiles and reptile kin are drawn to these realms.
mammal kin.
Quasi-deity Improved Summoning Summoned
reptiles and reptile kin have 50% more HD. Always active
Demi-deity Embodiment of Reptilekind Immunities only
50% effective vs. your magic (inc. Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Poison [Effect] Assault your
enemies w/poisonous attacks. Varies
Int. Deity Uncanny Poison Mastery Assault your
enemies w/poisonous attacks. Varies
Greater Deity Reptilian Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L in your realm. Always active
Elder One Reptile Messiah You can't be
harmed either willingly or unwillingly by Always active
mammal kin.
Quasi-deity Improved Summoning Summoned
reptiles and reptile kin have 200% more HD. Always active
Demi-deity Embodiment of Reptilekind Immunities
ineffective vs. your magic (inc. Spells, Sp, Always active
Su,
etc.).; NB:This applies to psionics, if any.
Lesser Deity Superior Poison [Effect] (x2) Assault your
enemies w/poisonous attacks. Varies
Int. Deity Uncanny Poison Mastery (x2) Assault your
enemies w/poisonous attacks. Varies
Greater Deity Greater Reptilian Soul Gain (R(FH, if
Con 0)) = your HD/L in your realm. Always active
Elder One Reptile King You
automatically dominate all reptiles/reptile kin of a Always active
lower
divine rank.
Cosmic Imperfection (Mammal) Two artifacts in
the universe can overcome your cosmic Always active
string
ability.
Old One Elusion You can
make a Reflex save vs. an opponent's HD/L to Always active
avoid
any type of assault (whether magical or physical)
First One Transmortal You can't be
permanently destroyed. Always active
Time
Classes
Carnifex
Like assassins and rogues, the Carnifex's discipline centers to a great degree
around the knowledge of human and demi-human anatomy, but where both pursue
arts founded on murderous expediency, the Carnifex endeavors to cripple and
demoralize before the kill. To strike well before they strike deep is their ideal,
marking the degradation of flesh and spirit as a worthier accomplishment than the
mere dispatching of a foe.
Some Carnifexes wed the cruelty of their art to the imperious dictates of tyrants
and conquerors, serving as grim enforcers of the rule of law. Others are but
deviants, insatiably drawn to savor and enact the manifold ways in which strength
and will can be made to crumble. All are fanatics, whatever their affiliations or lack
thereof, implacably drawn to sculpt and break the minds of perceived offenders or
easy prey through the cleansing fires of torment.
Through the lives they lead, the atrocities they feel charged or entitled to commit,
Carnifexes become inescapably versed in the horrors of life and sensation, which
the mortal mind can never hope to encompass. Having seen firsthand the depths to
which others can fall, the Carnifex grows to discard that which stands as common
ground between them; reforging themselves as creatures unreachable and
inhuman, their hearts purged of all empathy, fear and doubt.
Alignment: The Carnifex's unswerving focus upon bloodshed and torment preclude
goodness on their part, though not all are murderous and depraved as a matter of
course. One doesn't necessarily have to be evil to specialize in such a gruesome
craft, but few would argue that it helps.
Hit Die: d8
Class Skills
Balance (Dex), Concentration (Con), Heal (Wis), Intimidate (Cha), Jump (Str),
Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense
Motive (Wis), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Class Features
Weapons and Armor Proficiency: Carnifexes are proficient with all simple weapons,
all martial weapons, and light armor.
Baleful Prowess (Ex): The Carnifex knows well the virtues of precision and alacrity,
and automatically gains the weapon finesse feat. In addition to being able to apply
their dexterity modifier as their attack bonus with light weapons, they can also do
so with a single one-handed melee weapon of their choice.
Bloodstained Reverie (Ex): At 2nd level, the Carnifex has become almost spiritually
attuned with the spark of violence. Through their own ferocity and exhilaration in
the wake of bloodletting, they can all but see and feel the malicious intent of their
opponents take form in near prophetic insight toward the cadence of battle. Against
creatures that are not mindless, the Carnifex may add their wisdom modifier, if
positive, as an insight bonus to their AC while they are wearing light or no armor.
Reaver’s Art (Ex): At 4th level, the Carnifex has turned crippling and disfigurement
into their life’s art. Whenever they score a critical hit, they may forsake their critical
modifier to ensure that their attacks unduly maim their opponents; shattering
bones, cleaving tendons, and rending muscle to mangled, weeping fiber. The
opponent who falls pray to this ability must succeed at a Fortitude save (DC: 10 +
the Carnifex’s class level) or suffer a -2 circumstance penalty on their attack rolls,
armor class, saving throws, and skill checks for the remainder of the battle.
The Carnifex gains additional options as to the effect of their Reaver's Art ability
every 4 levels as indicated:
At 8th level, the Carnifex has mastered the art of impeding a target’s range of
movement through the ruthless precision of their attacks: parting muscle and
sinew, wrenching skin from the bone, and ultimately ensuring that their victim’s
every step is hobbled by an accompanying surge of pain. Should the Carnifex wish
it, the target’s movement rate is effectively reduced to half by this ability, running
or charging becomes impossible, and the target suffers a -4 circumstance penalty
against tripping checks and on balance rolls.
At 12th level, the Carnifex can choose to maul the opponent’s primary weapon arm
or attacking limb. The target suffers a -5 circumstance penalty on all attack rolls
and disarm checks pertaining to the damaged limb, against those wielding weapons
two-handed, this penalty is halve but the damage modifier is reduced to the
standard single-handed equivalent; a target wielding a weapon in one hand must
succeed against an immediate opposed attack roll with the aforementioned penalty
to avoid dropping their weapon. For monsters, consider the attack listed under
‘attack’ as the affected weapon.
At 16th level, the Carnifex can choose to crack or split the target’s ribs, causing the
bones’ jagged ends to saw into the target’s underlying flesh. Each round, the victim
of this attack suffers 1d6 points subdual damage and cannot run lest they suffer the
same amount of damage in lethal form. Any movement on the target’s part fatigues
them, and a successive instance of this Reaver’s Art levels them exhausted and
prone.
At 20th level, the Carnifex may choose to strike with such skill and subtlety that
their attack not only bares and excises a targeted mass of muscular or organ
tissue, but leaves the surrounding area exquisitely intact and all too responsive in
its wake… The initial trauma inflicts 1d6 points of constitution drain, incurs the risk
of death through massive damage (Fort DC: 15), and the raw surge of pain that
accompanies the vivisection incurs a 50% chance on the target’s part that they will
be too blinded by their continuing agony to perform any actions in the wake of their
mutilation. All spellcasting attempts must first muster a successful Concentration
check at the Reaver’s Art DC even if the target does manage to overcome the
aforementioned percentile, and any full-round movement on the target’s part will
inflict a point of temporary constitution damage on top of the existing drain.
Three consecutive rounds of movement leave the target nauseated, no save, and
should the target elude the Carnifex or be spared immediate execution, they lose
another constitution point per day, find it impossible to rest, and can suffer neither
drink nor sustenance.
All effects of the Reaver’s Art special ability end as soon as the target receives
magical healing or two days of complete rest; in the last case, only the
Regeneration spell can mend the constitution drain inflicted.
Fell Prodigy (Ex): The Carnifex has gleaned much from their depredations: every
panicked scream that they have coaxed forth, every crippling wound that they have
wrought upon an opponent’s flesh, every spirit crushed by their brutality leads them
to a perpetually burgeoning awareness of mortal frailty. Killer's knowledge and
instinct are woven as one into the fabric of their being, and the Carnifex grows
increasingly adept at exploiting the wages of agony and horror as a result:
At 8th level, the Carnifex has further honed their ability to gauge the extent of
one’s degradation and vitality, enabling them to surmise the degree of a threat that
their enemies yet pose, and how far they are from total collapse. Through instinct,
experience, and awareness of even the most elusive of signs, the Carnifex can
determine a subject’s proximity to death provided that there are within viewing
range. This mimics the effects of the deathwatch spell, and grants the Carnifex a
+4 insight bonus on all Sense Motive checks against helpless opponents and those
who normally fall within the Fragile range of the deathwatch spectrum.
At 12th level, the Carnifex has achieved thorough mastery in the ways of butchery
and infliction, increasing the DC on all saves against their Reaver’s Art by four and
allowing them to wield any weapon that they are proficient with as though they
possessed the improved critical feat. This is not cumulative with latter or prior
instances of the feat, or anything else that nature, save for the Keen weapon
quality.
At 16th level, the Carnifex may viciously exploit lapses in their opponent’s defense.
The Carnifex may inflict their base Reaver’s Art against flat-footed opponents with
or without a confirmed critical.
At 20th level, it becomes perfectly second nature for the Carnifex to outmaneuver,
overpower, and all the more thoroughly exploit all weakness and instability in their
opponents and victims. Those who through anxiety or weakness afford the Carnifex
an insight bonus against them, as per the first tier of this trait, automatically count
as flat-footed for the purposes of the Carnifex’s attacks.
Hand of Mercy, Hand of Torment (Ex): At 6th level, the Carnifex guides their blade
with ruthless instinct and a morbidly discerning eye, their attacks affecting a cruel
balance of viciousness and subtlety to rend the flesh in the most agonizing of ways,
to heighten and prolong suffering as pleases the Carnifex. The Carnifex can inflict
subdual damage without suffering any penalty to their attack rolls, although all but
the base Reaver’s Art rely on lethal damage, and against creatures that are
susceptible to critical hits, the Carnifex may add their wisdom modifier, if positive,
as an insight bonus to the damage that they deal.
The Carnifex may apply their Healing skill to further exacerbate the symptoms and
scope of physical injuries, allowing them to inflict their Reaver’s Art upon helpless
targets with no possible save on their part.
Sanguine Detachment (Ex): In the midst of all the misery that they have witnessed,
and all the agony they have caused, the Carnifex has become so callous and jaded
that they scarcely remain human. The Carnifex receives a +4 bonus against all fear
and enchantment based effects, and on all Sense Motive checks directed against
them.
Lurid Pangs (Ex): At 10th level, the Carnifex becomes all the more heinously versed
in their cruel art, their brutality made manipulative and insidious by the acuity with
which they can ply their targets through the agony of infliction. In the event that
the Carnifex successfully performs their Reaver’s art, the target must make a Will
save (at the same DC + the Carnifex's base charisma modifier, if positive) lest they
become shaken. Witnesses to the victim’s agony are all too able to experience their
trauma vicariously, and must make the same Will save lest they suffer a -2 morale
penalty to their saves and skill checks, provided that they are within thirty feet of
the victim.
Creatures with sharp senses, such as low light vision, are susceptible within twice
that range. The fear effect is cumulative against the target, should they suffer
further in this way.
At 14th level, the Carnifex’s onslaught is pervaded with such violence and horror
that those who perish before them are henceforth mired in the trauma of their
deaths, becoming so panic-stricken at the very notion of living and all the suffering
that they have known it to entail that they must succeed at a Will save (DC: the
Carnifex’s class level + the damage of their killing blow) or reflexively shrink away
from all reviving overtures.
Virulent Edge (Su): At 10th level, wounds inflicted by the Carnifex rot, weep, and
inflame with unnatural haste as the flesh molts and withers before the underlying
taint of the assault. Natural or unaided forms of healing, such as that afforded
through nonmagical care, rest, and Fast Healing, are voided by the malignant
nature of the injuries that have been inflicted. The Carnifex’s attacks always inflict
lethal damage against creatures with the Regeneration trait, unless the Carnifex
wishes to moderate the damage dealt.
At 16th level, the Carnifex’s attacks naturally assume the Wounding quality.
Glacial Divide (Ex): At 18th level, the Carnifex has become so inured to bloodshed
and tragedy that they are effectively emotionless. Fear, Confusion, and Compulsion
are powerless to sway them, and the Carnifex is no longer susceptible to morale
bonuses or penalties of any kind. The Carnifex can now take 20 on all bluffs and
intimidation that pertain to violence and inscrutability.
Resonant Infliction (Su): At 20th level, the Carnifex is capable of such brutality that
it will inexorably permeate the essence of any creature who falls prey to it. Those
who are dying or unconscious as a result of the Carnifex’s ministrations are thrown
into agonized paroxysms, gnashing and wailing the extremity of their torment with
complete abandon.
Even creatures normally immune to criticals are now susceptible to the Reaver’s Art
provided that they are sentient (that is, able to imagine the debilitating extremity of
the pain that the Carnifex is trained to dispense), and those who are vulnerable at
the best of times must make a Will save (DC: 10 + the Carnifex’s level + the
Carnifex’s wisdom modifier) if they are rendered dying or disabled through the
infliction of the Reaver’s art.
Should they fail, they become permanently insensate as per the effects of the
Feeblemind spell.
Helpless creatures subjected to the Reaver’s Art can be sculpted into living Symbols
of Pain, at twice the normal range of effect, if the Carnifex is allowed uninterrupted
access to them every day for seven days. Such a creature cannot be restored to
sanity or independence by any means short of a Miracle, and cannot rest, eat, or
drink, although they can be fed with considerable effort. Should the victim of this
ability die or be killed, their residual agony will maintain the effect for five rounds
afterward, and those already afflicted will suffer its penalties for an hour as though
they had merely run out of its range.
Creatures that are immune to fear and pain are immune to this latter effect, both
as potential foci and as victims by proximity, as is the Carnifex.
Threat (Revised)
Threats fight brutally and don't back down from a challenge. They are steel-minded
and destroy all in their path; breaking bones, shattering rock, and holding enemies
in their place with a force few can muster. Vicious and comparable to a pit fighter,
they pull no punches and
become numb to the harm that befalls them. A Threat is exactly what their name
implies, a threat.
Alignment:Any.
Hit Die:d12
Class Skills
- Brawler (Ex):At 1st level, a Threat gains Improved Unarmed Strike (or Versatile
Unarmed Strike (PHII, Pg. 85), if already possessed of Improved Unarmed Strike)
as a bonus feat. Furthermore, he can apply his Strength modifier as an untyped
damage bonus to any natural attack (inc. unarmed strike) twice per day per Threat
level. This untyped bonus damage stacks with the normal damage from
his Strength modifier. Finally, he can also apply the untyped bonus damage from
his Mighty Blow class feature to any natural attack (inc. unarmed strike).
- Fearless (Ex): At 1st level, a Threat gains immunity to fear (inc. fear effects,
etc.).
- Numb (Ex):At 2nd level, a Threat gains a +1 resistance bonus to his Fortitude
save and a +1 enhancement bonus to his natural armor (a Threat with no natural
armor is possessed of +0 natural armor). These bonuses increase by +1 per 2
levels thereafter (4th, 6th, etc.).
- Uncanny Dodge (Ex):Starting at 3rd level, a Threat can react to danger before his
senses would normally allow him to do so. He cannot be caught flat-footed, nor
does he lose his Dex bonus to AC if the attacker is invisible. He still loses his
Dexterity bonus to AC if immobilized. A Threat with this ability can still lose
his Dexterity bonus to AC if an opponent successfully uses the feint action
(see Combat) against him.
If a Threat already has uncanny dodge (see above) from another class, the levels
from the classes that grant uncanny dodge stack to determine the minimum rogue
level required to flank the character.
Black Chorister
Requirements
To qualify to become a black chorister, a character must fulfill all the following
criteria.
Base Attack Bonus: +7.
Skills: Knowledge (any one) 1 rank, Perform (any one) 5 ranks.
Special: Ability to cast at least one 5th-level divine spell from each of the
divination, enchantment, and illusion schools.
Class Skills: The black chorister’s class skills are Acrobatics (Dex), Appraise (Int),
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist
(Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis),
Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex),
Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Spellcasting: When a new prestige black chorister level is gained (except at 1st,
3rd, 5th, 7th, and 9th level), the character gains new spells per day (and spells
known, if applicable) as if he had also gained a level in whatever divine spellcasting
class he belonged to before he added the prestige class. A black chorister adds all
bard spells to the spell list of whatever divine spellcasting class he belonged to
before he added the prestige class as divine spells of the level they are for a bard,
even if lower.
Black Chorister Class Features (Ex): As the standard bard, exc. as previously noted.
Cyberdruid
Requirements
To qualify to become a cyberdruid, a character must fulfill all the following criteria.
Race: Any cyborg.
Alignment: Any neutral.
Skills: Knowledge (nature) 15 ranks.
Feats: Implant Awareness
Spells: Able to cast 7th level druid spells.
Special: Must be an urban druid.
Class Features
All the following are class features of the cyberdruid prestige class.
Weapon and Armor Proficiency: Cyberdruids gain no proficiency with any weapon or
armor.
Spells and Caster Level: Levels in the cyberdruid prestige class, even though they
do not advance spell progression in the character's base class, still stack with the
character’s base spellcasting levels to determine caster level.
Assimilation: At 1st level, a cyberdruid acquires the cyber creature template (see
below). Aleerins (cyber creatures), acquire another instance of Expanded Implants
(see below).
Armored Defender: At 2nd level, a cyberdruid can freely use metal armor and metal
shields. The normal prohibitions no longer apply.
Expanded Implants : At 3rd level (and 1st level if an aleerin (cyber creature)), a
cyberdruid gains an additional cybernetic implant. The implant grows from the
cyberdruid's existing implants, drawing material from the cyberdruid's body and
environment. No surgery nor any Wealth check is needed to acquire the new
implant. The cyberdruid selects the implant; its PL must be equal to or lower than
the campaign’s PL, and it's purchase DC cannot be more than 25 + the character's
cyberdruid level. The implant must follow all normal rules for implant slots and a
character's maximum number of cybernetic devices.
Hardened Implants : At 4th level, each of a cyberdruid's implants draws upon the
resources of the cyberdruid and his other implants to toughen themselves. Each
implant a cyberdruid has gains 50% more hardness (if it has a hardness rating) and
3 additional hit points.
Unified Implants : At 5th level, a cyberdruid's implants are such an accepted part of
his body that they actually draw upon his natural resources to heal themselves. A
cyberdruid can heal up to his level in hit points of damage to his cybernetics each
day, spreading the healing among all his damaged cybernetic devices.
Alignment: Any.
Hit Die: d6.
Requirements:
•Feats: Skill Focus (any Profession), Skill Focus (any Craft).
•Skills: Knowledge (Metallurgy) 5 ranks, Craft (Metalsmithing) 10 ranks,
Craft (Architecture and Engineering) 5 ranks.
Class Skills: The iron master’s class skills (and the key ability for each skill) are
Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Disable Device
(Dex), Knowledge (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft
(Int).
Skill Points: (6 + Int modifier) per level.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2
Metalcunning
2 +1 +0 +0 +3 Detect
iron ore
3 +2 +1 +1 +3 Master
Craftsman
4 +3 +1 +1 +4
Rustproof
5 +3 +1 +1 +4
Rusting grasp
Class Features
Weapon and Armor Proficiency: Iron masters of Iron Bluff are proficient in all
Simple and Martial weapons, Light and Medium armor, and shields (except tower
shields).
Metalcunning (Ex): Iron masters of Iron Bluff gain Metalcunning as a bonus feat.
Detect Iron Ore (Su): At will, the 5th level iron master can use detect iron ore. This
ability is identical to detect evil but works on iron, steel, and related ferrous ores.
This ability does NOT detect mithril or adamantine.
Master Craftsman (Ex): The 3rd level iron master gains a +4 untyped bonus when
creating items from iron and steel.
Rustproof (Ex): The 4th level iron master and his possessions are completely
immune to rust (magical or otherwise), including the attack of a rust monster.
Rusting Grasp (Sp): 1/day, the 5th level iron master can use rusting grasp as a
sorcerer of his character level. This ability reflects the character’s intimate and
supernatural understanding of iron.
Alignment: Any.
Hit Die: d6.
Requirements:
• Skills: Knowledge (architecture and engineering) 3 ranks, Knowledge
(dungeoneering) 3 ranks, Profession (miner) 8 ranks.
• Feats: Great Fortitude.
• Special: Base Will save +4 or better.
Class Skills: The tunnel maker’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Knowledge (architecture and engineering),
Knowledge (dungeoneering), Listen (Wis), Profession (Wis), Search (Int).
Skill Points: (4 + Int modifier) per level.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Pierce
Rock (penetration)
2 +1 +3 +0 +3 Stone
tell
3 +2 +3 +1 +3 Purify
air, Burrow (5 ft.)
4 +3 +4 +1 +4 Pierce
Rock (Threaten (Construct)), meld into stone
5 +3 +4 +1 +4 Stone
shape
6 +4 +5 +2 +5 Move
earth, Burrow (10 ft.)
Class Features
Weapon and Armor Proficiency: The tunnel maker is proficient with all simple and
martial piercing weapons, but does not gain any armor or shield proficiencies.
Pierce Rock: At 1st level, the tunnel maker of Iron Bluff can ignore 2 points of
hardness of stone or metal objects when using a piercing weapon. The DR of stone
or metal objects or creatures is considered to be 1 point less against any attack
made by a tunnel maker using a piercing weapon.
At 4th level the tunnel maker gains the benefits of the Threaten (Construct)
feat as a bonus feat, allowing him to use it even if he does not meet the
prerequisites of that feat.
Stone Tell (Sp): 1/day the 2nd level tunnel maker can use stone tell as a sorcerer
of his character level.
Purify Air (Sp): 1/day the 3rd level tunnel maker can use purify air as a sorcerer of
his character level.
Burrow (Su): The tunnel maker gains the supernatural ability to move through rock
and metal by moving it around himself in a bubble. He cannot create open tunnels,
but creatures can travel with him if they stay very close. One creature of the tunnel
maker’s size category can travel with the tunnel maker; two of one size category
smaller, or four of two size categories or smaller.
This ability does not create breathable air. The tunnel maker has a bubble of
air large enough to support himself for five minutes, at which time he must hold his
breath or suffer as if drowning. The time is reduced by half if he takes passengers
along.
Meld into Stone (Sp): 1/day the 4th level tunnel maker can use meld into stone as
a sorcerer of his character level.
Stone Shape (Sp): 1/day the 5th level tunnel maker can use stone shape as a
sorcerer of his character level.
Move Earth (Sp): 1/day the 6th level tunnel maker can use move earth as a
sorcerer of his character level.
New Feats
Threaten [General]
Prerequisite:Wis 17+, BAB +11, Improved Critical (chosen weapon), Weapon
Focus (same chosen weapon), Knowledge (special - see below)) 9 ranks.
Benefit:Your character can inflict extra damage (critical hits/precision damage)
upon, even destroy w/a coup de grace/massive damage, creatures of one
specific Type of your choosing, provided you possess the prerequisite
Knowledge (i.e. Construct (arcana), Elemental (the planes), Ooze
(dungeoneering), Plant (nature), or Undead (religion).).
This benefit applies to any/all weapons with which you meet the prerequisites
for this feat and extends to Death Attacks, etc., etc., ad nauseum, ad infinitum,
even, if by virtue of its (their) Type, said creature(s) is (are) ordinarily immune.
However, this does Not bypass immunities derived alternatively (i.e. being
able to death attack (i.e. kill or paralyze.)/quivering palm a living Ooze,
doesn't auto-enable you to do the same to an Undead Ooze,
though, if you take this feat for each Type, you can.).
Special:You can gain this feat multiple times. Each time you gain this feat, you
can choose another creature Type to affect normally.
Agent of Death
Almost every adventurer, over the course of their journeys, is forced to kill other
living things. Whether predators attacking their camp, armies of orcs in the midst of
an uprising, or alien entities bent on world conquest, there are plenty of enemies
out there that an adventurer might slay. For all of the death involved in
adventuring, however, normal adventurers come nowhere near agents of death.
Agents of death are the greatest of all specialized assassins, about as likely to be
serving a deity of death as to be selling their art to the highest bidder. Though not
outwardly magical, the bloodlust that fills each agent of death heightens their skills
beyond their normal limits and allows them to store away the souls of those that
they slay. Though many agents of death are quite intelligent and a few are even
charismatic, only fools allow themselves to forget that each agent of death is
always waiting for another reason to kill. Masters of physical and psychological
warfare, few last longer than a few seconds in an ambush planned by an agent of
death.
Hit Die: d6
Class Skills: Balance, Bluff, Climb, Craft, Disable Device, Disguise, Hide, Intimidate,
Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Search, Sleight of
Hand, Spot, Swim, Tumble, Use Rope
Skill Points at Each Level: 6 + Int modifier
Agent of Death
Level Base Attack Bonus Special
1st +1 Crippling Strike 2/attack, Slay
2nd +2 Cat and Mouse 1/encounter
3rd +3 Bonus Feat
4th +4 Canny Slaughter 1/round
5th +5 True Death (10)
6th +6 Crippling Strike 4/attack
7th +7 Cat and Mouse 2/encounter
8th +8 Bonus Feat
9th +9 Canny Slaughter 2/round
10th +10 True Death (100)
Class Features: The following are class features of the Agent of Death.
Epic Spellcasting: Even without the Epic Spellcaster feat, an agent of death can still
develop and cast epic spells using the afflict, conceal, destroy, dispel, slay, and/or
transport seeds. For the purpose of developing epic spells with these seeds (and
only these seeds), costs in gold pieces and experience points are halved. An agent
of death may use his or her base attack bonus in place of ranks in knowledge skills
to gain epic spell slots and in place of ranks in spellcraft when making the spellcraft
check to cast such a spell. An agent of death can cast an epic spell and make a full
attack as a full-round action. If the attack is successful, the epic spell slot is not
expended. If the agent of death doesn't cast spells, he or she uses his or her
highest ability score modifier to determine epic spell save DCs.
Slay (Ex): By watching a target and learning how it moves, an agent of death can
ensure a deadly assault. As a full-round action, an agent of death can observe any
enemy he or she possesses a line of sight with. The next attack that the agent of
death makes against that creature within the next three rounds treats the opponent
as flat-footed and automatically scores a critical hit if it hits. If the target was
unaware of the agent of death’s presence prior to the attack, the target must make
a Fortitude save (DC 20 + Class level + Int modifier) or either die instantly or
become paralyzed for 1d6 hours at the agent of death’s option. Creatures immune
to critical hits are also immune to this death and paralysis.
Furthermore, an agent of death continues training in more traditional manners of
murder. At each even class level, an agent of death increases either his or her
sneak attack damage or sudden strike damage by +1d6. This is treated as normal
dice of sneak attack or sudden strike for all purposes.
Crippling Strike (Ex): Agents of death are masters of disabling their foes, stopping
them from fighting back, escaping, or acquiring help. Whenever an agent of death
damages a creature with a weapon (natural or manufactured), he or she may apply
two of the following benefits (or one if the target is immune to critical hits). Each of
the following benefits can be chosen multiple times and their effects stack with
themselves:
- The target possesses a -10 foot penalty to its speed for all modes of movement it
possesses for one round, down to a minimum of 5 ft. (multiple uses increase the
penalty).
- The target takes one point of ability damage to any one ability ability score other
than Constitution.
- The target is deafened for one round (multiple uses increase the duration)
- The target is blinded for one round (multiple uses increase this duration)
- The target is unable to talk or make verbal noises for 1 round (multiple uses
increase the duration)
- The target becomes unable to wield manufactured weaponry or produce somatic
components for spells for 1 round (multiple uses increase the duration)
At 6th level and every 5 levels afterwards, the agent of death may choose an
additional two benefits (or one if the target is immune to critical hits) each time.
Cat and Mouse (Ex): With a single well-placed strike, an agent of death can awaken
a deep primal fear within that creature or in witnesses, rendering those creatures
incapable of putting up a decent fight. Starting at 2nd level, whenever an agent of
death makes a successful attack against a creature, that creature must make a Will
save (DC 20 + Class level + Int modifier) unless it is mindless or become panicked
for one minute.This is a piercing mind-affecting fear effect. Alternately, when an
agent of death delivers a killing blow to a creature, he or she may have all non-
mindless creatures with a line of sight to the target make these saving throws,
though this ability doesn’t ignore immunities when used in this way. This ability can
be used once per encounter at 2nd level and one additional time per encounter
every 5 levels afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, an Agent of Death can
select a single bonus feat from the following list: Agent’s Mark*, Blinding Speed,
Combat Archery, Dextrous Fortitude, Dextrous Will, Create Opening*, Consult the
Dead*, Don’t Fight the Reaper*, Epic Avoidance*, Epic Dodge, Epic Reputation, Epic
Skill Focus, Epic Speed, Epic Stealth*, Eternal Killer*, Godslayer*, Hide the Body*,
Improved Combat Reflexes, Improved Create Opening*, Improved Sneak Attack,
Lingering Damage, Madden With Feat*, Mutilation*, Slaughterer*, Slay with Fear*,
Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny
Accuracy, Without a Trace*
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New Feats
Slaughterer [Epic]
You are rarely satisfied with only one kill.
Prerequisites: Slay, Improved Uncanny Dodge
Benefit: When you use your slay class feature, you watch all creatures that you
possess a line of sight with instead of just choosing one. Your first successful attack
against each such creature within three rounds of using your slay feature all benefit
from your slay class feature.
Godslayer [Epic]
You can face even the divine with some chance of success.
Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
Benefit: Deities attacking you never take 20 on their attack rolls. Against your
spells and abilities, deities never take 20 on their saving throws. Against you,
Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected
by the remote sensing abilities or portfolio sense of deities and salient divine
abilities that create areas or that designate targets don’t affect you.
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Canny Slaughter (Ex): Making the most of their environments and of their their
allies, agents of death can rain down death in ways few others could. Starting at
4th level, an agent of death can call upon superior positioning and combat prowess
to deal damage equal to your sneak attack or sudden strike damage against a
creature normally immune to such abilities if you would otherwise deal such
damage (this does not let you apply the damage twice if you ignore such
immunities). Alternately, the agent of death can lend an ally within 60 ft. the
benefits of his or her sneak attack or sudden strike class feature for the duration of
one attack made against a creature the agent of death had attacked within the past
three rounds.This ability can be used once per round at 4th level and one additional
time per level every 5 levels afterwards.
True Death (Su): Starting at 5th level, an agent of death reaches the supernatural
peak of his or her abilities, gaining a power that separates him or her from all other
would-be assassins. Whenever an agent of death kills a creature while within 100
ft. of it, he or she may trap away that creature’s soul. While a creature’s soul is
trapped in this way, it can’t be returned back to life through any means. Even epic
spells, artifacts, and the magic of deities fails when used to bring about this result.
This ability lasts until the agent of death dies or until he or she frees a soul to make
room for a new one. When in an antimagic field or similar effect, the agent of death
can’t capture new souls but previous souls remain trapped. An agent of death can
capture up to 10 souls at a time at 5th level and this number is multiplied by x 10
every 5 levels afterwards.
Cosmic Descryer
A cosmic descryer is fascinated by the vastness of the great wheel and the infinite
variations on life within it. Calling the entire multiverse home, a cosmic descryer
travels from one plane to the next, experimenting and learning more and more
about the planes as he or she increases his or her influence over planar matters. A
cosmic descryer draws even more powerful from the planes themselves and can call
upon the creatures of other planes to do his or her bidding. Even so, most cosmic
descryers have no intention of conquering the cosmos, instead seeking to join with
its infinite energy. Whenever drastic events shake the balance of power on a plane
of existence, the more learned must ask how cosmic descryers failed to see it
coming… or how they may be responsible.
Hit Die: d4
Cosmic Descryer
Level Base Attack Bonus Special
Spells
Epic Spellcasting: Even without the Epic Spellcaster feat, a cosmic descryer can still
develop and cast epic spells using the banish, compel, conjure, contact, foresee,
summon, transform, and/or transport seeds. For the purpose of developing epic
spells with these seeds (and only these seeds), costs in gold pieces and experience
points are halved. The cosmic descrier may use his or her ranks in Knowledge (the
planes) to determine epic spell slots per day.
Superior Planar Summoning (Ex): Beginning at 1st level, the cosmic descryer can
increase the power of any of the following spells—elemental swarm, gate, greater
planar ally, greater planar binding, summon monster IX, or summon nature’s ally
IX—to affect or summon outsiders of 5 Hit Dice higher than the spell’s normal limit
or conjure creatures with 5 Hit Dice of advancement. Every five levels thereafter,
the cosmic descryer can increase the number of extra Hit Dice by 5.
Cosmic Form (Su): Starting at 2nd level, a cosmic descryer can tap into the
immense power of the multiverse as a swift action. Doing so costs 5 hit points and
the transformation lasts for 1 round. While connected with the multiverse, a cosmic
descryer is immune to critical hits, gains blindsight out to 100 feet, can teleport up
to his or her movement speed as a move action, and gains 5 mana points each
round. mana points can be spent at any time to add a bonus of equal size to an
attack roll, saving throw, skill check that either you or a summoned or called
creature within 30 feet makes, or to the caster level of a single spell or spell-like
ability you or such a creature uses. Any mana points leftover at the end of a round
do not carry over into the next round. At 7th level and every 5 levels afterwards,
this ability lasts for 1 additional round and the cosmic descryer gains an additional
5 mana points each round.
Spells per Day/Spells Known: At each even cosmic descryer level, the character
gains new spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before adding the
prestige class level. If already an epic spellcaster, the character gains only the
benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one spellcasting class before becoming a cosmic descryer,
the player must decide to which class to add the new level for the purpose of
determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a Cosmic Descryer can
select a single bonus feat from the following list: Additional Magic Item Space,
Bonded Summons*, Control Portal*, Cosmic Being*, Cosmic Guidance*, Descryer’s
Spell Legion*, Efficient Item Creation, Energy Resistance, Epic Spell Focus, Epic
Spell Penetration, Familiar Spell, Fast Healing, Ignore Material Components,
Improved Combat Casting, Improved Metamagic, Improved Spell capacity, Master
of the Planes*, Paragon Summons*, Perfect Summons*, Permanent Emanation,
Planar Dampening*, Planar Sensitivity*, Share Spells*, Spell Knowledge,
Summoned Swarm*, Versatile Call*
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Dragon Overlord
Few beings could hope to match the majesty of dragons for many are their
strengths and few are their weaknesses. Even groups of adventurers have been
known to list the slaying of some dragon among their greatest accomplishments. A
few individuals, however, have managed to isolate and control the essence of
dragons in much the same way as the orbs of dragonkind. Drawing upon the arcane
essence of all of dragonkind, a dragon overlord can freely utilize draconic energies
and enslave dragons at will. Though most overlords acquire this power by enslaving
dragons, a rare few are entrusted with this power by the dragons themselves to
help organize them against some common threat. However a dragon overlord
achieves his or her rank, the presence of one in a nation will likely be remembered
for centuries to come.
Dragon Overlord
Class Features: The following are class features of the Dragon Overlord.
Epic Spellcasting: Even without the Epic Spellcaster feat, a dragon overlord can still
develop and cast epic spells using the armor, compel, conjure, contact, reflect, slay,
summon, and/or transform seeds. For the purpose of developing epic spells with
these seeds (and only these seeds), costs in gold pieces and experience points are
halved. If the dragon overlord doesn’t cast spells, he or she uses his or her highest
ability score modifier to determine epic spell save DCs.
The dragon overlord knows whether there are dragons within 100 miles at all times.
Within 10 miles, the dragon overlord learns how many dragons of each type there
are within range. Within 1 mile of a dragon, the dragon overlord is aware of the
exact age and location of the creature. Furthermore, all dragon overlords can
communicate telepathically with each other and all owners of the orbs of
dragonkind and can attempt to dominate the owner of an orb over a distance of 1
mile, though a DC 20 + class level + Cha modifier Will save resists.
Lastly, a dragon overlord can use protection from energy (cold), cure serious
wounds, wall of fire, spectral hand, suggestion, scrying, teleport, haste, and fly at
will as spell like abilities with a caster level equal to his or her class level + 20. The
save DCs of these abilities equal 10 + spell level + Cha modifier.
Draconic Magic: A dragon overlord inherits some of the arcane might that flows
through the veins of a dragon, allowing them to utilize magic. As a standard action,
a dragon overlord can select an arcane spell from the sorcerer spell list of a spell
level up to 7th and with a casting time of 1 standard action or less and cast it.
Spells with XP costs or with expensive foci or expensive material components can’t
be cast in this way. After casting a spell once (plus one additional time at 6th level
and every 5 levels afterwards), the dragon overlord may not cast that specific spell
again until he or she has spent 24 hours in meditation or study to recharge this
supply of energy. After casting a spell in this way, the dragon overlord must wait
1d4+1 rounds before doing so again.
Presence of the Dragon (Su): A dragon overlord holds the essence of dragonkind
within his or her form, an essence that forever seeks to escape even if it was
willingly given. Starting at 2nd level, a dragon overlord can let some of this energy
out to protect himself and prove his identity. As an immediate action, the dragon
overlord can let loose tornado-force winds outwards from himself to a distance of
100 ft. for 1 round, as if releasing the wingstorm of an entire horde of dragons. At
the same time, all creatures who can see the dragon overlord must make a Will
save (DC 20 + Class level + Cha mod) or become panicked for 1d4 rounds (this is a
piercing mind-affecting fear effect). This ability can be used once per encounter at
2nd level and one additional time per encounter at 7th level and every 5 levels
afterwards.
Spells per Day/Spells Known: At each even dragon overlord level, the character
gains new spells per day (and spells known, if applicable) as if he or she had also
gained a level in an arcane spellcasting class to which he or she belonged before
adding the prestige class level. If already an epic spellcaster, the character gains
only the benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one arcane spellcasting class before becoming a dragon
overlord, the player must decide to which class to add the new level for the purpose
of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a dragon overlord can
select a single bonus feat from the following list: Armor Skin, Awe Dragonkind*,
Control Impure Dragons*, Damage Reduction, Detect Horde*, Devour Magic*,
Dragon Senses*, Dragon Skin*, Dragon Wings*, Epic Breath Weapon*, Energy
Resistance, Epic Dragon Mastery*, Epic Fortitude, Epic Leadership, Epic Mounted
Combat, Epic Reflexes, Epic Reputation, Epic Will, Expanded Dragon Mastery*,
Extended Life Span, Eye of the Storm*, Gem Dragon Mastery*, Great Charisma,
Great Constitution, Great Intelligence, Great Strength, Ignore Material Components,
Improved Combat Casting, Improved Spell Capacity, Legendary Commander,
Legendary Rider, Multispell, Overlord’s Aura*, Planar Dragon Mastery*, Spell
Knowledge, Threatening Presence*, Wyrm’s Fury
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Commandeer Spell (Su): Starting at 4th level, the magic that courses through the
blood of a dragon overlord grants him or her influence over magic itself. Whenever
a dragon overlord witnesses another creature casting a spell, the dragon overlord
can make an opposed Spellcraft check against the caster. If successful, the dragon
overlord gains control over the spell and can make all decisions for it. This ability
can be used once per round at 4th level and one additional time per round every 5
levels afterwards.
Draconic Fury (Su): Starting at 5th level, a dragon overlord can call upon the true
fury of the draconic power flowing through him or her, releasing and chaining these
powers. As a full-round action, the dragon overlord conjures forth an incorporeal
ancient true dragon of any type he or she can control through his or her ruler of
dragonkind class feature of his or her choice that is suspended around his or her
person. This ancient dragon obeys the telepathic orders of the dragon overlord but
can’t cast spells or use its spell-like abilities. The attacks and breath weapon of the
dragon, however, functions normally against corporeal targets, even adding their
normal strength bonus to damage rolls. If there isn’t enough room for the
incorporeal dragon (such as if caught in a small, force-lined room), this ability fails
to activate. If the dragon summoned in this way is slain, it dissipates and the
dragon overlord reclaims its power. Either way, the dragon called forth in this way
takes its action immediately after the dragon overlord before dissipating on its own.
Once this ability has been used, it can’t be used again for 1d4+1 rounds. At 10th
level and every 5 levels afterwards, this ability calls forth another ancient
incorporeal dragon with each use.
Dread Emperor
Controlling vast armies of the undead, a dread emperor (or dread empress) is a
master of necromancy. Rather than focusing on life force and its manipulation,
however, a dread emperor has focused on the creation of its twisted mockery.
Beyond the simple reanimation of the undead, a skilled dread emperor creates a
true plague of undeath. Every creature his or her undead slay soon joins his forces
and even those merely injured may find themselves turning in a matter of hours.
Combining this plague with a mastery of strategy that dwarves most mortal
tactitians, entire nations have been known to fall before dread emperors in mere
weeks.
Hit Die: d8
Prerequisites: To qualify to become a dread emperor, a character must meet all of
the following criteria:
Alignment: Any nongood.
Skills: Knowledge (Religion) or Knowledge (Arcana) 23 ranks.
Spells: The ability to cast spells up to 7th-level, including at least four necromancy
spells.
Note: Subtract the level adjustment of any template granting you the undead type
from the number of ranks in a knowledge skill you require to enter this class.
Dread Emperor
Level Base Attack Bonus Special
Spells
1st +0 Overwhelming Swarm -1, Unending Legion
--
2nd +1 Dark Tactician 1/encounter
+1 level of existing spellcasting class
3rd +1 Bonus Feat
--
4th +2 Emperor’s Plague 1d6
+1 level of existing spellcasting class
5th +2 Undying Avatar (1)
--
6th +3 Overwhelming Swarm -2
+1 level of existing spellcasting class
7th +3 Dark Tactician 2/encounter
--
8th +4 Bonus Feat
+1 level of existing spellcasting class
9th +4 Emperor’s Plague 2d6
--
10th +5 Undying Avatar (2)
+1 level of existing spellcasting class
Class Features: The following are class features of the Dread Emperor
Epic Spellcasting: Even without the Epic Spellcaster feat, a dread emperor can still
develop and cast epic spells using the afflict, animate dead, armor, dispel, fortify,
reflect, slay, and/or summon seeds. For the purpose of developing epic spells with
these seeds (and only these seeds), costs in gold pieces and experience points are
halved.
Rebuke Undead: Your levels in dread emperor stack with levels in one class that
grants you the rebuke undead class feature for the purpose of rebuking undead. If
you possess levels in more than one such class, choose one to advance as you take
your first class level in dread emperor.
Unending Legions (Su): Dread emperors are best known for armies of the dead
large enough to overwhelm entire nations and worlds. A dread emperor no longer
counts undead with HD equal to or lower than his class level towards his limit of
controlled undead. Any creature slain by an undead controlled by a dread emperor
revives 1d4 rounds later as a zombie or skeleton as appropriate (unless its HD are
too high to allow for this) under the control of the dread emperor. Lastly, a dread
emperor can use animate dead and revive undead (libris mortis) at will as spell-like
abilities with a caster level equal to his or her class level + 20.
Overwhelming Swarm (Ex): Though the undead that a dread emperor controls may
individually be too weak to overcome foes, a dread emperor knows perfectly well
how to batter the defenses of more powerful enemies by continually swarming
them. Starting at 1st level, for every ten attacks made against a creature by
undead controlled by a dread emperor (whether the attack succeeds or not), the
target takes a stacking -1 penalty to its AC, Damage Reduction (if any), Fast
Healing (if any), and regeneration (if any). None of these values can be reduced
below 0. This penalty remains until the target has gone for an entire hour without
being attacked by undead controlled by the dread emperor. At 6th level and every 5
levels afterwards, this penalty increases by -1.
Dark Tactician (Ex): As a ruler of a grand army, few know more about strategy than
a dread emperor. Starting at 2nd level, a dread emperor can spend a full-round
action to heal any number of controlled undead within his or her line of sight up to
full hit points. Alternatively, he or she can grant them a +10 bonus to attack rolls,
Saving Throws, and AC for 1 round. As a final option, the dread emperor can grant
these undead a full round of actions to take immediately and may control how
mindless undead affected spend this action. The dread emperor can use an ability
from this list once per encounter at 2nd level and one additional time per encounter
at 7th level and every 5 levels afterwards. A Dread Emperor can never target him
or herself with this ability.
Spells per Day/Spells Known: At each even dread emperor level, the character
gains new spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before adding the
prestige class level. If already an epic spellcaster, the character gains only the
benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one spellcasting class before becoming a dread emperor,
the player must decide to which class to add the new level for the purpose of
determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a dread emperor can select
a single bonus feat from the following list: Atropal’s Aura*, Commandeer Undead*,
Debilitating Swarm*, Desecration Aura*, Debilitating Touch*, Divine Spell
Knowledge*, Dread Spellscribe*, Epic Undead Leadership*, Eternal Horde*,
Extended Lifespan, Great Charisma, Great Intelligence, Great Wisdom, Improved
Legions*, Improved Spell Capacity, Legendary Commander, Life from the Lifeless*,
Link Senses*, Master of Necromancy*, Multispell, Negative Energy Burst, Quick
Transformation*, Selective Spell*, Spell Knowledge, Superior Legions*, Threatening
Presence*, Undead Mastery, Vile Entity*, Zone of Animation
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New Feats
Emperor’s Plague (Su): Starting at 4th level, all corporeal undead under the control
of a dread emperor pass on a disease with their natural attacks known as emperor’s
plague. The disease has a Fortitude save of 20 + Class level + Int modifier, has an
incubation period of 1 hour, and deals 1d6 points of constitution damage with each
failed save, plus 1d6 points of constitution damage at 9th level and every 5 levels
afterwards. Unlike most diseases, creatures must make additional saving throws
against emperor’s plague every hour instead of every day and the disease and
ability damage it deals can only be healed within a consecrated or hallowed area.
The disease is not naturally removed through any number of successful saving
throws and can only be healed magically within the area of a consecrate or hallow
effect. Any creature who dies of emperor’s plague awakens 1d4 hours later as a
zombie or skeleton as appropriate (unless its HD are too high to allow for this)
under the control of the dread emperor unless the body is dismembered or
destroyed. This class feature is a piercing effect.
Undying Avatar (Ex): At 5th level, a dread emperor can spend 24 hours molding
dead flesh into a perfect likeness of themselves. This avatar acts as a zombie of the
dread emperor’s race with 20 HD, though it looks exactly like the dread emperor
(DC 30 spot check to realize its identity). Each undying avatar, though mindless,
has its senses directly linked to that of the dread emperor at all times and can be
controlled through the dread emperor’s thoughts at all time (even across planes of
existence). A dread emperor can even cast his or her non-epic spells through an
undying avatar, though doing so requires that the avatar spend actions casting the
spell as normal. A dread emperor can only have one undying avatar at any given
time at 5th level, plus one every 5 levels afterwards.
Godking
What does it mean to rule? While many heroes have attracted followers and cohorts
to follow them, what does it truly mean to hold the fates of an entire nation in your
hand? Godkings are those few beings with the charisma to join huge numbers of
people together without inheritance or fortunate happenstance. Whether carving
out new kingdoms or joining tribes together in unity, a godking demands respect
from his or her followers that borders on worship. While less than ideal for
adventuring in person, a godking is more than capable at acting through
intermediaries.
Hit Die:d8
Godking
Level Base Attack Bonus Special
1st +0 Absolute Authority 1/round, Godking’s Subjects
2nd +1 Attract the Masses x2
3rd +1 Bonus Feat
4th +2 Godking’s Blessing (1 level)
5th +2 Attract Viceroy (1)
6th +3 Absolute Authority 2/round
7th +3 Attract the Masses x3
8th +4 Bonus Feat
9th +4 Godking’s Blessing (2 levels)
10th +5 Attract Viceroy (2)
Epic Spellcasting: Even without the Epic Spellcaster feat, a Godking can still
develop and cast epic spells using the armor, animate, banish, compel, contact,
heal, life, and/or summon seeds. For the purpose of developing epic spells with
these seeds (and only these seeds), costs in gold pieces and experience points are
halved. A Godking may use his or her ranks in Diplomacy in place of his or her
ranks in knowledge skills to determine epic spell slots per day and in place of his or
her ranks in spellcraft when casting an epic spell. If the godking doesn’t cast spells,
he or she uses his or her highest ability score modifier to determine epic spell save
DCs.
Godking’s Subjects (Ex/Su): A godking evokes loyalty beyond what most leaders
could ever hope to accomplish. All followers of a godking are treated as fanatical
towards the godking and are immune to fear effects while possessing a line of sight
with the godking. Furthermore, all followers and cohorts of at least 6th level gain
leadership as a bonus feat.
The great respect and admiration that the godking’s subjects hold for him,
meanwhile, grants him a degree of power similar to divinity used to reward these
servants. A godking’s subjects are always able to find food and water and can
always find shelter (or the materials needed to make one) regardless of what
environment they find themselves in. Furthermore, a godking’s subjects are never
at risk of dying from natural disasters such as famines, droughts, floods,
earthquakes, wildfires, plagues, tornados, and so forth. If such a disaster is
magical, supernatural, or man-made in nature, this protection does not hold.
Likewise, this protection does not extend to natural conditions of dangerous
environments (such as damage taken on the elemental plane of fire). This
protection is supernatural in nature.
Absolute Authority (Su): A godking is able to exercise total control over those who
can hear and understand him. At any time, a godking can grant any other creature
who can hear and understand the godking a single standard or move action that
must immediately be used as the godking dictates (if at all possible). Alternately, a
godking can immediately halt any such creature from taking a single offensive
action that would risk harming the godking and/or one of his or her allies. Either
way, a successful Will save (DC = Leadership score) negates this ability. This ability
can be used once per round at 1st level plus one additional time per round every 5
levels afterwards. This is a piercing mind-affecting, language-dependant compulsion
ability.
Attract the Masses (Ex): Starting at 2nd level, a godking can attract incredibly large
numbers of followers. The godking multiplies the number of followers that they
would gain from their leadership score by the given number (after multiplying this
number through the legendary commander feat as normal), which increases by +1
at 7th level and every 5 levels afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, a Godking can select a
single bonus feat from the following list: Armor Skin, Bolster Allies*, Bow to None*,
Chain of Command*, Damage Reduction, Energy Resistance, Epic Leadership, Epic
Reputation, Epic Will, Fast Healing, Godly Realm* Great Charisma, Halting
Authority*, Hardened Ruler*, King of the Wild*, Legendary Commander, Legendary
Diplomat*, Loyalty Past Death*, Mage King*, Martial Subjects*, Perfect Health,
Polygot, Renown*, Skilled Subjects*, Staggering Authority*, True Leader*,
Versatile Blessing*, Warrior King*.
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New Feats
Renown [Epic]
You are known far and wide for your greatness
Prerequisites: Epic Leadership
Benefit: You gain a +2 bonus to your leadership score.
Special: You may select this feat multiple times. Its effects stack.
Godking’s Blessing (Su): Starting at 4th level, a godking’s power seeps into his or
her servants, making them tougher and more skilled than they would otherwise be.
All of the godking’s servants gain one level in expert or warrior (their choice). This
counts as a normal level in all ways (granting hp, skills, feats, and so forth) but
doesn’t affect what the followers’ level counts as for the purpose of the godking’s
leadership feat (a level 1 commoner empowered into a commoner 1/expert 1, for
example, still counts as a level 1 follower). Levels gained in this way can’t be
retrained. At 9th level and every 5 levels afterwards, the godking grants an
additional level of expert or warrior to all of his or her followers (followers need not
choose the same class for all additional levels gained in this way).
Furthermore, a godking of at least 4th level can touch one of his or her followers as
a standard action to grant even greater benefits, granting a +4 enhancement bonus
to one ability score of the godking’s choice for 24 hours. Multiple touches to a single
target erase the benefits of previous touches.
Attract Viceroy (Ex): Starting at 5th level, a godking can attract and surround
himself with a large variety of cohorts. At 5th level and every 5 levels thereafter, a
godking can possess an additional cohort. Each cohort gained in this way must
possess an ECL of at least 5 levels lower than the one before it.
Harbinger of Endings
Contrary to how most people think, death is not the end. After one’s death, his or
her soul is judged before being sent on to its rightful reward or punishment. While
this is a great change to be sure, it is not the end. As for what the end even is, few
can hope to wrap their minds around it. The end is the looming threat on the
horizon that inspires true dread. The end, for there is only one, is the opposite
bookend to the genesis of the multiverse. Almost every religion in existence has its
own myths as to how it will occur and as to what will happen to the faithful
afterwards. Those who actively work towards the end, however, are rare and far
between. Inspired by the whispers of dark beings or through raw nihilistic fervor, a
Harbinger of endings is one of the few who willingly stares out into the void.
Though some are content to observe the slow approach of the end, many are drawn
to play a far more active role. Whatever the case, Harbingers of endings are a
threat to the multiverse itself.
Hit Die: d8
Class Skills: Bluff, Concentration, Craft, Decipher Script, Disguise, Escape Artist,
Hide, Intimidate, Knowledge (arcana), Knowledge (religion), Knowledge (the
planes), Move Silently, Ride, Search, Sense Motive, Spellcraft, Use Magic Device
Skill Points at Each Level: 2 + Int modifier
Harbinger of Endings
Level Base Attack Bonus Special
Spells
1st +0 Envoy of the End, Twisted Servitude (1
outsider) --
2nd +1 Destruction’s Embrace 1/round
+1 level of existing spellcasting class
3rd +1 Bonus Feat
--
4th +2 Glimpse the End 1/encounter
+1 level of existing spellcasting class
5th +2 Apocalyptic Might (2 epic spells)
--
6th +3 Twisted Servitude (2 outsiders)
+1 level of existing spellcasting class
7th +3 Destruction’s Embrace 2/round
--
8th +4 Bonus Feat
+1 level of existing spellcasting class
9th +4 Glimpse the End 2/encounter
--
10th +5 Apocalyptic Might (3 epic spells)
+1 level of existing spellcasting class [/table]
Class Features: The following are class features of the Harbinger of Endings
Epic Spellcasting: Even without the Epic Spellcaster feat, a Harbinger of endings
can still develop and cast epic spells using the afflict, banish, destroy, dispel, slay,
and summon seeds. A Harbinger of endings is particularly blessed at creating
effects of monumental scope. For the purpose of developing and casting epic spells
using these seeds (and only these seeds), increasing the duration or range of a
spell by 100% increases the spellcraft DC by +1 per application of the factor
(instead of +2) and increasing the area of a spell by 100% increases the spellcraft
DC by +2 per application of the factor (instead of +4).
Envoy of the End (Su): A Harbinger of endings represents the forces that mean to
unravel the very multiverse and submit all into darkness. Everywhere that the
Harbinger goes, signs of his or her influence inevitably appear. Within a 1-mile
radius/class level of the Harbinger, minor omens make themselves known at every
turn, allowing any creature within range to make a DC 20 Knowledge (religion)
check to notice your presence. Furthermore, one of the following auras is always
active within the area. A Harbinger of endings can switch which aura is active as a
swift action.
Aura of War: All creatures within range take a penalty to Charisma-based skill
checks equal to twice the Harbinger’s class level. If a creature within range fails on
a bluff, diplomacy, or intimidate check, the target of this skill check has their
attitude towards the one who made the skill check worsened by one step (no saving
throw). As a swift action, a Harbinger of endings may specify any creature within
range whose presence he or she is aware of as an object of ire. All creatures in
range who are aware of that creature’s existence must make a Will save (DC 20 +
Class level + Cha mod) or spend their next action inflicting as much harm on the
object of ire as they are able to, fighting with their best abilities.
Aura of Famine: All food and drink (other than water) within range of this aura
instantly spoils to the point of inedibility as grain rots, meat spoils, milk sours, and
so forth regardless of measures taken to preserve such food (whether mundane or
magical). Even if eating directly off of a living creature, each mouthful taken turns
to inedible ash in a creature’s mouth. As a swift action, a Harbinger of endings can
quicken the hunger in any number of creatures he or she is aware of within this
range. All targets within range must make a Fortitude Save (DC 20 + Class level +
Cha mod) or become exhausted and take nonlethal damage equal to half of his or
her maximum hit points. No creature can be successfully affected in this way more
than once per 24 hours.
Aura of Pestilence: Upon selecting this aura, the Harbinger of endings selects a
disease from the list that a contagion spell can inflict. All creatures within this aura
must make a Fortitude Save each hour against a DC of 20 + Class level + Cha mod
in place of the normal DC for the disease or catch the disease. A new disease from
the list can be chosen as a swift action. All creatures with diseases in this aura have
the incubation periods of such diseases lowered to 1 hour and must make additional
saving throws every hour in place of every day. As a swift action, the Harbinger of
endings can inflict ability drain equal to his or her class level split however he or
she desires among the ability scores of creatures he or she is aware of within this
aura. This ability doesn’t permit a saving throw but no ability score can be reduced
below half of its original value in this way.
Aura of Death: Within the area of this aura, the maximum lifespan of all other
creatures are reduced by twice your class level (killing all creatures over this age)
and the hit point total at which point creatures die is increased by the same amount
(killing all creatures with hit points below this value and possibly increasing this
value to a positive number). As a swift action, the Harbinger can reap the souls of
any number of creatures who he or she is aware of having died within the aura
within the past round. Creatures with their souls so harnessed can’t be returned
from the dead by non-epic means. More importantly, each soul reaped in this way
grants a stacking +1 bonus to spellcraft checks until the end of the next round (this
bonus may not exceed the Harbinger’s class level x 10).
Twisted Servitude (Su): However much they would want to deny it, the very
machinations of outsiders slowly but surely work towards the end of all things. A
Harbinger of endings can forcefully remind outsiders of this truth, dragging them
kicking and screaming into his or her servitude until the energies of the end times
overwhelm them entirely. As a full-round action, the Harbinger of endings can
summon any one outsider with a CR equal or less than 13 + his or her class level
(regardless of its alignment). That creature is called anywhere within 100 ft. (so
long as that space is capable of supporting it) and obeys every order from the
Harbinger of endings, comprehending regardless of the language they are spoken
in. At the start of each round, however, that creature gains a negative level (even if
normally immune to them) that can’t be cured through any means as the outsider
rots away. This summoning lasts until the outsider is dead (it can’t be ended
prematurely) and the outsider doesn’t reform on its home plane when it dies in this
way, instead perishing permanently. After using this ability, a Harbinger of endings
can’t do so again for one hour. At 6th level and every 5 levels afterwards, this
ability can be used to call an additional outsider at the same time, so long as their
total CR doesn’t exceed the maximum.
Spells per Day/Spells Known: At each even Harbinger of endings level, the
character gains new spells per day (and spells known, if applicable) as if he or she
had also gained a level in a spellcasting class to which he or she belonged before
adding the prestige class level. If already an epic spellcaster, the character gains
only the benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one spellcasting class before becoming a Harbinger of
endings, the player must decide to which class to add the new level for the purpose
of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus
feat from the following list: Arcane Control*, Automatic Quicken Spell, Automatic
Silent Spell, Automatic Still Spell, Chorus of Entropy*, Diabolic Plot*, Drag to the
Grave*, Drain Life*, Elder Ward*, Enhance Spell, Epic Will, Eventual Return*,
Extended Lifespan, Fast Healing, Final End*, Godslayer*, Great Charisma, Great
Constitution, Great Intelligence, Great Wisdom, Improved Heighten Spell, Improved
Spell Capacity, Intensify Spell, Lasting Impressions*, Multispell, Subtle End*,
Tenacious Magic, Threatening Presence*, Usher in Doomsday*, Vile Entity*, Words
of Death*
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New Feats
Godslayer [Epic]
You can face even the divine with some chance of success.
Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
Benefit: Deities attacking you never take 20 on their attack rolls. Against your
spells and abilities, deities never take 20 on their saving throws. Against you,
Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected
by the remote sensing abilities or portfolio sense of deities and salient divine
abilities that create areas or that designate targets don’t affect you.
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Glimpse the End (Su): Starting at 4th level, a Harbinger of endings can give those
around him and her a short taste of what is yet to come as a standard action,
revealing the broken landscapes of the end times filled with the broken bodies of
the fallen and incomprehensible beings of apocalyptic might. Only creatures within
100 ft. of the Harbinger can perceive this world but it is not a simple illusion and
true seeing and similar effects do not see through it. All other creatures within
range must make a Fortitude save, Will save, and Reflex save. Creatures who fail
their Fortitude save are nauseated for 1d4+1 rounds. Creatures who fail their Will
saves are panicked for 1d4+1 rounds. Creatures who fail their Reflex Save take 5d6
damage/level as the creatures take note of them. Also, during this time, all other
creatures treat all squares within range as difficult terrain. At the Harbinger’s
option, he or she may grant any number of willing allies immunity to this ability,
though doing so renders the targets blind, deaf, and dazed for 1 round. This vision
of the end times only lasts for a single round. This ability can be used once per
encounter at 4th level and one additional time per encounter every 5 levels
afterwards.
Apocalyptic Might (Su): Starting at 5th level a Harbinger of endings can chain
together even the most powerful of magicks together in a show of apocalyptic
might, though doing so is not without dangers. A Harbinger of endings can cast two
epic spells with a casting time of 1 standard action as a single standard action. To
do so, make a single Spellcraft check against the higher spellcraft DC + 10. Even if
this check succeeds, however, there is a 50% chance that only the first epic spell
manifests. Whether this check succeeds or fails, the Harbinger immediately takes
damage equal to this DC x 5 (this damage can’t be negated, reduced, shared with
others, or turned into healing via destruction’s embrace). At 10th level and every 5
levels afterwards, a Harbinger of endings may cast an additional epic spell
simultaneously, though each spell after the first adds a + 10 bonus to the spellcraft
DC.
Beyond the furthest planes of existence, in the space between all spaces, rest the
Far Realms of Insanity. Obeying few if any of the constants that we take for
granted in the multiverse, the Far Realms is a place devoid of structure and beyond
comprehension. At the very least, that is what most scholars believe. A rare few
beings, however, seem to demonstrate that this may not be the case. Calling
themselves heralds of the outer spheres, these beings wield incredible might that
seems to have been drawn from the far realms themselves. Those few who have
talked with these heralds or read their works inevitably learn that they believe
themselves to be working for a greater power beyond the planes. Some of these
heralds even claim to have pierced the madness of the realm to discern its true
nature. Though the truth of these claims has never been tested, the power and
fervor that most heralds wield is beyond question. Whenever these heralds go,
madness follows not far behind.
Hit Die: d8
Class Features: The following are class features of the herald of the outer spheres.
Epic Spellcasting: Even without the Epic Spellcaster feat, a herald of the outer
spheres can still develop and cast epic spells using the afflict, banish, compel,
conjure, slay, summon, transform, and/or transport seeds. For the purpose of
developing epic spells with these seeds (and only these seeds), costs in gold pieces
and experience points are halved.
Cage of Flesh (Su): A herald of the outer spheres has been forever reshaped by the
alien powers he or she serves, no longer resembling the being he or she once was.
The herald is treated as either his or her previous type or as an outsider (whichever
if more beneficial) for all purposes (such as returning back from the dead).
Furthermore, the herald gains immunity to mind-affecting effects. Whenever a
divination spell or effect either includes the herald in its area, targets the herald, or
would otherwise reveal information about the herald, the caster must make a Will
save (DC 20 + Class Level + Cha modifier). If successful, the caster simply gains
no information. If the caster fails, he or she goes permanently insane as
the insanity spell.
Lastly, a herald of the outer spheres gains great influence over creatures of
madness, including aberrations, creatures from the far realm, and all other
creatures suffering from insanity (whether such insanity is racial as with derro,
results from taint, or is gained through magical means like insanity). Such
creatures automatically recognize a herald of the outer spheres for what it is, start
with an attitude two categories closer to fanatic towards him or her, and can only
attack the herald with a successful Will save (DC 20 + Class Level + Cha modifier).
At 1st level, a herald of the outer spheres must select how these elements of
madness are delivered (this decision can not be changed afterwards). The herald
may choose to deliver these elements as a gaze attack with unlimited range, filling
his or her own visage with madness to infect others. Alternately, the herald may
choose to deliver this madness audibly to anyone who can hear the herald, slipping
the madness into his or her words or performances. Finally, the herald may simply
choose to deliver this madness with his or her presence, not requiring anyone to
sense the herald but restricting the maximum range of this ability to 100 feet. The
save DC for all elements that possess them equals 20 + Class level + Cha modifier.
The different elements that a herald of the outer spheres can call forth are detailed
below:
Alien Geometry (Ex): Though a herald of the outer spheres looks much like a being
of flesh and blood, his or her body is built in a way that defies most logic and space
is bent around him or her in a way that makes attacking the herald quite difficult.
Most attacks and spells aimed at the herald seem to go absolutely nowhere at all.
Starting at 2nd level, a herald of the outer spheres can force a creature who is
targeting him or her with an attack, spell, or effect to make a Will save (DC 20 +
Class Level + Cha modifier). If the saving throw is failed, the herald is unaffected
by that attack, spell, or affect. This ability can be used once per round at 2nd level
and one additional time per day every 5 levels afterwards.
Spells per Day/Spells Known: At each even class level, a herald of the outer
spheres gains new spells per day (and spells known, if applicable) as if he or she
had also gained a level in a spellcasting class to which he or she belonged before
adding the prestige class level. If already an epic spellcaster, the character gains
only the benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one spellcasting class before becoming a herald of the
outer spheres, the player must decide to which class to add the new level for the
purpose of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a herald of the outer
spheres can select a single bonus feat from the following list: Armor Skin, Broken
Barriers*, Damage Reduction, Dimensional Jaunt*, Edge of Perception*, Eternal
Herald*, Fast Healing, Forced Conversion*, Glare of the Void*, Great Charisma,
Great Intelligence, Great Wisdom, Improved Combat Casting, Improved Metamagic,
Improved Spell Capacity, Influence Goals*, Insidious Herald*, Mad Scribe*, Perfect
Health, Persona of Madness*, Shattered Geometry*, Sire Madness*, Threatening
Presence*, Unearthly Circulation*
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New Feats
Insidious Herald[Epic]
You can pass along sane beings and slip into almost any society.
Prerequisites: Herald of Madness II
Benefits: You may use disguise self at will as a supernatural ability. The resultant
disguise is not illusory in nature and allows no saving throw to disbelieve.
Dread Influence (Ex): A herald of the outer spheres acts as the epicenter to a
massive incursion of inimical energies that flood in from the Far Realms. Through
raw force of will, a herald of the outer spheres can direct this energy to some
limited degree. As a standard action, a herald of the outer spheres can generate
any of the following effects within a 1-mile radius:
The save DCs for all abilities that possess them equals 20 + Class Level + Cha
modifier. At 9th level and every 5 levels afterwards, the radius of the area that the
herald can influence is multiplied by x 10.
Otherworldly Summons (Su): A herald of the outer spheres rests at the boundary
between the sane world and the far realms. Creatures from the far realms seeking
to invade the world often sense this weakness in the barrier and swarm around the
herald, unseen to others and little more than figments even to him or her. Starting
at 5th level, a herald of the outer spheres can spend a move action to call forth an
aberration or a creature from the far realms with HD up to his or her Class Level +
13 into a square within 100 feet capable of supporting the creature once per
encounter. The summoned creature lasts for one round, acts in initiative right after
the herald of the outer spheres, and is controlled telepathically. At 10th level and
every 5 levels afterwards, this ability can be used an additional time per encounter.
The Mastermind
Not all roads to power are equally visible. For every mountain-shattering spellcaster
and army-slaying warrior, there is someone of equal power who prefers to operate
behind the scenes. Among these hidden beings are masterminds, subtle casters
that work though illusions and charmed intermediaries while always remaining one
step ahead. Even when personally engaging in a matter of interest, masterminds
are gifted enough at bending the truth that their presence may never be properly
noticed. From the shadows, powerful masterminds can control entire civilizations or
enact other plans with such subtlety that not even dragons would pick up on them.
Though not all masterminds are evil and some even work in the name of the
greater good, even allies are often lead to keep an eye on a mastermind’s activities
just in case its next plot goes awry.
Hit Die: d6
Mastermind
Level Base Attack Bonus Special
Spells
1st +0 Layered Truth I, Puppet Master
--
2nd +1 Never There 1/encounter
+1 level of existing arcane spellcasting class
3rd +1 Bonus Feat
--
4th +2 Mastermind’s Ward (personal)
+1 level of existing arcane spellcasting class
5th +2 Countermeasures 1/round
--
6th +3 Layered Truth II
+1 level of existing arcane spellcasting class
7th +3 Never There 2/encounter
--
8th +4 Bonus Feat
+1 level of existing arcane spellcasting class
9th +4 Mastermind’s Ward (Personal + 1 target)
--
10th +5 Countermeasures 2/round
+1 level of existing arcane spellcasting class
Epic Spellcasting: Even without the Epic Spellcaster feat, a mastermind can still
develop and cast epic spells using the compel, conceal, contact, delude, foresee,
reveal, slay, and/or transform seeds. For the purpose of developing epic spells with
these seeds (and only these seeds), costs in gold pieces and experience points are
halved.
Layered Truth (Ex): A mastermind is a master of deception, leading others from the
truth into even deeper deceptions. Whenever a creature succeeds on a sense
motive check to pierce through the bluff check of a mastermind, a spot check to
pierce through the disguise check of a mastermind, a forgery check to pierce
through the forgery check of a mastermind, or a Will save to disbelieve an illusion
of a mastermind by 10 points or fewer, the mastermind can have the target
interpret a false “truth” behind the situation of the mastermind’s choice. A creature
may recognize a forgery as having been written by another creature, for example,
or perceive another illusion hiding behind the first. The mastermind can only falsify
a single false “truth” for each illusion or skill check.
Each time this ability is used against a creature or that a creature simply fails on
such a skill check or saving throw against the mastermind, that target falls deeper
into the mind games of a mastermind and takes a stacking -2 penalty to such
checks and saves against the mastermind and his or her spells for 24 hours. At 6th
level and every 5 levels afterwards, the amount by which a creature may have
succeeded on their check or save while still being affected increases by +10.
Spells per Day/Spells Known: At each even mastermind level, the character gains
new spells per day (and spells known, if applicable) as if he or she had also gained
a level in an arcane spellcasting class to which he or she belonged before adding
the prestige class level. If already an epic spellcaster, the character gains only the
benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one arcane spellcasting class before becoming a
mastermind, the player must decide to which class to add the new level for the
purpose of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a mastermind can select a
single bonus feat from the following list: Additional Magic Item Space, Always
Prepared*, Assess Defenses*, Combat Puppetry*, Diabolic Plot*, Epic Leadership,
Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic
Stealth*, Epic Will, Extended Lifespan, False Positive*, Improved Combat Casting,
Improved Spell Capacity, Improved Metamagic, Instant Response*, Legendary
Commander, Master of Divination*, Master of Enchantment*, Master of Illusion*,
Perfect Health, Play Along*, Polygot, Spell Knowledge, Spell Stowaway,
Spontaneous Spell, Sting of Betrayal*, Superior Initiative, Think Ahead*, Thrall*,
True Deception*, True Thrall*, Web of Deception*, What They Don’t Know*
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New Feats
Sting of Betrayal[Epic]
You have a knack for inserting your weapon into the back of your supposed allies.
Prerequisites: Layered Truth III
Benefit: Whenever you attack a creature that is friendly, helpful, or fanatic towards
you or who is subjected to one of your charm or compulsion effects, your attack
automatically hits and is treated as a successful critical hit (if the target is immune
to critical hits, the attack simply hits).
Thrall [Epic]
You can extend the effects of a compulsion spell indefinitely.
Prerequisites: Layered Truth IV
Benefit: Whenever a creature fails its saving throw against a compulsion spell or
effect that you use, you can make that creature a thrall. Doing so extends the
maximum duration of the compulsion spell or effect indefinitely (though any
conditions that would normally end it prematurely, such as completing a
suggestion, still function). You may only have one thrall at a time and creating a
new one frees any previous thrall, ending the spell effect if it’s duration would have
normally expired.
Master of Illusion[Epic]
You can fool the senses of others with incredibly ease.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Illusion spell
Benefit: You can affect mindless creatures with your mind-affecting illusion spells.
Touching an illusion you have that allows for saving throws to disbelieve does not
allow the target to automatically disbelieve as such illusions now create imagined
tactile sensations. Once per encounter, you can turn yourself or a creature within
100 ft. of yourself invisible for 1 round. While invisible, the target can’t be seen
through see invisibility or true seeing, is unaffected by glitterdust, faerie fire, and
invisibility purge, and can’t be detected by scent, blindsight, blindsense, or
tremorsense.
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Mastermind’s Ward (Su): Starting at 4th level, a mastermind can defend him or
herself against divination and mind-affecting effects. Divination spells and effects
do not detect the mastermind, can’t be used to scry on the mastermind (and don’t
see the mastermind when scrying on his or her surroundings), and can’t be used to
learn about the mastermind. Even magic used by deities and epic spells using the
Foresee and/or Reveal seeds can’t be used in this way. Similarly, the mastermind
can’t be affected by mind-affecting effects (including epic spells using the compel
seed). At 9th level and every 5 levels afterwards, this ability can be shared with an
additional creature (willing or otherwise) through a 1 hour ritual. New targets can
replace old ones by repeating this ritual.
Omnimind
The strength of the mind, though incredibly vast, is left almost entirely untapped by
most of the population. While some utilize a fraction of this power through the
outlet of psionics, they remain woefully unaware of their true potential. Only once
or twice in each generation does a being manage to break through the limitations of
their own mind, accessing the vast stores of power held within the collective
unconsciousness of all living beings. These beings, referred to as omniminds,
possess mental powers guided by the entirety of all thoughts.
Hit Die: d6
Prerequisites: To qualify to become an Omnimind , a character must meet all of the
following criteria
Skills: Knowledge (Psionics) 23 ranks, Psicraft 23 ranks
Powers: Ability to manifest 5th-level powers.
Feats: Any four psionic feats
Omnimind
Level Base Attack Bonus Special
Powers Known
1st +0 Mental Prowess, Flowing Augmentation 4 +1
level of existing manifesting class
2nd +1 Mind Over Matter (halve)
+1 level of existing manifesting class
3rd +1 Bonus Feat
+1 level of existing manifesting class
4th +2 Collective Conscioussness 1/encounter +1
level of existing manifesting class
5th +2 Psionic Master (1)
+1 level of existing manifesting class
6th +3 Flowing Augmentation 8
+1 level of existing manifesting class
7th +3 Mind Over Matter (third)
+1 level of existing manifesting class
8th +4 Bonus Feat
+1 level of existing manifesting class
9th +4 Collective Conscioussness 2/encounter +1
level of existing manifesting class
10th +5 Psionic Master (2)
+1 level of existing manifesting class
Powers Known: At each omnimind level , he or she gains additional power points
per day and access to new powers as if he or she had also gained a level in
whatever manifesting class he or she belonged to before he or she added the
prestige class level. The omnimind does not, however, gain any other benefit a
character of that class would have gained (bonus feats, metapsionic or item
creation feats, psicrystal special abilities, and so on). If a character had more than
one manifesting class before he or she became an omnimind, he or she must decide
to which class he or she adds the new level of omnimind for the purpose of
determining power points per day, powers known, and manifester level.
Flowing Augmentation (Su): Drawing upon the collective consciousness of all beings
for psychic energy, omniminds can save their own supply of psychic power for when
it truly matters. Whenever an omnimind manifests a power, he or she may spend
the power points of a willing ally within 100 feet rather than spending his or her
own. Furthermore, whenever he or she manifests a power, he or she gains 4
temporary power points that can only be used to augment that power and are
immediately lost if not used for this purpose. At 6th level and every 5 levels
afterwards, the number of temporary power points increases by +4.
Mind over Matter (Su): While many omniminds may appear frail at first glance, they
can absorb a great deal of harm through nothing more than raw will power.
Starting at 2nd level, whenever an omnimind would take hit point damage, he or
she may choose to divide the amount of damage by 2 and subtract it from his or
her remaining power points instead of hit points. If the omnimind doesn’t possess
enough power points to negate the damage in this way, this ability can’t be used.
At 7th level and every 5 levels afterwards, increase the amount by which the
damage is first divided by + 1.
Bonus Feats: At 3rd level and every 5 levels afterwards, an omnimind can select a
single bonus feat from the following list: Aggressive Psychokinesis*, Assume
Mantle*, Astral Master*, Discern Intentions*, Discern Thoughts*, Epic Expanded
Knowledge, Epic Psionic Focus, Epic Will, Exceed Limitations*, Extended Lifespan,
Extra Augments*, Great Charisma, Great Intelligence, Great Wisdom, Improved
Body Fuel*, Improved Combat Manifestation*, Improved Manifestation, Improved
Metapsionics, Improved Mind Over Body*, Improved Wild Surge*, Intensify Power*,
Overrule Power*, Pierce Mind*, Power Knowledge, Psicrystal Power, Quick
Psychoportation*, Reactive Psychometabolism*, Subtle Telepathy*, Superior
Cognizance*, True Clairsentience*, Web of Metacreativity*
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New Feats
Collective Consciousness (Su): Tapping into the universal consciousness that all
thinking beings possess, an omnimind can target a vast number of creatures with a
single psionic power. Starting at 4th level, once per encounter, an omnimind may
expend his or her psionic focus to manifest a power with a single target and a range
other than personal while targeting any number of creatures within range. If that
power possesses an XP cost, it is paid for each target. At 9th level and every 5
levels afterwards, this ability can be used an additional time per encounter.
Psionic Master (Ex): Starting at 5th level, an omnimind can manipulate far greater
psionics than most other manifesters. An omnimind can manifest an additional epic
power each day, plus one additional epic power at 10th level and every 5 levels
afterwards.
Scion of Sorrow
Many in the world assume that power brings only happiness, assuming that those
of exceptional strength and riches can reverse or mitigate any woes that would
trouble them. Though often the case, this is not always true. Some beings of
exceptional power, after having brought themselves to ruin, are simply shattered
under the weight of their broken hearts and dreams. Transformed and empowered
by this bottomless sense of loss and longing, scions of sorrow are beings of true
and irreversible finality, capable of wreaking havoc or bettering the world in ways
that no one can ever reverse. Fortunately for many in the multiverse, scions of
sorrow are exceptionally rare. Beyond the scarcity of such tragedy needed to fuel
the transition, the first act of most scions is one of irreversible self-destruction.
Hit Die: d8
Prerequisites: To qualify to become a Scion of Sorrow, a character must meet all of
the following criteria:
ECL: 20 or higher
Special: Must have accidentally brought great tragedy to oneself in a way that the
character has yet to fix or reverse.
Class Skills: Any ten of the Scion of Sorrow’s choice
Skill Points at Each Level: 4 + Int modifier
Scion of Sorrow
Level Base Attack Bonus Special
Spells
1st +1 Entity of Loss, What’s Done is Done
--
2nd +2 Futility 1/round
+1 level of existing spellcasting class
3rd +3 Bonus Feat
--
4th +4 Blade of Broken Dreams 1/encounter
+1 level of existing spellcasting class
5th +5 Unending Existence I
--
6th +6 What’s Done is Done
+1 level of existing spellcasting class
7th +7 Futility 2/round
--
8th +8 Bonus Feat
+1 level of existing spellcasting class
9th +9 Blade of Broken Dreams 2/encounter
--
10th +10 Unending Existence II
+1 level of existing spellcasting class
Class Features: The following are class features of the Scion of Sorrow.
Epic Spellcasting: Even without the Epic Spellcasting feat, a scion of sorrow can still
develop and cast epic spells using any four seeds of his or her choice seeds. For the
purpose of developing epic spells with these seeds (and only these seeds), costs in
gold pieces and experience points are halved. If the scion of sorrow doesn’t cast
spells, he or she uses his or her highest ability score modifier to determine epic
spell save DCs.
Spells per Day/Spells Known: At each even scion of sorrow level, the character
gains new spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before adding the
prestige class level. If already an epic spellcaster, the character gains only the
benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one spellcasting class before becoming a scion of sorrow,
the player must decide to which class to add the new level for the purpose of
determining spells per day.
Entity of Loss (Ex): Whatever troubles torment a scion of sorrow’s past, the feelings
of sorrow and regret they evoke change the scion on a fundamental level. A scion
of sorrow's soul is corrupted (some erroneously believe the scion has none) and the
scion is immune to spells and effects that would alter, move, trap the scion’s soul or
that would allow a creature possess the scion’s body. The scion of sorrow can only
be restored from the dead through a wish or miracle effect. A scion of sorrow
ceases to age and is immune to lethal damage from dehydration or starvation
(though these effects can still knock the scion unconscious).
What’s Done is Done (Su): The greatest power (or curse) that a Scion of Sorrow
possesses is the ability to irrevocably alter the world. A Scion of Sorrow may choose
to render any event he or she is directly responsible for irrevocable as that event
concludes (thus, the scion may choose the make the fall of a kingdom irrevocable
as his or her forces finally make it fall or may make the death of a king irrevocable
as the king dies [so long as the scion of sorrow is responsible for the death]). That
event is entirely irrevocable through mundane and magical means. Not even epic
magic, artifacts, or the work of gods can undo what has been wrought and attempts
to change the past fail. If the event that a scion of sorrow wishes to make
irrevocable is not as the scion suspects (such as if he or she wishes to make a
king’s death irrevocable but only slays a body double), the scion learns that things
are not as they seem and may choose not to use this ability.
At 1st level, the tragedy that the scion of sorrow has brought upon him or herself to
allow access into this class is rendered irrevocable in this way and the scion of
sorrow may render an additional event irrevocable at any time. At 6th level and
every 5 levels afterwards, a scion of sorrow may render two additional events
irrevocable. Once an event has been declared irrevocable, that use of this class
feature is forever lost. Uses of this ability not used by the time it is gained again
carry over.
Futility (Su): Starting at 2nd level, a scion of sorrow can foil just about any action
that an enemy can undertake. Once per round, a scion of sorrow can grant a
creature a 50% miss chance with a single attack roll, a 50% failure chance with a
single spell, or a penalty equal to twice his or her class level to a single skill check.
Only enemies within 30 feet of the scion of sorrow can be targeted in this way and
he or she gains an additional use per round at 7th level and every 5 levels
afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus
feat from the following list: Beyond Prediction*, Burden of Life*, Claim Calamity,
Claim Woes*, Crush Will*, Damage Reduction, Epic Prowess, Epic Reputation, Epic
Skill Focus, Epic Will, Fast Healing, Glimpse of Solace*, Great Charisma, Great
Constitution, Great Strength, Great Wisdom, Improved Spell Capacity, Numbed to
Affliction*, Refuge of Dreams, Share the Pain*, Tortured Psyche*, Wield the
Shattered Blade*
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New Feats
Share the Pain [Epic]
You can let others know the pain that they inflict upon you.
Prerequisites: Futility 2/round
Benefits: Whenever a creature successfully damages you with an attack, spell, or
ability, you may spend a use of your futility class feature to deal an equal amount
of nonlethal damage to that creature, or half that much if the creature succeeds on
a Fortitude save (Save DC = 20 + Scion of Sorrow class level + Cha modifier).
Blade of Broken Dreams (Su): Starting at 4th level, a scion of sorrow can forever
part a creature from its ambitions, severing it from its dreams with raw might. Once
per encounter, a scion may make a declare a single attack to be made with his or
her blade of broken dreams (the blade is metaphorical in nature and the attack may
be made with any sort of weaponry or even with a spell). If the attack hits, the
target must make a Will save (DC 20 + Class level + Cha modifier). If the target
succeeds, it is merely nauseated for 1 round in addition to all normal damage and
effects. If the target fails, however, the target is nauseated for 1d4 rounds and is
doomed never to achieve its greatest desire (at the time of the attack) for as long
as the scion of sorrow lives. Desires involving basic biological needs (such as the
desire of a devastation vermin to eat) and specific desires to kill the scion of sorrow
aren’t affected in this way. Similarly, any hit point damage the attack deals can’t be
healed for as long as the scion lives if the target fails its Will save. This ability can
be used an additional time per encounter at 9th level and every 5 levels afterwards.
Unending Existence (Su): Just as the emotions that fuel a scion’s powers allow him
or her to leave permanent marks on the world, so too do these powers transform
the Scion into a permanent feature of the world. Starting at 5th level, a scion of
sorrow can no longer be slain through hit point damage. No matter how his or her
body is mangled (even if the body is destroyed or reduced to dust), the scion of
sorrow continues living and regrows body parts (including heads or entire bodies if
necessary) as if he or she possessed regeneration. While at or under -10 hit points,
the scion falls unconscious even if he or she possesses diehard or a similar feat,
ability, or spell effect and can be slain with a miracle or wish effect. The scion of
power can’t be affected by spells and abilities of the healing subschool while in this
state unless the spell would normally restore the dead to life (in which case they
function normally on the scion even though he or she wasn’t truly dead), and the
scion gains fast healing 10 while in this state. After this fast healing has restored at
least 20 hit points/class level, you lose this fast healing (although you continue heal
naturally) until you spend 2 hours in self-reflection. At 10th level and every 5 levels
afterwards, the value of this fast healing increases by an additional 10 points and
the maximum amount you can heal before needing to recharge this class feature
increases by 20 hit points/class level.
Temporal Wanderer
Most individuals live their entire lives with only the dimmest notion that other
planes of existence are out there, never straying too far from their homes. More
powerful beings, such as adventurers, are known to travel across these planes with
great regularity. Even with the commonality of planar travel available, however,
there remains one form of travel that few even consider. Temporal Wanderers are
those who have received some small taste of temporal energies, knocking them
free from their normal temporal alignment. Granted awareness of the past, of the
future, and of alternate timelines, Temporal Wanderers act in ways that often
befuddle those around them but that tend to work out for the best. Whatever their
goals and ambitions may be, Temporal Wanderers are always one step ahead.
Temporal Wanderer
Level Base Attack Bonus Special
Spells
1st +0 Confer with Future (1 week), Eternal Wanderer
--
2nd +1 Delay the Inevitable 1/encounter
+1 level of existing spellcasting class
3rd +1 Bonus Feat
--
4th +2 Stretch Time I
+1 level of existing spellcasting class
5th +2 Browse Timelines (2 timelines)
--
6th +3 Confer with Future (2 weeks)
+1 level of existing spellcasting class
7th +3 Delay the Inevitable 2/encounter
--
8th +4 Bonus Feat
+1 level of existing spellcasting class
9th +4 Stretch Time II
--
10th +5 Browse Timelines (3 timelines)
+1 level of existing spellcasting class [/table]
Class Features: The following are class features of the Temporal Wanderer.
Epic Spellcasting: Even without the Epic Spellcaster feat, a temporal wanderer can
still develop and cast epic spells using the banish, destroy, dispel, foresee, heal,
reveal, transport, and/or summon seeds. For the purpose of developing epic spells
with these seeds (and only these seeds), costs in gold pieces and experience points
are halved. A temporal wanderer casting an epic spell with these seeds (and only
these seeds) need not make a Spellcraft Check if the DC is equal or lower than 20
+ (Class Level x 2). Unless a temporal wanderer has sufficient ranks in a skill to
gain more slots per day, a temporal wanderer gains a number of epic spell slots per
day equal to his or her effective character level / 20. If the temporal wanderer
doesn’t cast spells, he or she uses his or her highest ability score modifier to
determine epic spell save DCs.
Eternal Wanderer (Su): A temporal wanderer is aware of all timelines branching out
from his or her present, future, and past. As a result, the temporal wanderer gains
an insight bonus to all skill checks, saving throws, and attack rolls equal to half of
his or her class level + 1. A temporal wanderer never ages, is never caught flat-
footed, and always acts first in initiative (if multiple temporal wanderers are in the
same encounter, they still roll initiative amongst themselves to decide their order),
even acting first on surprise rounds.
Confer with the Future (Su): Starting at 1st level, a temporal wanderer can turn to
his future selves for guidance, looking forward along the varying timelines that
branch out once a specific decision has been made. As a swift action, the temporal
wanderer can learn whether taking a specific action will have good results, bad
results, good and bad results, or neither good nor bad results. Though the future
selves the temporal wanderer turns to for advice have no reason to lie to him, even
the smallest of decisions made afterwards may change how things unfold and there
is only a 90% chance that the temporal wanderer will hear from the timeline he is
destined to take past that point (otherwise the temporal wanderer receives an
answer at random). A temporal wanderer may not check the results of taking a
single action more than once. A temporal wanderer can reach himself up to one
week into the future at 1st level and one additional week further at 6th level and
every 5 levels afterwards
Delay the Inevitable (Su): Starting at 2nd level, a temporal wanderer can delay
harm and death if necessary. As an immediate action, the temporal wanderer can
prevent all damage that either him or herself or an ally who the temporal wanderer
can see within 30 feet would take for the next 5 rounds. Any effects that would
target the affected creature are likewise delayed during this time, though attack
rolls and saving throws are made immediately as normal. At the end of these 5
rounds, all damage and effects that have been delayed immediately catch up with
the affected creature. While delaying damage and effects using this ability, such
damage and effects can be healed in advance as appropriate. This ability can be
used once per encounter at 2nd level and once more per encounter at 7th level and
every 5 levels afterwards.
Spells per Day/Spells Known: At each even temporal wanderer level, the character
gains new spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before adding the
prestige class level. If already an epic spellcaster, the character gains only the
benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one spellcasting class before becoming a temporal
wanderer, the player must decide to which class to add the new level for the
purpose of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a temporal wanderer can
select a single bonus feat from the following list: Advantageous Divergence*,
Blinding Speed, Change the Past*, Damage Reduction, Epic Prowess, Epic Skill
Focus, Eye to the Past*, Fast Healing, Freeze Foes*, Frequent Delays*, Improved
Spell Capacity, Indefinite Delay*, Into the Future*, Know Vulnerabilities*, Spell
Stowaway, Spring of Youth*, Superior Initiative, Think Ahead*, Time Heals All*,
Wild Card*.
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New Feats
Stretch Time (Ex): Starting at 4th level, a temporal wanderer seems to perceive
time as travelling at a slower rate, allowing them to get more done in less time. A
temporal wanderer gains an extra move action each round plus an additional extra
move action at 9th level and every 5 levels afterwards. Any number of move
actions gained in this way can be sacrificed to instead gain half as many extra
standard actions that round (rounded down).
Browse Timelines (Su): Starting at 5nd level, a temporal wanderer can often select
the best of multiple destinies. At the start of the temporal wanderer’s action, the
wanderer may choose to take two sets of actions. Rather than occurring in a row,
however, these actions occur separately and simultaneously. At the end of the
action, a temporal wanderer selects one set of actions taken and the others never
occur as the alternate timeline is abandoned. The temporal wanderer is aware of
what happens in each of the separate timelines but all others are only aware of
what occurs in the main timeline. At 10th level and every 5 levels afterwards, a
temporal wanderer can choose to take up to one additional set of actions.
Unmage
When dealing with meddlesome or dangerous mages, many believe that the only
solution is to bring in another, allied mage. In this respect, many are sorely
mistaken. A few gifted individuals, known as unmages, have gained the ability to
counter, unravel, and simply ignore magic in their environments. Some unmages
oppose magic in all of its forms and unravel “unnatural” influences wherever they
are found. On the opposite end of the spectra, some unmages are abjurers who
have simply perfected the art of cancelling magic around them. Whether an
unmage reserves their abilities for self-protection or actively fights others who use
magic, the current location of unmages on a given plane is invaluable information
both for those who would abuse magic and for those who would stop them.
Hit Die: d8
Prerequisites: To qualify to become an Unmage, a character must meet all of the
following criteria
Skills: Knowledge (arcana) OR Use Magic Device 23 ranks
Feat: Combat Reflexes OR Improved Counterspell
Spellcasting: Must possess no non-epic spellcasting ability above 4th level spells OR
be able to cast 9th level abjuration spells, including mage’s disjunction.
Unmage
Level Base Attack Bonus Special
1st +1 Momentary Suppression (1), Unravel
Dweomers
2nd +2 True Counterspell 1/encounter
3rd +3 Bonus Feat
4th +4 Spell Immunity 1/round
5th +5 Instant Reversion (1 spell)
6th +6 Momentary Suppression (2)
7th +7 True Counterspell 2/encounter
8th +8 Bonus Feat
9th +9 Spell Immunity 2/round
10th +10 Instant Reversion (2 spells)
Epic Spellcasting: Even without the Epic Spellcaster feat, an unmage can still
develop and cast epic spells using the banish, dispel, reflect, and/or reveal seeds.
For the purpose of developing epic spells with these seeds (and only these seeds),
costs in gold pieces and experience points are halved. An unmage may use his or
her ranks in use magic device to determine his or her epic spell slots per day.
Furthermore, he or she may use his or her ranks in either use magic device or
knowledge (arcana) in place of his or her ranks in spellcraft when making a
spellcraft check to cast an epic spell. If the Unmage doesn’t cast spells, he or she
uses his or her highest ability score modifier to determine epic spell save DCs.
Unravel Dweomers (Su): As a swift action, an unmage may unravel magic around
them, functioning as a mage’s disjunction spell with a caster level equal to his or
her class level + 20 with a few adjustments. The radius of the burst is limited to 10
feet/class level, the unmage may exempt any number of magic items or spell
effects that he or she is aware of, and epic spells, antimagic fields, and minor
artifacts are subjected to this effect with 100% accuracy (though artifacts are
permitted a saving throw). The Save DC of this ability is 20 + Class level + the
unmage’s Cha modifier. Although this ability is supernatural in nature, it can be
utilized freely within an antimagic field.
True Counterspell (Su): Once per round, as a free action, an unmage can interfere
with another creature they possess a line of effect with as they attempt to cast a
spell or spell-like ability. The unmage makes an opposed spellcraft check against
the caster and if the unmage succeeds, the casting is foiled and the spell or spell
slot is expended as normal. For every 5 points by which the unmage succeeds on
this check, the caster may not cast spells or spell-like abilities for 1 round
afterwards. This ability can be used once per encounter at 2nd level and an
additional time per encounter every 5 levels afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, an unmage can select a
single bonus feat from the following list: Anchoring Aura*, Antimagic Burst*, Armor
Skin, Blinding Speed, Conceal Mind*, Countermage*, Counterspike*, Damage
Reduction, Dimensional Aura*, Dismiss Outsiders*, Energy Resistance, Epic
Avoidance*, Epic Fortitude, Epic Reflex, Epic Skill Focus, Epic Speed, Epic
Toughness, Epic Will, Expanded Aura*, Extended Life Span, Forced Deanimation*,
Guarded Abjuration*, Ignore Hindrance*, Improved Combat Reflexes, Improved
Spell Capacity, Inescapable Aura*, Legendary Climber, Legendary Leaper,
Legendary Wrestler, Mageslayer Juggernaut*, Master of Abjuration*, Mystic
Feedback*, Perfect Health, Pressure Casters*, Reveal Deceptions*, Seeping
Suppression*, Share Immunity*, Spell Stowaway, Spellcasting Harrier, Spellkill
Ascetic*, Spellkill Magebreaker*, Superior Counterspell*, Withstand Death*.
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New Feats
Counterspike [Epic]
You can harm a creature simply by countering its spells.
Prerequisites: True Counterspell 1/encounter, Mystic Feedback
Benefits: You benefit from your mystic feedback spell whenever you successfully
counter a target’s spell with your true counterspell class feature.
Countermage [Epic]
Your training as a spellcaster and as an unmage has taught you how to fight other
spellcasters.
Prerequisites: Unravel Dweomers, the ability to cast 9th-level spells
Benefits: Select one spellcasting class you possess levels in. You add your unmage
level as a bonus to your caster level when casting spells gained by virtue of levels
in that class. Furthermore, you gain a bonus spell slot of each spell level that you
possess access to in the chosen class. These spell slots can only be used for
counterspelling.
Spell Immunity (Su): It is rare that spells can ever even faze an unmage. Starting
at 4th level, the first time each round that an unmage is targeted by a spell or finds
himself in the area of a spell, that spell treats the unmage as not being there.
Damaging spells fail to damage them, divination spells fail to detect them, and even
area effects made to contain an unmage like forcecage can be seen and walked
though by the unmage as if it weren’t even there. This ability extends to the next
spell that the unmage is targeted with each round at 9th level and every 5 levels
afterwards. An unmage can lower or resume this protection as a free action.
Unreal
What is reality? That is a question that has baffled scholars since the dawn of time.
Built with laws and woven with magic that contradict these laws at every turn, the
nature of reality is often inscrutable. Even the more common philosophical answers
are stifled by the existence of illusions. Are illusions real, one might ask. Though
certainly not what they appear to be, it remains unclear whether they exist at all.
Formed from common perceptions locked in space, one must wonder whether it
persists when none are around to observe it. The greatest practitioners of illusion
often claim that these illusions persist. Whether we can take their claim seriously,
however, is another matter. After all, these same practitioners cast the rest of
existence into doubt. These practitioners, known as the unreal, blur the line
between the real and imagined.
Hit Die: d6
Class Skills: Bluff, Concentration, Craft, Disguise, Knowledge (all skills, taken
individually), Profession, Sense Motive, Spellcraft
Skill Points at Each Level: 2 + Int modifier.
The Unreal
Level Base Attack Bonus Special
Spells
1st +0 Actualize I, All An Illusion
--
2nd +1 Disbelieve Harm 1/round
+1 level of existing spellcasting class
3rd +1 Bonus Feat
--
4th +2 Fictionalize I
+1 level of existing spellcasting class
5th +2 Sensory Control (1 set of perceptions) --
6th +3 Actualize II
+1 level of existing spellcasting class
7th +3 Disbelieve Harm 2/round
--
8th +4 Bonus Feat
+1 level of existing spellcasting class
9th +4 Fictionalize II
--
10th +5 Sensory Control (2 sets of perceptions) +1
level of existing spellcasting class
Epic Spellcasting: Even without the Epic Spellcaster feat, an unreal can still develop
and cast epic spells using the animate, compel, conceal, contact, delude, dispel,
reveal, and/or transport seeds. For the purpose of developing epic spells with these
seeds (and only these seeds), costs in gold pieces and experience points are
halved.
All An Illusion (Su): From the perspective of the unreal, everything else is one giant
illusion. As a standard action, the unreal may select an object or creature of up to
gargantuan size and attempt a Will save (DC 20 + 1 per previous attemnpt) to
disbelieve it. If successful, both that object and the unreal treat each other as
though they were incorporeal for 1 minute. Furthermore, the unreal can see
through the object like a foiled illusion and the target, if a creature, can see
through the unreal. By spending one hour in self-reflection or study, the Save DC is
reset to 20.
Actualize (Su): When the unreal weave illusions, they can sometimes be carried
over into the physical world. Whenever an unreal casts an illusion spell or spell-like
ability that allows a will save to disbelieve, the unreal can choose to actualize the
illusion. An actualized illusion gains physical presence for the effects duration,
receiving an appropriate tactile component and exerting the proper amount of
weight as well as gaining damage reduction, hardness, and/or natural armor as
appropriate for the nature of the illusion. Furthermore, an actualized illusion allows
for no saving throw to disbelieve. Even so, an actualized illusion is incapable of
dealing damage. If the illusion of a creature is created in this way, it loses all
special attacks and special qualities of the base creature and possesses no mental
ability scores (and thus possesses no ranks or feats) but otherwise possesses the
stats of the creature.
At 1st level, the undreal may possess a single actualized illusion at a time. At 6th
level and every 5 levels afterwards, an additional illusion can be actualized.
Attempting to actualize an illusion beyond this limit results in one previously
actualized illusion of the unreal’s choice becoming illusory. Illusory spaces and
passages created in this way can’t be accessed.
Disbelieve Harm (Su): Starting at 2nd level, once per round, when the unreal would
take damage, he or she may make a Will save (DC = damage dealt). If successful,
the damage is completely negated. At 7th level and every 5 levels afterwards, this
ability can be used an additional time per round.
Spells per Day/Spells Known: At each even unreal level, the character gains new
spells per day (and spells known, if applicable) as if he or she had also gained a
level in a spellcasting class to which he or she belonged before adding the prestige
class level. If already an epic spellcaster, the character gains only the benefit noted
under the Spells entry for that epic class. He or she does not, however, gain any
other benefit a character of that class would have gained. If the character had more
than one spellcasting class before becoming an unreal, the player must decide to
which class to add the new level for the purpose of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus
feat from the following list: Automatic Silent Spell, Automatic Still Spell, Awaken
Fiction*, Delayed Actualization*, Disbelieve Spells*, Disbelieve Weaponry*, Epic
Will, Extended Control*, Extended Lifespan, Great Charisa, Great Intelligence,
Great Wisdom, Improved Combat Casting, Improved Spell Capacity, Infallible
Illusion*, Lethal Illusion*, Master of Illusion*, Partial Illusion*, Pierce Illusion*,
Reverse-Illusion*, Strengthen Spell, Sudden Actualization*, Tenacious Magic
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*New Feats
Reverse-Illusion [Epic]
You have found away to mask reality as an illusion.
Prerequisites: Fictionalize II.
Benefit: When you fictionalize a creature, you may choose to simply mask that
creature as an illusion rather than transform it into a full illusion (such a creature
still counts towards the limit of your fictionalize class feature). Anyone who
interacts with such a creature perceives that creature as a mere illusion as though
they had succeeded on a Will save against a figment unless they succeed on a Will
save (DC 20 + Unreal level + Int modifier). Anyone harmed by an affected creature
automatically succeeds on this saving throw.
Fictionalize (Su): Just as the unreal can force illusions into reality, so too can he or
she consign reality into illusion. Starting at 4th level, as a full-round action, an
unreal can force a single creature to make a Will save (DC 20 + Class Level + Int
modifier) or become a mere illusion (as permanent image). At 4th level, the unreal
can only fictionalize one creature at a time. At 9th level and every 5 levels
afterwards, the unreal may fictionalize another creature at once. Fictionalizing
another creature beyond this limit frees a previously fictionalized creature.
Likewise, dispelling or dismissing these illusions results in the real creature
returning into existence.
Sensory Control (Su): At the peak of his or her power, the unreal can directly
control what others perceive in the world around them. Starting at 5th level, so
long as the unreal concentrates, he or she can create a separate set of visual,
audio, olfactory, and thermal information that takes the place of a target’s normal
perceptions for any number of target creatures. The area in which the unreal can
control senses is limited to 50 ft. but creatures within this area can have their
perceptions of more distant objects or creatures altered. The unreal is free to add,
remove, or alter features of the environment as he or she sees fit. Any creature
who interacts with the environment or who notes discrepencies within it is
permitted a Will save (DC 20 + Class Level + Int modifier) to disbelieve this
illusion. Once the illusion has been disbelieved, creatures are immune to this ability
from that unreal for the next 24 hours. At 10th level and every 5 levels afterwards,
the unreal may create an additional set of perceptions to subject any number of
targets to when using this ability. One creature may receive any or all sets of
perceptions depending on the whims of the unreal. This effect is a phantasm and
can be pierced with a true seeing effect but can’t be affected by the unreal’s
actualize class feature.
Veneficus Optima
Even among the most prodigious of sorcerers and skilled of archmages, there are
yet names spoken of in whispers of fear and awe. Known as veneficus optima,
some arcane casters have unlocked unparalleled insights into the nature of magic
itself. Weaving even epic spells with mind-bogging ease, even a single veneficus
optima holds the potential to disrupt activity in entire regions or even entire worlds.
Hit Die: d4
Class Skills: Concentration, Craft, Decipher Script, Knowledge (all skills, taken
individually), Profession, Spellcraft, Use Magic Device
Skill Points at Each Level: 2 + Int modifier
Veneficus Optima
Level Base Attack Bonus Special Spells
1st +0 Multispell (1), True Arcanist +1 level of
existing arcane spellcasting class
2nd +1 Efficient Researcher x1 +1 level of
existing arcane spellcasting class
3rd +1 Bonus Feat +1 level
of existing arcane spellcasting class
4th +2 Practiced Metamagic (4 levels) +1 level of
existing arcane spellcasting class
5th +2 Master of the Arcane (1) +1 level of
existing arcane spellcasting class
6th +3 Multispell (2) +1 level
of existing arcane spellcasting class
7th +3 Efficient Researcher x2 +1 level of
existing arcane spellcasting class
8th +4 Bonus Feat +1 level
of existing arcane spellcasting class
9th +4 Practiced Metamagic (8 levels) +1 level of
existing arcane spellcasting class
10th +5 Master of the Arcane (2) +1 level of
existing arcane spellcasting class
Class Features: The following are class features of the Veneficus Optima.
Epic Spellcasting: A veneficus optima gains epic spellcasting as a bonus feat even if
he or she doesn’t meet its prerequisites.
Spells per Day/Spells Known: At each veneficus optima level, the character gains
new spells per day (and spells known, if applicable) as if he or she had also gained
a level in an arcane spellcasting class to which he or she belonged before adding
the prestige class level. If already an epic spellcaster, the character gains only the
benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one arcane spellcasting class before becoming a veneficus
optima, the player must decide to which class to add the new level for the purpose
of determining spells per day.
True Arcanist: A veneficus When a veneficus optima cast a non-epic spell with a
casting time of 1 standard action or less, he or she can cast it as a supernatural
ability instead of as a spell. After doing so a number of times equal to the veneficus
optima’s class level, he or she can’t do so again until he or she meditates for 1
hour.
Multispell: Once per round, a veneficus optima can cast a non-epic arcane spell with
a casting time of 1 standard action or less as a free action. At 6th level and every 5
levels afterwards, this ability can be used one additional time per round.
Efficient Researcher (Ex): A veneficus optima can develop epic spells in ways that
others could only dream of, regularly making intuitive leaps that a normal mage
would take days to figure out. Starting at 2nd level, when developing an epic spell,
the process takes 1 day less (to a minimum of 1 day), 2,000 fewer experience
points (to a minimum of 360 xp), and 50,000 fewer gold pieces (to a minimum of
9,000 gp). These bonuses are doubled at 7th level, tripled at 12th level, and so
forth.
Bonus Feats: At 3rd level and every 5 levels afterwards, a Veneficus Optima can
select a single bonus feat from the following list: Automatic Quicken Spell,
Automatic Silent Spell, Automatic Still Spell, Enhance Spell, Epic Spell Focus, Epic
Spell Penetration, Epic Spellbook*, Epic Will, Extended Life Span, Familiar Spell,
Godslayer*, Great Charisma, Great Intelligence, Ignore Material Components,
Improved Combat Casting, Improved Heighten Spell, Improved Metamagic,
Improved Spell Capacity, Improved Spell Resistance, Intensify Spell, Master of
Abjuration*, Master of Conjuration*, Master of Divination*, Master of
Enchantment*, Master of Evocation*, Master of Illusion*, Master of Necromancy*,
Master of Transmutation*, Multispell, Permanent Emanation, Selective Spell*, Spell
Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Spell, Spontaneous
Spell Knowledge*, Superior Counterspell*, Superior Spellcaster*, Tenacious Magic
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New Feats
Godslayer [Epic]
You can face even the divine with some chance of success.
Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
Benefits: Deities attacking you never take 20 on their attack rolls. Against your
spells and abilities, deities never take 20 on their saving throws. Against you,
Deities lose their divine bonus to AC and Saving Throws. Lastly, you aren’t detected
by the remote sensing abilities or portfolio sense of deities and salient divine
abilities that create areas or that designate targets don’t affect you.
Master of Abjuration [Epic]
You possess masterful energies that act to ward and protect.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Abjuration spell
Benefits: The value of any armor class bonus, saving throw bonus, or energy
resistance that your spells grant is doubled. The value of any damage reduction or
spell resistance your spells grant is increased by +5. Lastly, once per encounter,
you may negate all damage that one attack or spell would deal to yourself or to a
creature within 30 feet.
Master of Enchantment[Epic]
You can make others act exactly as you would want them to with your impressive
powers.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Enchantment
spell
Benefits: You can affect mindless creatures with your mind-affecting enchantment
spells, though only basic concepts can be conveyed and such targets gain a +10
bonus to their saving throw. A creature who succeeds on a saving throw against
one of your enchantment spells is unaware that they were ever targeted. Once per
encounter, you can force a single creature to follow your instructions for 1 round as
is dominated unless it succeeds on a Will Save (DC 10 + caster level + Intelligence
modifier).
Master of Evocation[Epic]
You blast targets into dust with your control over the fundamental energies of
existence.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Evocation spell
Benefits: All evocation spells you cast ignore spell resistance and energy resistance
and deal half damage even against creatures immune to the relevant form of
energy. Once per encounter, you can choose a form of energy and deal 1d6
damage/caster level of that form of energy to a target within 100 feet, or half of
that if they succeed on a Reflex Save (DC 10 + caster level + Intelligence
modifier).
Master of Illusion[Epic]
You can fool the senses of others with incredibly ease.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Illusion spell
Benefits: You can affect mindless creatures with your mind-affecting illusion spells.
Touching an illusion you have that allows for saving throws to disbelieve does not
allow the target to automatically disbelieve as such illusions now create imagined
tactile sensations. Once per encounter, you can turn yourself or a creature within
100 feet of yourself invisible for 1 round. While invisible, the target can’t be seen
through see invisibility or true seeing, is unaffected by glitterdust, faerie fire, and
invisibility purge, and can’t be detected by scent, blindsight, blindsense, or
tremorsense.
Practiced Metamagic (Ex): Starting at 4th level, a veneficus optima can add
metamagic to arcane spells with great efficiency. Whenever casting a non-epic
arcane spell, the veneficus optima may add any number of metamagic effects who
in total would raise the spell’s level by up to +4 without increasing its spell level or
casting time. At 9th level and every 5 levels afterwards, the veneficus optima can
add another four levels of metamagic effects to each spell they cast.
Master of the Arcane (Ex): Starting at 5th level, a veneficus optima can manipulate
far greater magics than most other arcane casters. A veneficus optima can cast an
additional epic spell each day, plus one additional such spell at 10th level and every
5 levels afterwards.
Venerated Sage
Knowledge is power. Though there are many ways to obtain knowledge, everyone
from the lowest of farmhands to the greatest of archmages is forced to bow before
this simple truism. Sentient beings of any great power, in the process of gaining
that strength, almost inevitably garner a rich store of information from his or her
travels. Those who make it a point to study, however, go far further than this.
Utilizing vast archives of knowledge and delving deeper with divination over the
course of a lifetime, certain sages make it a point to learn as much as possible.
These repositories of knowledge, frequently refered to as venerated sage, are
revered (and sometimes feared) for their knowledge wherever they travel.
Hit Die: d6
Class Skills: All skills are class skills for a venerated sage.
Skill Points at Each Level: 4 + Int modifier
Venerated Sage
Level Base Attack Bonus Special
Spells
1st +0 Combat Evaluation +8, Master of Knowledge
--
2nd +1 Prepare for Anything (1 action)
+1 level of existing spellcasting class
3rd +1 Bonus Feat
--
4th +2 Uncanny Senses 50 ft.
+1 level of existing spellcasting class
5th +2 Harmful Truths 1/round
--
6th +3 Combat Evaluation +12
+1 level of existing spellcasting class
7th +3 Prepare for Anything (2 actions)
--
8th +4 Bonus Feat
+1 level of existing spellcasting class
9th +4 Uncanny Senses 100 ft.
--
10th +5 Harmful Truths 2/round
+1 level of existing spellcasting class
Class Features: The following are class features of the venerated sage.
Epic Spellcasting: Even without the Epic Spellcaster feat, a venerated sage can still
develop and cast epic spells using the banish, compel, contact, dispel, foresee,
reveal, transport, and/or ward seeds. For the purpose of developing epic spells with
these seeds (and only these seeds), costs in gold pieces and experience points are
halved.
Master of Knowledge (Ex): All venerated sages are known for the vast supply of
knowledge that they have acquired. These sages may make Knowledge checks
untrained and gains a bonus to all knowledge checks equal to his or her class level
x 5. Furthermore, a venerated sage remembers his or her entire life in perfect
detail and is immune to all spells and effects that would remove, alter, or allow
access to his or her thoughts or memories. Lastly, your extensive knowledge of the
world aids with your divination spells and effects. All divination spells you cast that
rely on or benefit from knowledge of, nearness to, and/or a connection with a
specific target (such as discern location, legend lore, and scrying) grant you the
maximum possible results for any target (a legend lore spell, for example, will
always reveal full legends). Any non-epic divination spell with a casting time over 1
minute has its casting time reduced to 1 minute.
Combat Evaluation (Ex): While venerated sages are known for collecting vast
quantities of knowledge, they are more than capable of applying this knowledge on
the battlefield. As a move action, a venerated sage can review all that he or she
knows about a single creature he or she can see or hear before coming up with the
most appropriate response. Until the end of the encounter or until this ability is
used again, the venerated sage gains a +8 insight bonus to attack rolls against the
target, to AC against the target’s attacks, to saving throws against spells and
abilities of the target, and to opposed rolls against the target until the end of the
encounter. Against other creatures of the target’s race (and sub-race, if applicable),
these bonuses are halved. If the venerated sage chooses to use this ability as a
full-round action, he or she can announce his or her conclusions aloud and any ally
who can hear and understand him or her gains half of these benefits for the same
duration (the sage still gains full benefits). At 6th level and every 5 levels
afterwards, the bonus granted (before halving) increases by +4.
Bonus Spells Known: A venerated sage knows much of the ways of magic, learning
spells much faster than many others. At each odd level, a venerated sage may add
any single spell from any class list to his or her spellbook, list of spells known, or
spell list. These spells, if recorded to scrolls or spellbooks (or prayerbooks), can't be
copied into other spellbooks or prayerbooks.
Prepare for Everything (Ex): Starting at 2th level, venerated sages always seem
prepared for almost any possibility. As a swift action, a venerated sage may ready a
single move or standard action. At 7th level and every 5 levels afterwards, the
venerated sage may ready an additional action as part of his or her swift action. No
matter how many actions a venerated sage readies in a single round, he or she
may only actually take one.
Spells per Day/Spells Known: At each even venerated sage level, the character
gains new spells per day (and spells known, if applicable) as if he or she had also
gained a level in a spellcasting class to which he or she belonged before adding the
prestige class level. If already an epic spellcaster, the character gains only the
benefit noted under the Spells entry for that epic class. He or she does not,
however, gain any other benefit a character of that class would have gained. If the
character had more than one spellcasting class before becoming a venerated sage,
the player must decide to which class to add the new level for the purpose of
determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a venerated sage can
select a single bonus feat from the following list: Adaptable Preparations*, Always
Prepared*, Analyze Item*, Educated Dungeoneer*, Epic Reputation, Epic Skill
Focus, Extended Lifespan, Gifted Cartographer*, Great Charisma, Great
Intelligence, Great Wisdom, Improved Combat Casting, Improved Metamagic,
Improved Spell Capacity, Maddening Truth*, Master of Divination*, Masterful
Architect*, Opportune Action*, Planar Scholar*, Polygot, Quick Analysis, Royal
Recorder*, Soothsayer*, Spontaneous Spell, Studious Archaeologist*, True
Certainty*, Uncanny Foresight*, Universal Truths*, Urbanite*, Widened Senses*
---------------------------------------------------------------------------------------------
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New Feats
Soothsayer [Epic]
Your senses sometimes extend into the future.
Prerequisites: Uncanny Senses 50 ft.
Benefit: As a standard action, you may use augury as a spell-like ability (Caster
Level 20). After using this ability, you lose the benefits of your uncanny senses
class feature for 30 minutes.
Urbanite [Epic]
You are exceedingly knowledgeable regarding local matters.
Prerequisites: Knowledge (Local) 23 ranks, Master of Knowledge
Benefit: If you can see or possess a detailed description of a settlement, you know
exactly where all services, features, and districts are located in relation to each
other. Furthermore, you may communicate basic messages with sentient creatures
who don’t share a language with yourself.
Uncanny Senses (Su): Starting at 4th level, a venerated sage learns how to peer
out into the world and see things as they truly are. Listen and Spot checks aren’t
penalized for distance within the first 50 ft. and the venerated sage gains a special
sensory capability within a 50-foot radius. As a move action, he or she can switch
which sense is active:
- The venerated sage benefits from a true seeing effect.
- The venerated sage automatically sees through all manner of mundane darknesss,
fog, smoke, and disguises.
- The venerated sage functions as though possessing any senses he or she has
been robbed of or denied.
- The venerated sage detects life force and its strength (as deathwatch).
- The venerated sage detects the presence and location of one named substance
within range.
- The venerated sage perceives the world as though a named substance does not
exist (gaze attacks may not be delivered if the venerated sage lacks a line of effect
with the target).
- The venerated sage detects all lies (even through omission) spoken within range
(as discern lies).
- The venerated sage pierces through invisibility and can see ethereal creatures (as
see invisibility).
- The venerated sage perceives all magic in the surrounding world (as arcane
sight).
At 9th level and every 5 level afterwards, the venerated sage’s senses extend an
additional 50 ft. before being penalized for distance and the range of these special
senses likewise extends 50 ft..
Harmful Truths (Su): Starting at 5th level, a venerated sage can rebuke and harm
others with the darkest and most personal or traumatizing of secrets. Once per
round, a venerated sage can target a creature who can both hear and understand
him or her with one of these truths and force that creature to make a saving throw
(DC 20 + Class level + Int modifier). If the target hasn’t be targeted by this ability
in the past 24 hours, it takes 10d6 nonlethal damage and is dazed for 1 round if it
fails the save and halves this damage and is merely staggered for 1 round if it
succeeds. Otherwise, the target takes 5d6 nonlethal damage and is staggered for 1
round if it fails the save and halves this damage and negates the staggered
condition if it succeeds. At 10th level and every 5 levels afterwards, this ability can
be used an additional time per round. No creature can be targeted more than once
per round and this ability can be used at any time without expending any action.
This state of mind, of transcendent ability and focus, is called Battle Ascendancy,
and is said to be a channeling of the spirits of ancient war-gods through mortal
flesh. Rarely is the experience described in the same way by men who have
undergone it. Some say that a cold, black fury overtakes them, much like a
berserker’s rage. Others claim a state of martial nirvana, a oneness of the mind and
body in perfect harmony. Then there are tales of men who are possessed by the
savagery of a demon, slaying all before them without heed and becoming
unstoppable machines of slaughter.
Legends speak of single men killing thousands by their own hand, leading their
armies to triumph through miracles of battle-prowess, yet these men are not Battle
Ascendants. A man may find the state in times of utter need, when he is pushed to
the edge and all hope of victory has vanished, but this is only the beginning of the
journey, for a true Battle Ascendant is a god upon the field of war, an unstoppable
terror that cannot be stood against. They are masters of mind, soul, and body,
turning all three into one supremely-lethal weapon. Armies scatter at the approach
of such warrior, for a Battle Ascendant has reached the uttermost pinnacle of
martial skill. He is able to stand against gods and cosmic forces with his
transcendental mastery of war.
Only the greatest, most puissant warriors to have ever lived have even a chance to
become Battle Ascendants. The path to Battle Ascendancy is one through the soul
of the warrior. All weakness must be purged, and universal secrets, about both
oneself and the nature of warfare, must be mastered.
Battle Ascendants come from all martial backgrounds and fight with all manner of
weapons or styles, and indeed must be masters of their art in every form, able to
effortlessly wield any weapon with skill to make gods envious. Yet though they are
skilled with all weapons, each Battle Ascendant has one combat form that they are
known for, and their ability in that discipline is the stuff of myth and saga.
Prerequisites:
Base Attack Bonus: +50.
Skills: Knowledge (Warfare) 50 Ranks OR Martial Lore 50 Ranks.
Feats: Epic Weapon Focus, Epic Weapon Specialization, Greater Critical, Greater
Critical Multiplier, Weapon Mastery, Weapon Supremacy, [Greater Power Attack,
Uncanny Power Attack] OR [Perfect Two Weapon Fighting, Uncanny Two Weapon
Fighting] OR [Improved Manyshot, Sure Shot]
Special: The character must find the state in a time of utter need, when he is
pushed to the edge and all hope of victory has vanished.
Hit Dice: d12.
Base Attack Bonus: Full.
Skill Points: 4+Intelligence Modifier.
Skills: Balance, Bluff, Climb, Concentration, Heal, Jump, Listen, Martial Lore,
Search, Sense Motive, Spot, Survival, Tumble, Use Rope.
Initiator Level: Full.
Ages of Battle: At 1st level, the Battle Ascendant gains the Extended Lifespan Epic
Feat as a Bonus Feat. Furthermore, he no longer ages nor suffers any penalties
from aging, though he still dies when his time is up. If the Battle Ascendant is an
Immortal (Any), he gains a bonus feat off the list of Fighter Bonus Feats instead.
Soldier's Death: If the Battle Ascendant ever willingly retreats from combat by any
means, he suffers a penalty on Armor Class, Attack Rolls, Damage Rolls, Initiative
Checks, Saving Throws, and Skill Checks equal to his Battle Ascendant class level
for one week. If the Battle Ascendant is an Immortal (Any), he gains the standard
(Double) War portfolios' weaknesses instead. (NB:These are Not doubled
upon acquisition of said portfolio(s).)
Transcendent Edge: At 2nd level, the Battle Ascendant gains a bonus to damage
equal to his Battle Ascendant class level.
Reverie of War: At 3rd level, the Battle Ascendant gains a Competence Bonus to his
Armor Class equal to his Battle Ascendant class level.
War God: At 4th level, the Battle Ascendant gains the War Portfolio, even if he is
not a god. He uses his ½ his Battle Ascendant class level in place of his Divine Rank
to determine the benefits. The Battle Ascendant does not suffer portfolio penalties.
If the Battle Ascendant is an Immortal (Any), he Does suffer portfolio penalties.
Bonus Feat: At 5th level, and every five levels thereafter, a Battle Ascendant gains
a bonus feat off the list of Fighter Bonus Feats.
Battle Mastery: At 6th level, a Battle Ascendant refines their chosen style. They
gain one of the following benefits based on which suite of feats they used to qualify
for Battle Ascendant.
- Abandon Blow: A Battle Ascendant fighting with a two-handed weapon may take a
maximum penalty on attack rolls when using Power Attack equal to double his Base
Attack Bonus.
- Blade Tempest: A Battle Ascendant fighting with multiple weapon adds +1d6
damage per class level to all attacks.
- Arrow Storm: A Battle Ascendant fighting with a ranged weapon may make 2
Manyshot attacks as a Standard Action.
Superior Critical: At 7th level, a Battle Ascendant’s Critical Threat Range with all
weapons is quadrupled. This supersedes and does not stack with the Improved
Critical and Greater Critical feat chain. A weapon with a threat range of 20 becomes
17-20. A weapon with a threat range of 19-20 becomes 13-20. A weapon with a
threat range of 18-20 becomes 9-20. A weapon with a threat range of 17-20 now
threatens on a 5-20.; Special: This effect does not stack with keen or similar
weapon special abilities.
Martial Lord: For a number of rounds per day equal to his Class Level, an 8th level
or higher Battle Ascendant may maximize all dice rolls in combat. Note: These
rounds need not be used consecutively.
Reaping the Slaughterous Harvest: At 9th level (and every ten levels thereafter) a
Battle Ascendant may enter a state of godlike martial skill. This state last for a
number of rounds equal to his Class Level. While Reaping the Slaughterous
Harvest, a Battle Ascendant may move his speed as a Swift Action and may take
two full attacks in a single Full Attack Action.
Superior Critical Multiplier: At 11th level, a Battle Ascendant’s Critical Multiplier with
all weapons is quadrupled. If the weapons critical multiplier was originally x2 (i.e.
+x1.) it becomes x5. If the weapons critical multiplier was originally x3 (i.e. +x2.)
it becomes x9. If the weapons critical multiplier was originally x4 (i.e. +x3.) it
becomes x13.
Ten Thousand Years of Battle: A 13th level Battle Ascendant is nearly impossible to
kill. All his Hit Dice become d20s. If tthe Battle Ascendant already receives d20s for
hit dice, he gains a bonus divine ability instead.
War Messiah: A 14th level Battle Ascendant gains the Double War Portfolio. He uses
½ his Battle Ascendant class level as his Divine Rank to determine the benefits.
Martial Titan: A 16th level Battle Ascendant may become invincible for a number of
rounds per day equal to his Class Level. During this time, he cannot be harmed by
any effect, nor do the effects take affect when he leaves the Martial Titan state.
Note: These rounds need not be used consecutively.
Battle Ascendancy: An 18th level Battle Ascendant has transcended the abilities of
gods. In his chosen style, he has no equal anywhere in the multiverse. His ability
with that style improves as follows:
- Oblivion Blow: A Battle Ascendant fighting with a two-handed weapon may take a
maximum penalty on attack rolls when using Power Attack equal to his total Attack
Bonus.
- Blade Holocaust: A Battle Ascendant fighting with multiple weapons adds +2d10
damage per class level to all attacks.
- Arrow Cataclysm: A Battle Ascendant fighting with a ranged weapon may make a
number of Manyshot attacks as a Standard Action equal to his Base Attack Bonus
divided by 5.
NB:This var. of the Battle Ascendant permits immortal entry, retains some of the
earlier (deadlier/more flavorful) var. of its unique special abilities (((in exchange,
gaining 1 less Cosmic ability via Theomach (see previous)))) and feat acquisition,
and Divine/Cosmic and Transcendental abilities are eff. acquired for free in lieu of
feats after 20th and 100th level respectively.
Hatred can be a powerful weapon, when channeled correctly. It can inflict vile
curses, horrifying ravages, and even scar the soul of its victim, depending on
whence the animosity is directed and how virulent the hatred’s insidious malice
truly is. And from the loathsome, vile despite of the divine is a Godslayer born.
Only a being who devotes the entirety of its soul to the opposition and destruction
of the divine can qualify to become a Godslayer. However, even with the sufficient
deicidal impulses, an aspirant to Godslaughter must spend long and darksome
hours perusing ancient and reprehensible texts concerning the true nature of
divinity and the inherent faults of the same.
A Godslayer is the anathema of all things that possess the Divine Spark. He is a
brooding, morose entity that exists only as a cosmic murderer. He wields fell and
terrible power beyond mortal or divine comprehension. Within his soul burns an
imperishable flame of utter stygian hollowness punctuated solely by his total and
uncompromising lack of piety.
A Godslayer does not simply hate divine beings, as does an Ur-Priest, or disbelieve
in them to mock their power, as does a Defiant of the Athar. No; he denounces
their lordship with the esoterica of aeons-hidden deicidal elucidation, and the ichor
of eternal beings stained indelibly into his blasphemous sword.
Godslayer’s come from a predominantly martial background, as magic is notoriously
known to be a construct of the divine. Some Psychic Warriors who discover secrets
of divine failure take up the Godslayer’s loathsome mantle, however, their ranks
are dominated primarily by Blackguards, Paladins of Tyranny and Slaughter, and
Ur-Priests.
Prerequisites:
Base Attacks Bonus: +45.
Skills: Knowledge (Religion) 60 Ranks, Knowledge (The Planes) 60 Ranks.
Feats: Evil Brand, Vile Martial Strike, Dark Speech.
Special:*The character may not possess Divine Rank.
(NB:*Cosmic Nescience can bypass this prerequisite.)
Hit Dice: d10.
Base Attack Bonus: Full.
Skill Points: 4+ Intelligence Modifier.
Skills: Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Religion),
Knowledge (The Planes), Search, Sense Motive, Spot, Survival, Track.
Anathema Cloak: A Godslayer is a void upon the divine matrix that underlies the
Multiverse. This ability is identical to the Apocrypha Divine Ability.
Antidivinity: A Godslayer knows the cosmic secrets that fuel a deity’s power and is
resistant to their inherent divinity. He gains resistance to Divine Damage equal to
his Godslayer level x10.
God Hunter: A Godslayer knows how to kill Immortals and excels at fighting them.
He gains a +4 to attack and damage rolls against divine beings, including the
Proxies or Avatars of a deity. This also allows him to qualify for the Bane of
Enemies (Immortals) and Death of Enemies (Immortals) Epic Feats, even if he has
no other favored enemies. These bonuses increase by +4 for every 2 Godslayer
levels beyond 2nd.
Eldritch Curse: Once per day, starting at 5th level, a Godslayer may generate a
Dead Magic Zone for 1 round per Godslayer level. This zone extends 100 ft. from
the Godslayer, plus an additional 50 ft. per Class Level. The Godslayer himself is
unaffected by this ability. A Godslayer receives an extra use of this ability at every
10 levels beyond 5th.
Atheist Paroxysm: Once per day, a 7th level Godslayer can emit an inhibitive
sphere of apostasic energy. This field emanates from the Godslayer and extends
100 ft. from the Godslayer, plus an additional 50 ft. per Godslayer level. This ability
functions as the Divine Nullification Transcendental Ability and lasts for a number of
rounds equal to the Godslayer’s class level. A Godslayer gains an additional use of
this ability for every 10 levels beyond 7th.
New Rules
Piercing Effects:
Certain effects are either referred to as piercing effects or retroactively make other
spells or abilities piercing effects.
For each immunity against that effect gained through epic means (or each racial
immunity possessed by a creature with 21 or more racial Hit Dice), there is a 50%
chance that the immunity functions normally (check separately for each such
immunity).
Archetypes
Amphibious Monk (Unchained)
The Amphibious variant of the monk PC class has the following changes:
If the monk has no swim speed, he gains a swim speed equal to their base land
speed. If he has no land speed, he gains a land speed equal to his base swim
speed. If he has both, the lesser of the two improves to equal the greater of the
two. He gains no add. limbs or special physical characteristics. Instead, he learns to
maneuver his body in effective, if unorthodox ways. The Fast Movement ability
applies to his land and swim speed evenly.
The character's weapon list no longer includes club, handaxe, javelin, nunchaku,
quarterstaff, or sling, and instead includes dragon fork, moon glaive, and tsuribari.
- Buoyancy Balance (Ex):At 8th level or higher, a monk’s racial buoyancy becomes
zero, and he no longer has to worry about sinking or floating unless he is carrying
equipment with a buoyancy rating, even while unconscious. This replaces his 8th
level ki power.
- Amphibious (Ex):At 10th level, a monk gains the aquatic subtype and the
Amphibious ability. This replaces his 10th level ki power.
Black sages collect of all manner of occult lore, inc., but not limited to, arcane,
divine, and psionic. The darker and more forbidden,
the better.
NB:A Black Sage can gain add. bloodlines via Gestalt (campaign, etc.); Eldritch
Heritage (feat); or Assimilate (cosmic), etc. normally.
Furthermore, there may be other methods of add. bloodline acquisition; such as
Illithid Savant, etc.
The Price:As a consequence of gaining this archetype, a Black Sage's hit die is
reduced from d6 to d4; his only weapon proficiency is
dagger; he suffers a -3 penalty to Constitution, Wisdom, and Charisma at 1st level;
a further -3 penalty to Constitution, Wisdom, and
Charisma at 11th level (as his health, sanity, and personality deteriorate); and his
Fortitude save is reduced from good to poor.
Special:If a Black Sage [Druid] becomes a Black Sage [Archivist], The Price is
lessened by 2 points of penalty to Constitution,
Wisdom, and Charisma at 1st level and 2 points of penalty to Constitution, Wisdom,
and Charisma at 11th level; as they
already possess the equivalent of the Occult Spirit divine ability.
Lore:At 10th level, a Black Sage adds half his level to all Knowledge skill checks and
may make such checks untrained. The bonuses
gained from this ability stack with those gained from Bardic Knowledge.
Greater Lore (Ex):At 20th level, a Black Sage gains the ability to understand magic
items. Whenever he examines a magic item to
determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill
check.
The Price:As a consequence of gaining this archetype, a Black Sage's hit die is
reduced from d8 to d4; his only weapon proficiency is
dagger; he is only proficient w/light armor and has no shield proficiencies; he
suffers a -3 penalty to Constitution, Wisdom, and
Charisma at 1st level; a further -3 penalty to Constitution, Wisdom, and Charisma
at 11th level (as his health, sanity, and
personality deteriorate); and his Fortitude save is reduced from good to poor.
Special:If a Black Sage [Archivist] becomes a Black Sage [Druid], The Price is
lessened by 2 points of penalty to Constitution, Wisdom,
and Charisma at 1st level and 2 points of penalty to Constitution, Wisdom, and
Charisma at 11th level; as they already possess the
equivalent of the Occult Spirit divine ability.
NB:Black Sage [Druid]s tend to use, corrupt, and abuse nature. For this reason
they're feared and reviled by non-Black Sage druids.
However, Black Sage [Druid]s are still as much a part of nature as non-Black Sage
druids, they simply represent a darker, and often
more parasitic, aspect of nature.
Your training has included basic magical theory as well as the usual psionic training.
Benefit: You add Spellcraft to your class skill list, which allows you to attempt to
convert an arcane spell into a power you can add to your repertoire. You treat the
spell as a discipline power for the basis of learning it, and you must first succeed on
a Spellcraft check (DC 15 + the spell's level) and then a Spellcraft check as per the
normal rules of learning a discipline power (see page 154 of Complete Psionic).
Each spell costs a certain number of power points to manifest. The higher the level
of the spell, the more power points it costs. The table below describes each spell's
cost.
Note:If this system intrigues you, you can see a spell point variant system starting
on page 153 of Unearthed Arcana.
* 0-level spells cost no power points to manifest. Instead you may manifest a
number of 0-level spells each day equal to three + the number of power points
gained by that class at 1st level.
The erudite uses her manifester level for determining the effects of the spell being
manifested, with one significant exception. Spells that deal a number of dice of
damage based on caster level (such as magic missile,searing light, or lightning bolt)
deal damage as if cast by a character of the minimum level of the class capable of
casting the spell. Spells whose damage is partially based on caster level, but that
don't deal a number of dice of damage based on caster level (such as produce
flame or an inflict spell) use the erudite's normal manifester level to determine
damage. Use the erudite's normal manifester level for all other effects, including
range and duration.
An erudite can pay additional power points to augment the dice of damage dealt by
a spell. Every 1 extra power point spent at the time of manifesting increases the
spell's effective caster level by 1 for purposes of dealing damage. The damage-
dealing spell's caster level cannot be increased above the erudite's manifester level,
or above the normal maximum allowed by the spell.
For example, even at 7th level, our erudite's lightning bolts deal only 5d6 points of
damage (just like a 5th-level wizard) unless she spends extra power points. If she
spends 1 extra power point (making the lightning boltcost 6 points rather than 5),
the spell deals 6d6 points of damage. A second extra power point would increase
the damage to 7d6 points, but she can't spend more points than this, since her
manifester level is only 7th. Were she 10th level or higher, she could spend a
maximum of 5 extra power points on this spell, raising the damage up to 10d6, the
maximum allowed for a lightning bolt spell.
Similarly, her magic missile spell shoots only one missile unless she spends extra
power points. An extra 2 power points increases the caster level from 1st to 3rd,
granting her one additional missile. She can spend a maximum of 6 additional
power points in this manner, increasing her effective caster level to 7th for damage
purposes and granting her a total of four missiles. If she were 9th level or higher,
she could spend a maximum of 8 extra power points, granting her five missiles
(just like a 9th-level caster).
Spells that allow a character to recall or recast a spell cannot be learned.
Because the spells are now effectively psionic powers, they are no longer affected
by metamagic feats. However, metapsionic feats can affect them as they would a
psionic power.
As with casting a spell, manifesting a spell may require certain components (see
page 174 of the Player's Handbook). Some of the components remain unchanged,
such as verbal, somatic, and XP cost. Spells with expensive material components
(non-negligible) require you to spend an additional 2 power points when
manifesting the spell in lieu of the material components. If you happen to have the
material components, no additional power point cost is assessed. Spells with a
focus are treated the same as those with a material component. If the spell has an
expensive material component and a focus, the additional power point cost would
be 4.
New Bloodline
Vermin Bloodline
Class Skill:Climb.
Bloodline Arcana:You are trained in the use of poison and cannot accidentally
poison yourself when applying poison to a weapon.
Bloodline Powers:
Vermin Empathy (Ex, Su):At 1st level, you gain this ability, which functions as
a druid’s wild empathy, save that you can only use this ability on vermin. This
ability functions just like a Diplomacy check made to improve the attitude of a
person. You roll 1d20 and add your sorcerer level and your Charisma modifier to
determine the wild empathy check result. Vermin are normally mindless, but this
empathic communication imparts on them a modicum of implanted intelligence,
allowing you to train vermin via Handle Animal. Vermin empathy treats swarms as
if they were one creature possessing a single mind. You can thus use this ability to
influence and direct the actions of swarms.
Creepy Crawler (Ex, Su):At 3rd level, you gain you gain a burrow speed equal to
1/2 your land speed and tremorsense with a range of 30 feet. Add., you gain a +4
bonus on all Fortitude saves against poison.
At 9th level, you gain a climb speed equal to your land speed. Add., you can
increase the onset time of poisons you use by up to 1 hour per level.
Creepy Killer (Ex, Su):At 9th level, you become immune to poison and
the sickened condition and gain a +4 bonus on all saving throws against effects
that cause nausea or disease.
Creepy Cutthroat (Ex):At 15th level, you gain a fly speed equal to your land speed
with average maneuverability. Add., you gain a swim speed equal to your land
speed.
Verminoid (Ex):At 20th level, you gain all the benefits of the Vermin type (inc.
counting as having the Vermin type if/when it would be beneficial for you;
Darkvision 60 ft.; and immunity to all mind-affecting effects (charms, compulsions,
morale effects, patterns, and phantasms)). However, your type does not change
and you don't actually become mindless.
New Domain
Wisdom Domain
Perceptive (Su):Perception is always a class skill for you. Additionally, whenever
you make a skill check to see through a disguise or find something hidden or
concealed, you gain a +4 insight bonus on the check.
Teaching Moment (Su):At 8th level, when you or an ally within 30 ft. roll a natural
1 or a natural 20 on an attack roll, ability check, skill check, or saving throw, as an
immediate action, you can grant all allies within 30 ft. special insights that help
them overcome similar challenges. Once during the next minute, each affected
creature can choose to roll twice and take the better result before attempting
an attack roll, ability check, skill check, or saving throw. You can use this ability
once per day, plus once per day per 4 additional cleric levels.
Domain Spells:1st-augury, 2nd-owl’s wisdom, 3rd-speak with dead, 4th-discern
lies, 5th-true seeing, 6th-owl's wisdom, mass, 7th-vision, 8th-moment of
prescience, 9th-foresight.
- Logic Subdomain
Associated Domain:Wisdom
Replacement Power:The following granted power replaces the Teaching Moment
ability of the Wisdom domain.
Cunning (Ex):You have an innate cunning and logical ability. At 8th level, this gives
you immunity to maze spells and prevents you from ever becoming lost. At 12th
level, this enables you to track enemies. At 16th level, you are never caught flat-
footed.
Replacement Domain Spells:1st-comprehend languages, 2nd-find traps, 6th-find
the path.
- Perception Subdomain
Associated Domain:Wisdom
Replacement Power:The following granted power replaces the Teaching Moment
ability of the Wisdom domain.
Uncanny Perception (Ex):You have an uncanny sense of your environment. At 8th
level, you gain Blindsense 5 ft. At 16th level, your Blindsense increases to 10 ft.
and you gain Blindsight 5 ft.
Replacement Domain Spells:1st-read weather, 3rd-aura sight, 7th-circle of clarity.
New Subdomains
Gravity
Associated Domain:Earth
Replacement Power:The following granted power replaces the acid dart power of
the Earth domain.
- Vertigo Touch (Su):As a standard action that provokes attacks of opportunity, you
can cause the mass of any unattended object to fluctuate for a number of rounds
equal to your cleric level. While an object's mass fluctuates, it emits a faint aura
of transmutation. Any creature that passes within 5 ft. of the aura must succeed at
a Will save (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier) or
become sickened. You're immune to this object's effect. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells:1st-feather fall, 6th-gravity well, 8th-reverse gravity.
Magma
Associated Domain:Fire
Replacement Power:The following power replaces the acid dart and acid resistance
powers of the Earth domain.
Spit Magma (Su):As a standard action, you may spit a blob of molten magma
towards an opponent within 30 ft. as a ranged touch attack. The magma does 1d6
points of fire damage and causes targets to immediately catch on fire (see rules for
catching on fire). The target must use a standard action to clean off the magma or
take an additional 1d3 points of damage each round it remains. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells:3rd-molten orb, 4th-volcanic storm, 8th-wall of lava.
Ruins
Associated Domain:Earth
Replacement Powers:The following granted powers replace the granted powers of
the Earth domain.
- Remembrance (Sp):At 4th level, when within a ruin (or other structure that is no
longer claimed by civilization), you can call upon the wisdom of the ruin and its
long-dead residents. Once per day for every 4 cleric levels you possess, you can
cast divination as a spell-like ability.
- Surefooted (Ex):At 8th level, your speed is not reduced by difficult terrain unless
the terrain has been magically manipulated to impede motion.
Replacement Domain Spells:4th-rusting grasp, 6th-stone tell, 7th-statue.
Silence
You find strength in silence.
Associated Domain:Void.
Replacement Power:The following granted power replaces the part the veil power of
the Void domain.
In addition, you receive Silent Spell as a bonus feat.
- Aura of Silence (Su):As a standard action, you can create a 20-foot aura that
causes enemies within to be silenced as per the silence spell. The aura lasts for a
number of rounds equal to 3 + your Wisdom modifier, but the rounds need not be
consecutive.
Replacement Domain Spells:2nd-silence, 3rd-blindness/deafness (deafness only),
5th-wall of blindness/deafness (deafness only).
Slaadi
Associated Domain:Chaos.
Replacement Power:The following granted power replaces the chaos blade power of
the Chaos domain. Slaadi are a race of chaotic neutral outsiders.
Aura of Chaos (Su):At 8th level, you can surround yourself with a field of wild
energies. These energies manifest as a 30-foot aura of chaos for a number of
rounds per day equal to your cleric level. All enemies within this aura must declare
one type of action at the start of their turn (attack, cast a spell, move, use an item,
or activate a special ability) and make a Will save. Creatures that fail the Will save
must take an action other than their declared action. If they succeed, they must
take the declared action. Creatures cannot select actions that they cannot perform.
Replacement Domain Spells: 1st—lesser confusion, 3rd—displacement, 6th—planar
binding (slaadi only).
Level Benefit
21st Reaper's Scythe, Life-Mocking Assembly
24th Void Metamagic
27th Oblivion Triumphant
30th Supreme Perfection of Necromancy
Reaper's Scythe (Ex):You gain an adamantine heavy warscythe that deals 2d8, etc.
damage (if your size is Medium, etc.). Your warscythe has an enhancement bonus
= 1/4 your HD/L (round down); has a critical threat range of 19-20/x4; and,
whenever you attack with your warscythe, you can, as part of the same action, cast
any spell you know with a casting time of 1 standard action or less and range of
touch and deliver
it through your warscythe attack.
Your warscythe can materialize/dematerialize, as an Immediate nonaction, at will;
can't be disarmed, dispelled, or stolen (although it can
be loaned); is considered a manufactured/natural weapon, whichever is more
beneficial in any/all circumstances; and, if ever altered,
damaged, or destroyed, can be restored, repaired, or recreated, as an Immediate
nonaction, at will.
Special:If you have the proper abilities, skills, etc.; materials, spells, etc.; you can
reforge/futher enhance your warscythe, even
using different materials/reshaping your warscythe into (a) different weapon(s)
(even twin firearms (1/2 enhancement bonus
(each)), etc.). The exact appearance/composition of your warscythe can't exceed
your crafting/knowledge abilities, etc..
Oblivion Triumphant (Ex):At 27th level, you shuck your mortal corpse. Your Type
changes to Undead, you gain the incorporeal subtype,
and your hit dice increase to d12’s. You can choose to manifest as a corporeal
creature or dematerialize, as a swift action, at will.
Immortality:Grim Reaper
Grim Reaper:Your existence is legend, your reality ephemeral, and all souls,
evermore, await their harvesting at your hands.
Studied Trickery
Benefit:Choose two of the following skills: Bluff, Disable Device, Disguise, Escape
Artist, Sleight of Hand, Stealth. The rogue adds his Intelligence bonus to checks
made with these skills in addition to the normal ability bonus used by the skill. A
rogue can pick this talent more than once, each time selecting another two skills.
Trapfinding
Benefit:This rogue talent functions as the first-level rogue ability by the same
name. The rogue must have lost this ability due to a chosen archetype or multiclass
archetype to select this talent.
New Feats (Pathfinderized)
Animaltongue [Ancestor]
Your Ancestor had a special relationship w/a variety of animal
and so too do you. Alternatively, you are said Ancestor and
the first in your family to develop this ability.
Benefit:You gain the ability to communicate w/(in their language)
and comprehend the language of, one variety of animal (avians
(aves), etc.). Add., you gain a +2 bonus on Handle Animal
checks with said variety of animal.
NB:This feat replaces the Parseltongue feat. However, you
are Not considered to have the Parseltongue feat unless
said variety of animal is snakes (serpentes).
Anti-Hero [Archetype]
You do some not-so heroic actions, but you're still a (relatively) good guy.
Prerequisite: Any Nongood alignment.
Benefit:Archetype Feat benefits are based on Character Level:
Character Level 1st:You are considered good for the purpose of qualifying for
feats, prestige classes or other prerequisites.
Character Level 3rd:You are no longer prone to losing class features by doing
non-good actions.
Character Level 8th:You are considered good whenever it is advantageous to
you (you can, for example, wield a holy weapon without penalty or being affected
by holy word).
Character Level 15th:You can no longer be affected by any alignment-based
effects, such as smite evil or blasphemy.
Special:If you ever stop qualifying for this feat, you can trade it for another
archetype feat that you meet the prerequisites of.
Aristeia [General]
You make slaying opponents look no more difficult than breathing.
Prerequisite:Str 15, Dex 15, BAB +8, Cleave, Combat Expertise, Dodge, Great
Cleave, Mobility, Power Attack, Spring Attack, Whirlwind Attack.
Benefit:On your action, before making attack rolls for a round, you may choose to
take a –5 penalty on all attack rolls. If any one of your attacks deals damage equal
to or greater than twice your target's maximum hit points (after all damage
reduction and similar effects are applied), you slay the target without effort, as a
free action. If you fail to either hit a target or deal damage equal to twice their
maximum hit points, then that attack counts as a regular attack action. You can
make a number of free attack actions equal to one per round per point of base
attack bonus, but these free attack actions can be spread out over multiple attacks
from having a high base attack bonus.
For example, an 8th-level fighter with Strength 17 wielding a greatsword makes
three free attack actions with a +6 attack bonus before failing to deal twice their
opponent's hit points on their 4th attack, which therefore counts as a regular attack
action. The fighter can then make the remaining five free attack actions with a +1
attack bonus using their 2nd attack as a full attack action, assuming every such
attack deals twice their opponent's maximum hit points.
Special:A fighter can select Aristeia as one of their fighter Bonus Feats.
Item
Spell Slot Modifier
Peasant’s outfit, simple gear such as quivers and weapon belts +0
Fancy or elaborate clothing or gear worth up to 100 gold +1
Simple or martial melee weapons and shields +1
Exotic weapons, ranged weapons +2
Padded, leather, studded leather, hide or scale mail +1
Chain shirt, chainmail, breastplate, splint mail, banded mail +2
Special:DMs may allow the creation of siege equipment with this feat. To do so, you
must create a full crew complement for the siege engine, all modified by this feat,
and it is a +3 spell slot modifier beyond that of any other gear created for those
undead.
Notes:Immaterial undead have very little use for equipment. There is nothing to
stop you from equipping undead using gear at hand; this feat merely provides
proficiency and gear.
Bonecunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship
techniques in the bonework around you.
Prerequisites:Craft (Bonemasonry) 1 Rank or Profession (Butcher) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual
bonework. This bonus applies to checks to discover mechanical traps made of bone
or hidden within bone. If you aren't using the Seek action or searching, the GM
automatically rolls a secret check for you to notice unusual bonework anyway. This
check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty.
Since characters with this feat can easily sense the structural weak points in bone
objects, subtract 2 points of hardness from any bone object that the character
attempts to break or damage with an attack, and/or add +2 to any rolls versus the
bone item’s break DC.
Normal:No extra bonuses are conferred when dealing with items or structures made
of bone.
Torture -- You can use the intimidate skill to try and force a person to give you
information that they would never choose to give you of their own free will, via the
use of unbearable suffering and mind-breaking torture. To do so, you spend a time
to inflict mortal agony upon a creature (the exact time depends on the situation.
For example, it could take less than a minute, as the creature in question spits out
the information upon seeing the torture devices), and make an intimidate check to
try and force a piece of information out of them (use the tables below to determine
exact DCs). A creature who is immune to pain or fear is immune to this use of the
intimidate skill.
Cataphract [Tactical]
You are a master of defensive armament.
Prerequisites:Heavy Armor Proficiency, Shield Proficiency.
Benefit:The Cataphract feat grants you access to three special tactical maneuvers:
- Armored Expertise:Increase the armor bonus of light armor you are wearing by 1,
medium armor by 2 & heavy armor by 3.
- Blunted Blow:You gain DR ×/-, where × is half the armor bonus of your current
suit of armor. You must be wearing medium or heavy armor to gain this benefit.
- Power Defend:If a foe uses the Power Attack feat against you, the foe gains no
bonus on the damage roll but still takes the corresponding penalty to the attack
roll. You must be wearing medium or heavy armor & holding a shield to gain this
benefit.
Special:A fighter can select Cataphract as one of their fighter bonus feats.
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[Chi] Feats:Stunning Fist and all reliant feats thereof are [Chi] feats. It can be used
a #/day = your # of [Chi] feats (see previous) +
1/2 your Monk (or any class that advances your Unarmed Strike damage) levels, if
any, + 1/4 your remaining HD/levels, if any.
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Barrage of Fists [Chi]
You unleash a cascade of blows that simply decimate your opponents where they
stand.
Prerequisites: Monk level 5 (or BAB +10), Flurry of Blows (or Two-weapon
Fighting), Improved Unarmed Strike, Stunning Fist.
Benefits: Whenever you perform a Full Attack, and you make a Stunning Fist
attempt on the first attack, you are treated as if you had an unlimited number of
Stunning Fist attempts for the remainder of that full-attack action; in addition, the
limit on the number of Stunning Fist attempts that you can make in a round is
waived for that Full-Attack action only.
Corrupt [General]
You skillfully bring a good creature into the darkness and show it the wrong and
improper path.
Prerequisites:Charisma 15, evil alignment, Tempt.
Benefit:As Tempt (see The Book of Hallowed Might), but you require only half the
number of days listed there to make a check. In addition, the creature type doesn't
modify the Difficulty Class, although conditions can still influence the saving throw.
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Tech Items
Oil of Agony:This caustic substance comes in vials that can be thrown as splash
weapons. A direct hit forces any living creature struck to make a DC 14 Fortitude
save. On a failed save, a creature with 4 or fewer Hit Dice is blinded and nauseated
for 1d4 rounds, and a creature with 5 or more Hit Dice is merely blinded for 1d4
rounds. A splash blinds a creature that failed its save for 1 round, regardless of Hit
Dice.
CL 3rd; Superior Alchemy*; Price 675 gp; Weight 1/10 lb.
Oil of Animation:This greasy fluid imbues an inanimate object with motive power for
12 rounds. At the user’s option, this period of animation can be delayed for up to a
month. A delayed animation can take place at a time the user designates, or in
response to some trigger condition the user determines when first using the oil. If
the object becomes animate when the user is not present to control it, it follows
whatever simple instructions the user specified at the time the oil was applied.
Trigger conditions can be as general or as detailed as desired, although only
visual and audible triggers (or actions that are visible or audible) can be used.
Audible triggers can be keyed to general types of noises or to a specific noise or
spoken word. Visible triggers activate in response to the situation as it appears;
thus, disguises and illusions can fool them. Normal darkness doesn't defeat a visual
trigger, but magical darkness or invisibility does. Silent movement or magical
silence defeats audible triggers. The animated object cannot distinguish alignment,
level, Hit Dice, or class except by external garb.
The range limit of a trigger is 180 ft.. Regardless of range, the object can
respond only to visible or audible triggers and actions within line of sight or hearing
distance. Instructions given to the object must be simple, such as, “attack all
creatures entering an area”; “attack only certain creatures”; “sound an alarm
gong”; or the like.
A single vial covers one Small or Medium object, two Tiny objects, four
Diminutive, or eight Fine. Larger objects require more vials — two vials for a Large
object, four for a Huge one, eight for Gargantuan and at least sixteen for a Colossal
object. The object must be completely covered to get any benefit.
A dead body treated with the oil becomes an appropriately sized zombie
under the control of the character who applied it. Other objects become animated
as though affected by an animate objects spell. A single creature can control one
zombie or object animated by means of the oil per point of Charisma it possesses.
If this limit is exceeded, the oil doesn't affect new corpses and objects.
CL 5th; Superior Alchemy*; Price 4,800 gp; Weight 1/10 lb.
Oil of Preservation:When rubbed into dead organic matter, this viscous fluid
preserves it against rot and decay. The oil stains the dead flesh a repulsive
greenish-purple color, making it look as though it were covered with graveyard
mold, but the item remains sound and intact underneath as long as the coating
lasts. Food treated with the oil becomes foul-tasting but retains its nutritive value.
An object treated with the oil is preserved from natural decay for 100 years,
provided it’s otherwise left undisturbed. If it is carried around or used after
treatment, the oil’s effects wear off in a week.
A single vial covers one Small or Medium creature or object, or else two
Tiny, four Diminutive, or eight Fine. Larger subjects require more vials — two for
Large, four for Huge, eight for Gargantuan and at least sixteen for Colossal. The
creature or object must be completely covered to get any benefit.
If subjected to a magical attack, an object treated with the oil gains a +3
resistance bonus on any saving throw it makes as an object. An unattended
nonmagical object is not normally entitled to saving throws, but it gets one (with no
bonus) if treated with the oil. A creature wearing an object treated with the oil
gains no benefits.
An unliving creature, such as a golem or corporeal undead creature, gains
+3 hit points and a +3 resistance bonus on Fortitude and Reflex saves if treated
with the oil. The oil lasts a maximum of 1 day when applied to a creature.
CL 1st; Superior Alchemy*; Price 225 gp; Weight 1/10 lb.
Power Source:These items can provide power to items produced with the Create
Device feat. A power source usually resembles some kind of leather or metal
container with any manner of studs, wires, tubes and electrodes sticking out of it,
plus several mysterious openings or slots. It may hum quietly, give off a whiff of
ozone, leak strange fluids, or any combination of these effects.
To power a device, the power source must first be connected to the device.
Doing so requires a Knowledge (arcana) check (DC 15 + the device’s caster level).
Once attached, a power source supplies power to the device until detached again (a
standard action, no check required) or until it runs out of charges, at which point it
must be detached so that a new one can be connected.
Connecting a power source requires 1 minute per point of the required check
DC. If the check result exceeds the DC by 5 points or more, the effort takes only
half that time. If the check fails by 4 or less, the character tinkers with the device
for the allotted time and achieves nothing, but can try again. If the check fails by 5
or more, the power source overloads and explodes, dealing 1d6 points of damage
to everything within a 15-ft. radius. The type of damage depends on the power
source, as shown below. A Reflex save (DC 13, +1 per charge) halves the damage.
Thus, a power source holding 4 charges deals 1d6 points of damage (Reflex DC 17
half).
No matter how many power sources are available, a charged device burns
out after it has been used a number of times equal to the number of charges a
similar magic item would have held. For example, a wand of fireballs made with the
Create Device (Wands)* feat functions only 50 times before burning out, no matter
how many batteries are available.
Unless noted otherwise, a power source cannot be recharged once it has
been drained.
Cyber-/Techo-Druid [General]
You're aware metal and tech are still a part of nature. Not apart from nature.
Prerequisites:Int 12, Wis 15.
Benefit:You can gain druid levels and freely use metal armor, metal shields,
and technologies. They don't cause you to lose any druid spells or abilities.
NB:Most Cyber-Druids are Cyborgs (Aleerins (Mechalus), etc.), etc.
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New Equipment
Large Castle
While small castles dot the land and provide defense and leadership to their
areas, large castles are often one of a kind to a nation and act as the capital unto
itself. They are nearly cities unto themselves and many are built into the city so
tightly it is hard to say where the castle ends and the city begins. They are massive
castles, which multiple onion layers of walls where section after section of city lay,
the final walls holding in a royal palace and all of its guards. While it is conceivable
that one may purchase a small castle, large castles are rarely "for sale" and are
often acquired through other means.
Large castles have all the traits of small castles, but more. They have between 1
to 12 layers of walls, many towers and moats, and sometimes several small castles
built into one large castle. In addition, the city often comes with it. The prices below
disregard the cost of buying the city itself, which may match the cost of the castle
as well. Due to the immense price and manpower to maintain, they are usually kept
running through taxes, for it would be madness for one person to pay the cost
alone.
The default generic castle consists of 4 layers of walls, a moat, a drawbridge
with portcullis and barbican, and 8 watchtowers (as defined in the small
castle entry). There is usually a throne room for diplomacy and decrees, a panic
room, and the royal chambers. These chambers are equivalent to a mansion in and
of themselves, with only the finest luxuries at hand. Many are designed with fancy
arches and other flairs, and a church or temple built in.
A typical large castle is maintained by a crew of 100 or more hirelings as maids
and maintenance, and 600 or more soldiers, not including incidental roles. Large
castles can hold up to a crew of 1000 other people without crowding, and up to
10,000 extra people in times of need before it becomes too cramped, not including
the owner's living quarters.
Large castles cover a roughly 500x500 foot area with two to four floors with
basement, not including walls and any courtyard between the castle and walls, and
with external and internal superior stone masonry (2 feet thick, hardness 8, 180
hp, break DC 35), and/or reinforced stone masonry (2 feet thick, hardness 8, 360
hp, break DC 45).
Craft Stonemasonry DC 35; Price 90,000 gp.
Small Castle
Commoners and their farms and thatched roofed cottages do not exist in a
vacuum. They are often under the watch and protection of a local baron, duke, or
other noble person of note who commands an army of knights at their beck and
call. It is the fortresses which dot the landscape which host these knights and the
nobility over their subjects many. Nobles, warlords, and powerful knights live in
these small castles, great structures of solid stone with imposing walls, great
towers, and other effects. Because castles double as both a home and a base of
war, castles are usually built in strategic locations such as on top of a hill or by a
cliff edge, or protected with moats natural and artificial alike.
The default generic castle consists of thick stone outer walls with a drawbridge
over a 20 foot deep moat that is 20 feet wide, typically filled with water. The
wooden drawbridge is reinforced with an iron portcullis which can be dropped, and
a barbican (a room with murder holes within the floor for arrows or pouring oil)
built into the gatehouse above. Inside the large stone building is usually between
two to four stories high, with two watchtowers which allow guards to see five times
as far as normal. On the inside the castle is built with barracks for the guards,
courtyards which may be exposed to the air, dungeons for jailing prisoners, stables
for horses, a forge, storage rooms for food and supplies, common rooms for any
manner of activity or refuge, and of course the royal chambers for any nobility.
These chambers are equivalent to a ranch house in and of themselves, often with
greater luxuries at hand. A castle must be at least partially self sufficient in times of
raiding, and it is common practice to bring in the common folk into the castle walls
in times of war. Castles are large enough to host siege weapons, though they are
sold separately.
A typical small castle is maintained by a crew of 10 or more hirelings as maids
and maintenance, and 30 or more soldiers, not including incidental roles. Small
castles can hold up to a crew of 50 other people without crowding, and up to 1000
extra people in times of need before it becomes too cramped, not including the
owner's living quarters.
Small castles cover a roughly 180x180 foot area with two to four floors with
basement, not including walls and any courtyard between the castle and walls, and
with external and internal superior stone masonry (1 foot thick, hardness 8, 90 hp,
break DC 35), and/or reinforced stone masonry (1 foot thick, hardness 8, 180 hp,
break DC 45).
Craft Stonemasonry DC 30; Price 30,000 gp.
Mansion
Commoners and the middle-class are merely shadows in the wake of the mighty
mansions that are owned by the opulent rich. These huge houses have many
rooms, often in excess, and each room is as large as some of the lower classes
houses. Clearly, mansions are not for everyone due to their price, for they are filled
with all the comforts of home with utilities, patios, windows and lighting, a lawn
often measured in acres, and other shows of fortune. Many require, due to their
size, two or more maids as hirelings, and sometime come equipped with
professional cooks. If you live in a mansion, everyone will know your name.
Mansions cover a roughly 220x220 or 230x230 foot area with one to three floors
with optional basement and a lawn, with external and internal wood walls (6 inches
thick, hardness 5, 60 hp, break DC 21), superior stone masonry (1 foot thick,
hardness 8, 90 hp, break DC 35), and/or reinforced stone masonry (1 foot thick,
hardness 8, 180 hp, break DC 45), often a mix of both or all three.
Craft Carpentry and Stonemasonry DC 30; Price 10,000 gp.
Ranch House
While commoners might have to live in shacks, the influential expert or up-and-
coming businessman may seek more refined housing. Ranch houses fill the suburbs
and lighter density urban centers. They are typically one story but spread wide,
sometimes with basements, patios, and storage areas built in. Many are built in L or
T shapes, with additional space for a lawn or backyard. The interiors are
comfortable without being opulent, complete with indoor plumbing and water, good
temperature regulation, and effective lighting and window placement. They provide
plenty of space to breath making them favored by many.
Ranch houses cover a roughly 40x40 or 50x50 foot area with one floor with
optional basement and a lawn, with external and internal wood walls (6 inches
thick, hardness 5, 60 hp, break DC 21) or stone masonry (1 foot thick, hardness 8,
90 hp, break DC 35).
Craft Carpentry or Stonemasonry DC 25; Price 2000 gp.
Townhouse
In urban centers, space is a premium. For urban socialites such as these,
townhouses are their answer. As expensive as a ranch house, it trades space for
convenience. The urban life puts many useful functions within walking distance and
it is not uncommon for those who live in the city to lack a mode of transportation
such as a horse or some manner of vehicle. Townhouses are notable for being
stacked side by side in huge chains, often with multiple floors which may be all part
of the same single townhouse or several smaller townhouses stacked together.
Because of the vertical structures, townhouses are far more likely to be made of
stone and brick rather than wood.
As the ranch houses, townhouse interiors are comfortable without being
opulent, complete with indoor plumbing and water and good temperature
regulation. Windows are usually limited to front and back, and many come with
patios. Most lack yards of any kind, spilling directly onto the sidewalks.
Townhouses cover a roughly 30x35 or 35x35 foot area with typically two or
three floors, with external and internal stone masonry walls (1 foot thick, hardness
8, 90 hp, break DC 35).
Craft Stonemasonry DC 20; Price 2000 gp.
Farm
Farms are wide tracks of fertile land which is worked to raise livestock and grow
food for oneself and others. Pricing for farms varies greatly. A typical farmhouse is
better off than your traditional commoner's shack but is more utilitarian than the
similar ranch house, with space for stables, farming tools, and other aspects. They
are usually made of wood, with one or two floors and several comforts such as
indoor plumbing. Many can be self-sufficient, with water wells built into the area or
sources of mechanical power such as a waterwheel. The farmhouse proper costs
1500 gp, but they are nothing without farmland to go with it.
Farmland varies in price given the region and fertility of the land itself, but the
average land can be purchased for 100 gp an acre. The number of acres a farm can
require can be quite large, not including the cost of workers to handle the fields,
tools, and animal costs making many farms lifetime investments crafted by entire
families of commoners. 1 acre is required minimum to count as a farm. The table
below gives a rough estimate on how many acres are needed for a farm.
Farm Size Estimation
To feed and maintain...You require...
1 Person 1 acre
1 Horse 1 acre
3 Sheeps/Goats/Pigs 1 acre
400 Chickens 1 acre
1 Cattle 2 acres
Commoner's Shack
The commoner's shack is the basic wretched thatched hut of a house, composed
of wood and dirt, topped with probably flammable plant or leathery rooftops. They
have a simple wooden door in front and mostly consist of one or two rooms indoors,
the main living room, and occasionally a separate bedroom. There is usually no
bathroom, relying on an outhouse, public bath, or river for their hygienic needs. It
isn't much to an adventurer or king, but for a commoner, it is home.
Commoner shacks cover a 10x10 or 15x15 foot area with a single floor, with
external and internal wood walls (6 inches thick, hardness 5, 60 hp, break DC 21).
Craft Carpentry DC 15; Price 90 gp.
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Deify [Mythic]
You can turn your cult of personality into a full-blown religion.
Prerequisite: 3rd Mythic Tier, Divine Source Mythic Path Ability.
Benefit: In addition to the domains and sub-domains selected with the Divine
Source Mythic Path Ability, choose one additional domain and three sub-domains.
These domains and sub-domains apply to your collection of spell-like abilities from
the Divine Source Mythic Path Ability as well as normal selections available to your
followers. No domain chosen may have more than two related sub-domains,
regardless of whether they are gained though this feat or taking the Divine Source
Mythic Path Ability multiple times.
Your followers are no longer restricted by your mythic tier for the level of spells that
you grant through through their worship. You also choose one weapon that you are
proficient to be the favored weapon of your religion. This favored weapon applies to
any divine casters that venerate you as their deity as normal.
Special: In order to qualify for this feat, you must not worship any other deity,
faith, church or cult. You must also have a clearly defined philosophy and your
choices of domains and sub-domains must be in align with this philosophy.
Entropomancy:
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Devour [General]
Prerequisites:Shard of Entropy (7d6, consuming).
Benefit:Your shard of entropy's bonus on “bull rush” attempts is equal to your own.
Normal:Your shard of entropy's bonus on “bull rush” attempts is +11.
NB:An entropomancer's shard of entropy bypasses all damage reduction and
hardness.
An entropomancer's shard of entropy pulls in unattended objects, as well as
creatures.
10th level entropomancers are immune to their own shard of entropy.
This feat can be deadly for lesser entropomancers to possess.
E.P.B. [Epic]
Your pumpkin bomb is killer.
Prerequisites:Cha 25, Pumpkin Bomb class feature.
Benefit:Your pumpkin bomb counts as a thrown missile weapon and can inflict
1d6 base B damage (or base B damage equal to your unarmed strike damage
(+1 d.c.), whichever is greater) to one target in addition to its normal effects.
Fleshcunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship
techniques in the fleshwork around you.
Prerequisites:Craft (Flesh) 1 Rank or Profession (Butcher) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual
fleshwork. This bonus applies to checks to discover mechanical traps made of flesh
or hidden within flesh. If you aren't using the Seek action or searching, the GM
automatically rolls a secret check for you to notice unusual fleshwork anyway. This
check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty.
Since characters with this feat can easily sense the structural weak points in flesh
objects, subtract 2 points of hardness from any flesh object that the character
attempts to break or damage with an attack, and/or add +2 to any rolls versus the
flesh item’s break DC.
Normal:No extra bonuses are conferred when dealing with items or structures made
of flesh.
Font of Ki [Ki]
Prerequisites:Wis 21, Perfect Self class feature.
Benefit:Your ki pool increases by an amount equal to your Wisdom modifier.
If your Wisdom increases, this bonus is increased retroactively.
Special:You can gain this feat multiple times. Its effects stack.
Freedom Throw [General]
You can throw something up in the air, do something else for a few seconds, and
then catch it.
Prerequisites:Dex 13.
Benefits:If you hold something that is at least two sizes smaller than you are
(something Tiny if you are Medium, for example), you can throw it high in the air as
a movement equivalent action and then do what you like for the rest of your round.
If you want to catch it you have to have both hands free at the end of the round.
And since this feat is a movement equivalent action, you can only move 5’ during
this round.
Ghost-Face [Vile]
You wear a symbolic mask of death and fear.
Prerequisites:Character level 8th, Ki Pool.
Benefit:As a free action, that doesn't provoke an attack of opportunity, you can
expend 1 ki point to manifest a mask.
This mask cannot be removed; exists until destroyed or dismissed (nonaction); and
has 1 hardness point (and 2 hit points)
per character level. When wearing this mask, your face is concealed and you are
immune to identification (even vs.
divination, forensics, scent, x-ray vision, etc.); can freely suppress any/all of your
auras (if any; doesn't count
as an action); and gain a +1 bonus per 8 character levels on Bluff, Disguise, and
Intimidate checks.
High Arcana:
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Spell-Like Ability [High Arcana]
Prerequisites:Ability to cast 5th-level arcane spells, knowledge of 3th-level or
higher spells from at least five schools.;
Knowledge (arcana) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You can use one of your arcane spell slots (other than a slot lost to learn
this or any other type of high arcana) to permanently prepare one of your arcane
spells as a spell-like ability that can be used twice per day. You do not use any
components when casting the spell, although a spell that costs XP to cast still does
so and a spell with a costly material component instead costs you 10 times that
amount in XP.
You can still cast the spell by paying spell slots as normal.
The spell-like ability normally uses a spell slot of the spell’s level, although you can
choose to make a spell modified by a metamagic feat into a spell-like ability at the
appropriate spell level.
You may use a available higher-level spell slot in order to use the spell-like
ability more often. Using a slot three levels higher than the chosen spell allows you
to use the spell-like ability four times per day, and a slot six levels higher lets you
use it six times per day.
You can alter spell-like abilities with the use of metamagic feats. You must pay the
appropriate amount of spell slots, and the power spent cannot exceed your
metamagic cap.
Special:You can gain this feat multiple times. If spell-like ability is selected more
than one time as a high arcana choice, this feat can apply to the same spell chosen
the first time (increasing the number of times per day it can be used) or to a
different spell. You permanently lose one 5th-level arcane spell slot each time you
gain this feat.
High Theology:
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Spell-Like Ability [High Theology]
Prerequisites:Ability to cast 5th-level divine spells, knowledge of 3th-level or higher
spells from at least five schools.;
Knowledge (religion) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You can use one of your divine spell slots (other than a slot lost to learn this
or any other type of high theology) to permanently prepare one of your divine
spells as a spell-like ability that can be used twice per day. You do not use any
components when casting the spell, although a spell that costs XP to cast still does
so and a spell with a costly material component instead costs you 10 times that
amount in XP.
You can still cast the spell by paying spell slots as normal.
The spell-like ability normally uses a spell slot of the spell’s level, although you can
choose to make a spell modified by a metamagic feat into a spell-like ability at the
appropriate spell level.
You may use a available higher-level spell slot in order to use the spell-like
ability more often. Using a slot three levels higher than the chosen spell allows you
to use the spell-like ability four times per day, and a slot six levels higher lets you
use it six times per day.
You can alter spell-like abilities with the use of metamagic feats. You must pay the
appropriate amount of spell slots, and the power spent cannot exceed your
metamagic cap.
Special:You can gain this feat multiple times. If spell-like ability is selected more
than one time as a high theology choice, this feat can apply to the same spell
chosen the first time (increasing the number of times per day it can be used) or to
a different spell. You permanently lose one 5th-level divine spell slot each time you
gain this feat.
High Psionics:
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Psi-Like Ability [High Psionics]
Prerequisites:Ability to manifest 5th-level psionic powers, knowledge of 3th-level or
higher powers from at least three disciplines.;
Knowledge (psionics) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Greater
Psionic Endowment, Psionic Endowment.
Benefit:You can use a number of your power points equal to the base cost of the
power (other than the power points lost to learn this or any other type of high
psionics)) to permanently prepare one of your psionic powers as a psi-like
ability that can be used twice per day. You do not manifest any displays when
manifesting the power, although a power that costs XP to manifest still does so.
You can still manifest the power by paying power points as normal.
The psi-like ability normally uses power points equal to the base cost of the power,
although you can choose to make a power modified by a metapsionic feat into
a psi-like ability at the appropriate power level and with the appropriate power
point cost.
You may use additional power points in order to use the psi-like ability more often.
Using six power points more than the chosen power requires allows you to use
the psi-like ability four times per day, and twelve power points more lets you use it
six times per day.
You can alter psi-like abilities with the use of metapsionic feats. You must pay the
appropriate amount of power points, and the power spent cannot exceed your
metapsionic cap.
Special:You can gain this feat multiple times. If psi-like ability is selected more than
one time as a high psionics choice, this feat can apply to the same power chosen
the first time (increasing the number of times per day it can be used) or to a
different power. You permanently lose 9 power points each time you gain this feat.
Icecunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship
techniques in the icework around you.
Prerequisites:Craft (Icemasonry) 1 Rank or Profession (Icecutter) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual
icework. This bonus applies to checks to discover mechanical traps made of ice or
hidden within ice. If you aren't using the Seek action or searching, the GM
automatically rolls a secret check for you to notice unusual icework anyway. This
check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty.
Since characters with this feat can easily sense the structural weak points in ice
objects, subtract 2 points of hardness from any ice object that the character
attempts to break or damage with an attack, and/or add +2 to any rolls versus the
ice item’s break DC.
Normal:No extra bonuses are conferred when dealing with items or structures made
of ice.
Icedwelling [General]
Prerequisites:Icecunning; Craft (Icemasonry) 4 ranks or Profession (Icecutter) 4
ranks.
Benefit:You gain Cold Resistance +2 (2, if 0) and the Snow Vision ability.
Snow Vision (Ex):You learn to see perfectly well in snowy conditions. You do not
suffer any penalties to Perception checks while in snow.
Icewalking [General]
Prerequisites:Icecunning, Icedwelling; Craft (Icemasonry) 10 ranks or Profession
(Icecutter) 10 ranks.
Benefit:You gain Cold Resistance +3 (5, if 2) and the Icewalking ability.
Icewalking (Ex):This ability works like the spider climb spell, but the surfaces you
climb must be icy. You can move across icy surfaces without penalty and does not
need to make Acrobatics checks to run or charge on ice.
Metalcunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship
techniques in the metalwork around you.
Prerequisites:Craft (Blacksmithing) 1 Rank or Profession (Miner) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual
metalwork. This bonus applies to checks to discover mechanical traps made of
metal or hidden within metal. If you aren't using the Seek action or searching, the
GM automatically rolls a secret check for you to notice unusual metalwork anyway.
This check doesn't gain the circumstance bonus, and it takes a –2 circumstance
penalty. You can also intuit depth, sensing your approximate depth underground as
naturally as you can sense which way is up. Since characters with this feat can
easily sense the structural weak points in metal objects, subtract 2 points of
hardness from any metal object that the character attempts to break or damage
with an attack, and/or add +2 to any rolls versus the metal item’s break DC.
Normal:No extra bonuses are conferred when dealing with items or structures made
of metal.
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Monster Tamer Feats
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Construct Monster [Epic]
Prerequisites:Ability to control Monsters of CR 20.
Benefit:When you strike a Construct with a Soul Prison, the Soul Prison does
regular damage instead of subdual damage. If the Construct would be destroyed
(brought to zero hit points), it is instead captured into the Soul Prison (and suffers
no damage from the Soul Prison). From then on it is considered to be a captured
Monster. In addition, you treat all Constructs as Monsters - you can communicate
with them, evolve them, etc. A Construct which ceases being a construct gains a
one time Hard to Control modifier of +1 CR.
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Multiweapon Fighting Feats
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Multiweapon Fighting [General]
This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites:Dex 13, three or more hands.
Benefit:Penalties for fighting with multiple weapons are reduced by –2 with the
primary hand and by –6 with off hands.
Normal:A creature without this feat takes a –6 penalty on attacks made with its
primary hand and a –10 penalty on attacks made with all of its off hands.
- Multislice [General]
Your off-hand weapons strike with greater power.
Prerequisite: Dex 15, Multiweapon Fighting.
Benefit:Add your Strength bonus to off-hand weapon damage rolls.
Normal:Add half your Strength bonus.
- Multiweapon Defense [General]
Prerequisites:Dex 15, Multiweapon Fighting
Benefit:When wielding a double weapon or two or more weapons (not including
natural weapons or unarmed strikes), the character gains a +1 shield bonus to his
AC. When he is fighting defensively or using the total defense action, this shield
bonus increases to +2. Wielding a weapon in this case means having the weapon
drawn and available to parry incoming attacks.
Special:Weapons crafted from denser materials multiply this shield bonus
accordingly.
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Necromantic Creation Feats
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Direct Undead Control [Necromantic Creation]
The skeleton's eyes lit up, and its power increased as it moved onto its opponent.
Prerequisites:Body Assemblage.
Benefit:You can take direct control of any mindless undead currently in your
control. Doing so is a standard action with a duration of Concentration. As long as
you concentrate you determine the actions of the undead. The undead adopts your
BAB, saving throws, skill checks, and uses your highest mental ability score in place
of its Strength and Dexterity, if higher. You can transfer any damage it takes to
yourself as a non-action. Otherwise, you use the abilities and features of the
undead in question. You control and see through the undead's senses, but only out
to 1 mile. If the range goes beyond this the effect is suppressed until contact is
restored.
You can try this on intelligent undead you control, but they may make a Will save
DC 10 + 1/2 HD + highest mental ability modifier to negate it. A successful save
renders them immune for 24 hours.
Directly controlling an undead is obvious, often with glowing eyes and strange
symbols which appear on both undead and controller.
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Plant Companion [General]
You relate better to flora than fauna, and have a plant creature as a companion
instead of an animal.
Prerequisites:Ability to cast detect animals or plants, ability to gain an animal
companion (as per the Nature Bond or Hunter’s Bond abilities)., Knowledge
(nature) Rank 1.
Benefit:You are able to select a companion from the Plant Choices list below. This
creature follows the normal rules for animal companions, with the following
modifications:
Plants have good Fortitude saves, but poor Reflex saves. Use the values in the
Will save column on Table:Animal Companion Base Statistics for Reflex saves as
well.
Plant companions can have ranks in the following skills:Climb (Str), Escape Artist
(Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), Swim
(Str). All of the skills marked with an (*) are class skills for plant companions. Plant
companions with an Intelligence of 3 or higher can put ranks into any skill. Plant
companions with no Intelligence score gain no skill ranks.
Plant companions can select from the following feats:Alertness, Athletic, Blind-
Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved
Grapple, Improved Initiative, Improved Natural Armor, Improved Natural Attack,
Improved Trip, Intimidating Prowess, Iron Will, Lightning Reflexes, Lunge, Power
Attack, Run, Skill Focus, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.
Plant companions with an Intelligence of 3 or higher can select any feat they are
physically capable of using. Plant companions with no Intelligence score gain no
feats. GMs might expand this list to include feats from other sources.
You can handle your plant companion using Handle Animal as if it were an
animal.
A plant companion with no Intelligence score gains no tricks. A plant companion
with an Intelligence of 3 or higher neither gains nor needs tricks to perform actions.
The GM is encouraged to customize the list below to suit their game, world and/or
game materials available.
Plant Choices
Assassin Vine
Starting Statistics: Size Medium; Speed 5 ft.; AC +2 natural armor; Attack slam
(1d6); Ability Scores Str 11, Dex 11, Con 11, Int —, Wis 13, Cha 9; Special
Attacks grab, constrict (1d6); Special Qualities camouflage, low-light vision, resist
cold 10, electricity 10, fire 10.
4th-Level Advancement: Size Large; AC +4 natural armor; Attack slam
(1d8); Ability Scores Str +8, Dex -2, Con +4; Special Attacks entangle; Special
Qualities blindsight, immune electricity.
Shambling Mound
Starting statistics: Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural
armor; Attack 2 slams (1d8); Ability Scores Str 10, Dex 9, Con 13, Int 7, Wis 10,
Cha 9; Special Qualities darkvision 60 ft., low-light vision, resist fire 10, immune
electricity, electric fortitude.
4th-Level Advancement: Size Large; AC +4 natural armor; Attack 2 slams
(2d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks constrict (2d6), grab.
Treant
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2
slams (1d6); Ability Scores Str 15, Dex 6, Con 15, Int 12, Wis 16, Cha 13; Special
Qualities low-light vision, DR 5/slashing, treespeech; Weaknesses vulnerability to
fire; Skills +16 Stealth in forests
7th-Level Advancement: Size Large; AC +4 natural armor; Attack 2 slams
(1d8); Ability Scores Str +8, Dex -2, Con +4; Special Qualities double damage
against objects, DR 10/slashing.
Vegepygmy
Starting Statistics: Size Small; Speed 30 ft.; AC +1 natural armor; Attack 2 claws
(1d4); Ability Scores Str 11, Dex 14, Con 12, Int 8*, Wis 11, Cha 11; Special
Qualities darkvision 60 ft., low-light vision, DR 5/slashing or bludgeoning, electricity
resist 10; Skills +4 Stealth (+12 in vegetation).
7th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks russet mold
spores (as vegepygmy chieftain); Special Qualities Immune electricity.
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Polyglot [Epic]
You can speak, read, and write all languages.
Prerequisites:Int 20+.
Benefit:You can speak all languages. If you're literate,
you can also read and write all languages (not
including magical script).
Returning Throw [General]
You can make a throwing weapon return, boomerang-style.
Prerequisites:Dex 13, BAB +8, Weapon Focus (with that particular weapon).
Benefit:When you throw a weapon, you can elect to use this feat to make the
weapon return to your hand. It does so if:
- the weapon rotates during flight. Dagger, club, throwing axe, light hammer, and
shuriken do this,
- the target is nearer than half the maximum range of the weapon,
- the weapon is not deflected with a Deflect Arrows or Improved Deflect
Arrows feat,
- the weapon is not caught with a Snatch Arrows or Improved Snatch
Arrows feat,
- the attack roll is neither a ‘1’, nor a threat.
If you have multiple attacks, you can use them against enemies within the first
range increment only. Even if only one target is further away, you have to choose
between attacking that one or the ones close by.
This feat can be taken multiple times, each time for a different weapon.
Special:Fighters can take this as a bonus feat. If you have the Freedom
Throw feat, you can leave the weapon flying for an entire round before catching it.
Thus, you might have some time left during the round of the throw, as well as the
entire next round to do what you like. The weapon is caught as a free action at the
very end of your second round.
Safeguard [Epic]
One of your feats can never be separated from you.
Benefit:Upon taking this epic feat, choose one other feat that you possess. This
choice cannot be changed. Your chosen feat cannot be negated by effects that
would suppress it, such as the Abrogate cosmic ability, the Nullification cosmic
ability, or the Dead Zone transcendental ability (if it is a supernatural feat). It still
functions normally under any of these conditions. Safeguard itself cannot be
affected by any of these conditions as well.
Special:You can gain this feat multiple times. Each time you take Safeguard, it
applies to a different feat that you possess.
Slavelord [Vile]
Through special connections, you have been provided with slaves.
Prerequisites: Character level 6
Benefit: You gain a number of 1st level commoner slaves equal to your level + your
charisma modifier. If you wish, you can acquire a 1st level warrior, expert, or adept
for every two commoners you are willing to go without. These slaves can only be
gained at a large city or bigger community and require 1 hour to obtain. Whenever
the amount of slaves you’d possess would increase, you may go through the same
process to obtain them, although slain or lost slaves are not replaced.
Your oppressor score is equal to your character level + your charisma modifier +
any of the modifiers below. So long as the summed CRs of all slaves you control is
equal to or less than your oppressor score, you can control them all safely.
If the summed CR exceeds your oppressor score, the slaves may collectively make
a will save each week (DC= your oppressor score) using the highest will save
among them to break free. For every point by which the summed CRs exceed your
oppressor score, the slaves gain a +1 bonus on this check. In addition, for every
slave with so much as half as many levels as you, the slaves gain an additional +2
bonus on this save. If they fail this save, they continue working oppressed for
another week. If they succeed, they manage to pull off a rebellion, either attacking
you or running away in the dead of night.
You may also buy additional slaves by entering a large enough community and
spending an hour looking for the proper place. The cost for any given slave is its CR
(minimum 1) squared x 100 gp.
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Oppressor Score Modifiers:
Lawful Alignment +2
Chaotic Alignment -2
Possesses and is proficient with whip +2
Stationed in area where slavery is unacceptable -2
Stationed in area where slavery is acceptable +2
Stationed in area where slavery is the norm +4
Moves around frequently -6
Known for Cruelty +2
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Spiderfiend [Fiend]
Prerequisites:Character level 4th.
Benefit:You can climb and travel on vertical surfaces or even traverse ceilings as
well as a spider does. You must have your hands free to climb in this manner. You
gain a climb speed of 2/3rds your base land speed and a +8 racial bonus on Climb
skill checks; furthermore, you needn't make Climb checks to traverse a vertical or
horizontal surface (even upside down). You retain your Dexterity bonus to Armor
Class (if any) while climbing, and opponents get no special bonus to their attacks
against you. You can't, however, use the run action while climbing.
- Webspinner [Fiend]
Prerequisites:Character level 4th, Spiderfiend.
Benefit:You gain the Web ability of a spider of your size, Tremorsense 60 ft., and
can move at your full speed while climbing. Your spinnerets are in your mouth,
wrists, or abdomen. You choose where on your body your spinnerets manifest. This
choice, once made, is permanent, unless you possess ooze traits. Additionally, most
drow (about 2/3rds in a typical spider-oriented culture) find you strangely attractive
and, barring obvious hostility, their attitudes are automatically raised by one level
and a Charisma check can potentially improve
the reaction even more, but cannot lower it.
Stonecunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship
techniques in the stonework around you.
Prerequisites:Craft (Stonemasonry) 1 Rank or Profession (Miner) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual
stonework. This bonus applies to checks to discover mechanical traps made of
stone or hidden within stone. If you aren't using the Seek action or searching, the
GM automatically rolls a secret check for you to notice unusual stonework anyway.
This check doesn't gain the circumstance bonus, and it takes a –2 circumstance
penalty. You can also intuit depth, sensing your approximate depth underground as
naturally as you can sense which way is up. Since characters with this feat can
easily sense the structural weak points in stone objects, subtract 2 points of
hardness from any stone object that the character attempts to break or damage
with an attack, and/or add +2 to any rolls versus the stone item’s break DC.
Normal:No extra bonuses are conferred when dealing with items or structures made
of stone.
Theosophist [General]
All knowledge is divine.
Prerequisites:Wis 14, Knowledge (Religion) 5 ranks.
Benefit:You can gain/retain Mad Scientist levels normally,
even if you have/gain the ability to use divine magic. Any
/all divine/Mad Scientist class features function normally.
Special:If your deit(-y/-ies), if any, disapprove(s), you lose
any/all of your divine class features normally, becoming
an Ex-member of your divine class(es), etc.
Thwart [Epic]
Prerequisites:Dex 30, Bluff 27 ranks.
Benefit:You gain Immunity to the Cozen divine ability.
Treerunning [General]
You are able to move up in the trees as if on firm ground.
Prerequisites:Dex 13, Balance 1 rank, Climb 1 rank, Jump 1 rank.
Benefit:You can move horizontally on branches as quickly as on the ground, even
running. Using Treerunning counts as a standard action. That is, if you want to do
anything apart from moving, you will have to temporarily stop the Treerunning.
Generally, you have to be at least 10’ up in a tree to start Treerunning, as it relies
on the presence of firm branches. To get up in a tree, get down, or to change
elevation, you have to use some skill, preferably Climb or Jump.
Using this feat, you can traverse a trackless forest without having to halve your
overland speed.
Outside forests, this feat is essentially worthless.
- Fleshrunning [Epic]
You can move about on the heads of your enemies.
Prerequisites:Dex 13, Dodge, Mobility, Spring Attack, Improved Unarmed Strike,
Treerunning, Climb 1 rank, Jump 7 ranks, Balance 7 ranks.
Benefit:As a move action, you can move through enemy squares at your normal
movement and make one unarmed attacks one each enemy whose square you
enter. These attacks are at your full attack bonus and can be augmented by feats
(Weapon Finesse, Power Attack, for example) that do not require actions of their
own.
You can use your standard action too for this, making a double move and attacking
each enemy you pass.
There must be sufficient free space above the enemies to allow your passage. You
still cannot end your movement in a square occupied by an enemy. If
circumstances allow, you can grab hold of something to remaining hanging in the
air above an enemy square.
The enemies you pass get normal chances at attacks of opportunity. That is, you
get +4 bonus on AC from your Mobility feat, and can combine your move with a
Tumble attempt to avoid such attacks - this limits your movement to one half and
requires a Tumble DC 15 check, or a DC 25 check with normal movement.
Special:Epic fighters can take this feat as a bonus feat.
Undertaker [Archetype]
The terryifing presence of the silent warrior made everyone's blood freeze in their
veins.
Benefit:Archetype Feats grant benefits based on HD:
1 HD:You gain the Tomb-Tainted SoulLM feat for free and you gain competence with
the combat shovel, if you don't already have it.
3 HD:You can intimidate undead despite their immunities, and you gain a bonus on
Intimidate checks equal to your HDs. You emit an aura of menace within 10 ft. (3
meters) which impose a -2 to attacks and AC and affects all those that haven't still
struck you, even undead.
8 HD:You gain fortification 25% and you don't die from massive damage. Your aura
of menace penalties increases to-4.
15 HD:Unintelligent undead won't attack you unprovoked, while intelligent ones
must pass a Will save to do so (DC is 10 + half character level + your Constitution
modifier). Your aura of menace penalties increases to -6.
▪Vile Fever - Each time you deal Vile damage to an opponent beyond the first in a
turn it must make a Fort saving throw (DC 10 + 1/2 Character levels + Your
Charisma modifier +1/times enemy was dealt Vile damage) to avoid becoming
nauseated for 1 round and sickened for 2 rounds thereafter. The durations of these
conditions cannot stack with one another.
▪Putrid Consumption - Whenever you deal Vile damage to a living creature, you
gain temporary hit points equal to half that amount(rounded down). These
temporary hit points last for 1 hour. If you kill a living creature with Vile damage,
that creature is destroyed utterly, and cannot be returned to life without the use of
a Wish, Miracle or similar effects. You gain temporary hit points equal to half that
creature's hit point total and a +4 profane bonus to your Charisma and 2 other
ability scores of your choice for 1d4 hours.
Warforged [General]
Your body can be enhanced.
Prerequisite:Improved Unarmed Strike.
Benefit:For enhancement purposes, you are considered a manufactured,
masterwork suit of armor and a manufactured, masterwork weapon.
Any/all enhancements (bonuses, etc.) are added normally (costing exp., etc.) and
can be suppressed, but not permanently dispelled.
Any/all weapon enhancements modify any/all unarmed attacks (unarmed strike,
etc.).
Special:You retain your normal qualities (natural, etc.).
Wireless [General]
You don't have a USB witchmark.
Prerequisites:USB Witchmark.
Benefit:Rather than a USB witchmark, you have the ability to wirelessly
(mentally) connect to, etc. (the Range = the range of your senses) any
/all ele. (comp., dev., etc.), even if this would normally be impossible
due to them being cable/USB/etc. capable only.
Special:If you have the Machinespeak ability, you can communicate
(emo., lang., etc.) "wirelessly" (i.e. emp./Tel..) w/ and interact w/any
/all machines you can sense. Add., they're treated as if electronic
for purposes of the base portion of this feat (see previous), even
if purely mechanical.
Woodcunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship
techniques in the woodwork around you.
Prerequisites:Craft (Carpentry) 1 Rank or Profession (Woodcutter) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual
woodwork. This bonus applies to checks to discover mechanical traps made of wood
or hidden within wood. If you aren't using the Seek action or searching, the GM
automatically rolls a secret check for you to notice unusual woodwork anyway. This
check doesn't gain the circumstance bonus, and it takes a –2 circumstance penalty.
Since characters with this feat can easily sense the structural weak points in
wooden objects, subtract 2 points of hardness from any wooden object that the
character attempts to break or damage with an attack, and/or add +2 to any rolls
versus the wooden item’s break DC.
Normal:No extra bonuses are conferred when dealing with items or structures made
of wood.
Wondrous [General]
Your body can be further enhanced.
Prerequisite:Improved Unarmed Strike, Warforged.
Benefit:You can be further enhanced and given the abilities, properties, etc. of one
or more wondrous items of your choice. Any/all enhancements (bonuses, etc.) are
added normally (costing exp., etc.) and can be suppressed, but not permanently
dispelled.; NB:Your item slots are still limited and each enhancement counts
as its original item type and against your normal compliment of items.
Special:You retain your normal qualities (natural, etc.).
Worst of the Wicked [Vile]
Having plumbed the deepest depths of evil,
no force of darkness can shock you.
Prerequisites:HD/L 3.
Benefits You are immune to vile damage. Add., you gain
a +2 vile bonus on all saves made to resist disease,
poison, or spells of the necromancy school.
Alien (Ex)
Your alien form is your true form.
Prerequisites:Pseudonatural tenplate.
Benefit:Your alien (alternate/pseudonatural) form is your true form. What was
previously
your true form is the lie. (i.e., if forced into your true form, you are forced into your
alien
(alternate/pseudonatural) form, etc.) You can assume your nonalien (alternate/
nonpseudonatural) form, as a standard action, at will.
Amplification (Ex)
Your feat is amplified.
Prerequisites:Variable.
Benefit:Your feat is amplified as if you've taken +1x the number
of iterations of said feat or, if it's a feat you can only gain once,
etc., its benefits are doubled.
This ability is also applicable to equivalent or lesser abilities.
Special:You can gain this ability multiple times. Its effects
stack or apply to a new feat. This ability can be
applied to the Anoxia feat normally.
NB:Remember, a double double is a triple, etc.
Completionist (Ex)
Your incomplete ability is completed.
Prerequisites:An incomplete divine, etc. ability.
Benefit:Your incomplete divine, etc. ability; such as Withering (Str.)
[Effect], etc.; becomes complete. This can't give you abilities you
didn't already have, it can only complete an incomplete ability
you already possess.
e.g. if you have the Withering (Str.) [Effect], you gain a complete
Withering [Effect]. You don't gain Uncanny Withering Mastery.
e.g. if you have Abrogate (Strength), you gain Abrogate.
etc., etc., etc.
Special:You can gain this ability multiple times. Its effects stack.
Cuddles (Su)
You can inspire cuddles.
Prerequisites:Cha 55, Diplomacy 52 ranks, Beloved Dictator, Epic Leadership,
Greater Aura, Leadership, Perfect
Aura, Superior Aura, Theopoea.
Benefit:All targets (creatures, etc.) in your aura must succeed at a Will save or be
forced (animated (as per animate
object, etc.)/awakened (as per awaken construct, etc.), if necessary) to abandon all
other actions (dropping all held,
etc.) and attempt to graciously and harmlessly cuddle you (i.e. no other action(s);
harmful, ill-intended, or otherwise;
can be taken by the target(s) for the duration of the effect w/o your willful and
knowing consent (see below).), or one
target (creature, etc.) of your choosing, for a number of rounds equal to your Cha
modifier + your divine rank, even
if doing so would be contrary to their beliefs, etc.; hazardous, etc.; or obviously
suicidal.
You can permit said cuddler(s) to take other actions of your choosing while they
cuddle you or your chosen target
and exempt any/all target(s) from your cuddles ability, if/when desired (Immediate
nonaction).
The save DC is Charisma-based.
Special:You can exempt any/all target(s) from any/all of your auras, etc.; if/when
desired (Immediate nonaction),
even if you normally can't. All the better for cuddles.
NB:This is one of Catthulhu's favorite abilities.
Cybergod (Ex)
Your cybernetics are invulnerable.
Prerequisites:Cyborg, Con 40 (or Cha 40, if Con - ).
Benefit:Your cybernetics are invulnerable as long as you have at least 1/2 your
normal
full hps. Furthermore, any/all of your cybernetics are considered a natural part of
your
manifestation. Finally, you qualify for Iron Body, etc. abilities. If your cybernetics
are
Necro-Tech, etc., you remain unaffected by rusting attacks and effects, etc.
Special:Portfolio Trumping (see I.H.:A., Pg. 47) can bypass invulnerability.
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Dancing Chains (Su)
Your divine aura manifests corporeal chains that attack and move, according to
your whims, as per a dancing chains spell.
Prerequisites:Divine Aura, Self-mastery.
Benefit:Your divine aura manifests corporeal chains that attack and move,
according to your whims, as per a dancing chains spell. These chains are
indestructible.
Special:This ability works in conjunction with Dancing Raiment, Mask of Darkness,
and Raiment of Darkness. However, each attacking appendage you make with this
ability subtracts one attacking appendage from your Dancing Raiment ability and
vice versa. Thus limiting your attacking appendages (chains and/or raiment) to the
original total dictated by the dancing chains spell.
Distasteful (Su)
Prerequisites:Con 40 (or Cha 40, if Con - ).
Benefit:Any creature that bites or eats any part of you must make a successful
Fortitude
save or be forced to regurgitate you/any portion thereof in the subsequent round,
during which it can take no other actions. The save DC is Charisma-based.
Special:The Glistening Skin ability is unaffected by this ability. The blood produced
by
the Glistening Skin ability is not your own. Its "the blood of" your "many victims".
Elongate (Ex)
You can stretch to attack further away.
Prerequisites:Dex 40, Escape Artist 40 ranks, Plastic Soul.
Benefit:Your reach is 5x greater.
Familiarity (Su)
You can be a familiar.
Prerequisites:Cha 40.
Benefit:If you have their consent, you can be another creature's familiar, even if
they already have
a familiar or are incapable of having one (or having a familiar of your Type, etc.).
For being their
familiar, you gain standard familiar abilities in addition to your abilities. In any
instances where
your own abilities are greater, your own abilities overlap (rather than stack with)
your familiar
abilities. For having you as their familiar, your "master" gains the normal benefits
of having
a familiar (unless you decide otherwise).You choose the special ability (save bonus,
etc.)
they gain from you. If they are otherwise incapable of having a familiar (i.e. not a
wizard,
etc.), you use their HD/L to determine your familiar abilities.
Special:If you're a witch's familiar, you gain standard witch's familiar abilities, etc.
(see previous).
Furthermore, you can, if desired, permit said witch any/all knowledge of your
spells, if any.
However, once granted, said knowledge can't be revoked by virtue of this ability.
Fecundity (Su)
Your presence enriches and heals the land.
Prerequisites:Divine Aura, Knowledge (nature) R40.
Benefit:Your aura enriches plant life, neutralizes disease and poison in the
environment, and
makes plant life grow. This functions like the following spells:neutralize poison
(environment),
plant growth (enrichment and overgrowth), and remove disease (environment); as
well as an
Avangion's (Dark Sun (P.E.)) Verdant Aura ability, exc. (((continuous))).
Special:If you're a defiler, even if you're a Dragon King, this mitigates your defiling.
However,
abundant and lush terrain (Dark Sun (P.E.)) you defile will still require either 1d3
centuries or
special care (agricultural, etc.) to fully recover and become abundant and lush once
more (as
your aura can only make defiled terrain fertile; barren terrain abundant;
and infertile, fertile, or abundant lands lush).
Godslayer (Su)
You can gain the abilities of immortals you slay.
Prerequisites:Cha 40.
Benefit:You can gain abilities (divine (count as one), cosmic (count as six), etc.)
from immortals you slay.
The number of abilities you gain cannot exceed your divine rank.
If said immortals are revived and you are slain, any abilities you gained
w/Godslayer are lost.
Special:You cannot gain the Divine Champion ability, nor can "divine champions"
gain this ability.
Innerverse (Ex)
Your inner self secrets an innerverse.
Prerequisites:Con 40 (or Cha 40 if Con - ), Immortal.
Benefit:Your inner self (organ(s)/psyche(s)) secret(s) an innerverse. This
innerverse is
a demiplane, etc. equal in size to your Godly Realm. Creatures w/the ability to gate
or
planeshift can escape. All others are trapped,'til rescued. While creatures can use
teleport spells, etc. normally, they can't teleport in or out. If your manifestation
is destroyed, this innerverse collapses, its contents lost forever. Your
manifestation can't enter this innerverse.
Instrumentalist (Ex)
Your skill with one instrument group rivals even that of the gods of music.
Prerequisites:Perform 40 ranks, Cha 40.
Benefit:You gain Bardic Music w/one instrument group (keyboard instruments, etc.)
of your choosing as if you were a bard of a
level = your HD/L. This inc. all Bardic Music abilities acquired at subepic and epic
levels. It doesn't inc. bardic spellcasting or
bonus feats and only applies to your chosen instrument group. This ability qualifies
you for Bardic Music feats, etc., but they
only apply in regards to your chosen instrument group and certain ones are useless.
When you gain this ability, you must
choose which Bard variant you acquire. Once chosen it can't be changed (exc. by
the typical processes (miracle, etc.).),
even if you gain this ability again. Example Bard variants inc. Harbinger, etc.
Special:You can gain this ability multiple times. Each time you gain another
instrument of choice.
Ki Effect (Su)
Prerequisites:Wis 40.
Benefit:You can add your Wisdom modifier to your
HD/L for the purpose of determining your [Effect]s
and similar (Su) abilities w/no explicit caster/
manifester/channeler level.
Ki Occultist (Su)
Prerequisites:Wis 40, Spellcraft 40 ranks.
Benefit:You can add your Wisdom modifier to your
HD/L for the purpose of determining your caster/
manifester/channeler level.
Special:Non-[Effect] (Su) and (Sp) abilities
are affected as well.
Kingpin (Ex)
You're "king" among necropimps.
Prerequisites:Int 40, Necropimp, Epic Evil Brand, Epic
Leadership, Epic Reputation, Evil Brand, Lichloved,
Leadership, Knowledge (Religion) 40 ranks.
Benefit:Any/all of your zombie-applicable class features
(i.e. Sensual Undead, etc..) can be applied to any/all
undead you create, as appropriate (inc. yourself).
Obscurity (Ex/Su)
You are unknown and unknowable.
Prerequisites:Wis 40, Divination Immunity, Trackless Step (or Scorned By Nature).
Benefit:You are immune to Bardic Knowledge, Lore, Mathesis (epic), Phrenology
(epic),
Psychometry (cosmic), skill checks (info-based (ex. Knowledge, etc.)) and similar
non
divinatory info gathering abilities, etc. Any/all info about you fades (no save), fails
to
be obtained (no save), or is forgotten (no save). Nothing can prevent said info from
failing to be obtained, even Psychometry (cosmic) fails. However; miracle, reality
revision, or wish; or immunity to mind-affecting effects can prevent said info
from fading or being forgotten and such info can be shared normally.
Seal (Ex)
Prerequisites:Dex 30, Wis 55, Bluff 27 ranks, Aegic
Essence, Greater Aegic Essence, Thwart.
Benefit:Your feats/divine abilities can't be affected/taken
against your will regardless of any/all circumstances in
any/all given situations.
Special:This ability doesn't prevent loss caused by psy.
(xp) or spiritual harm (qp), or lack of prerequisites.
Selectivity (Ex)
Your control over your abilities is far more refined.
Prerequisites:Wis 40.
Benefit:You can limit/nullify any/all of your abilities (racial,
etc.)/delimit/denullify any/all of your abilities (racial, etc.)
you limited/nullified, as an Immediate nonaction, at will.
Special:This does Not eliminate preexisting limits.
This Does permit you to exclude targets, etc..
Serendipity (Su)
Your allies' fates reflect your desires.
Prerequisites:Cha 40, Divine Aura.
Benefit:Within your divine aura, your allies don't
treat the roll of a “1” as an automatic failure.
Shadow Reach (Su)
You can reach with your shadow to strike at distant targets.
Prerequisites:Dex 40, Sleight of Hand 40 ranks.
Benefit:You can make ranged attacks with your melee attacks. These attacks have
a range
increment of 120 ft., up to a maximum of five range increments. They're otherwise
treated
as thrown weapons. You can mix your attacks between melee and ranged as you
wish
and don't provoke attacks of opportunity when using your shadow reach. You can
also reach through darkness/shadow (or do both) to do the same.
Your shadow, if any, exists despite surrounding lighting, if any.
Special:This ability is essentially a lesser form of Panversal, etc. except it doesn't
provoke attacks of opportunity. If you have Panversal, etc., it/they improve(s) by
similarly denying opponents attacks of opportunity.
Slayer (Ex)
Prerequisites:Int 40.
Benefit:You attack as if you're 2 divine status higher for purposes of Portfolio
Trumping
(see Ascension - Portfolio Trumping, Pg. 47 for further information). This ability
stacks
w/Portfolio Trumping and enhances any attack reliant upon divine status (hero-
deity,
etc.) for Portfolio Trumping effectiveness (self-explanatory).
W/No Double Portfolios, etc., 2 is the maximum Portfolio Trumping improvement
w/this ability. W/1 or more Double Portfolios, etc., 3 is the maximum Portfolio
Trumping improvement w/this ability.
Special:Multiple Double Portfolio derived Portfolio Trumping improvements
do Not stack. They overlap. (i.e. having Double Darkness, Double Death,
and Double Entropy Portfolios improves your Portfolio Trumping by 1
divine status Not 5 divine status.)
Synergy (Su)
Prerequisites:Spellcraft 40 ranks.
Benefit:You add your divine, fortuity, etc. bonuses (i.e. bonuses
that improve all your die rolls.) to your HD/L for the purpose of
determining [Effects].; NB:Deities already do this for caster/
manifester/channeling level.
Two-Dimensional (Ex)
You can become a subdimensional creature.
Prerequisites:Escape Artist 40 ranks, Sideways Stealing.
Benefit:You can selectively (Immediate nonaction) become/revert from being two-
dimensional and gain/lose the subdimensional subtype as desired. Creatures with
the subdimensional subtype share the following traits:
- Two-Dimensional (Ex):A two-dimensional creature only exists in two dimensions,
and has some qualities in common with incorporeal creatures. A two-dimensional
creature has no Strength score. It cannot move in three dimensions (such as
jumping or flying), and can only navigate along solid surfaces such as floors,
ceilings, and walls. It can only attack creatures by entering their squares and
touching them directly. A two-dimensional creature can crawl onto solid surfaces
that can then themselves be moved (such as onto a tome via telekinesis). It cannot
fall or take falling damage, cannot make trip or grapple attacks, and cannot be
tripped or grappled. It cannot take any physical action that would move or
manipulate an opponent or the opponent’s equipment, has no weight, and does not
set off traps that are triggered by weight. A two-dimensional creature takes no
damage from nonmagical attacks and only takes half damage from magical
weapons.
Special:You can perceive and freely interact w/two-dimensional targets (creatures,
etc.) as if you/they (selective (Immediate nonaction)) were four-dimensional,
regardless of your dimensionality. Doing so enables them to interact w/that portion
of yourself as if it and they were four-dimensional. (NB:Their eff. Str score is equal
to their Cha score for these purposes.)
NB:References to The Second Dimension refer to a lower reality "below" the
traditional dimensions. This is not the same as the Nth dimension or the traditional
lower dimensions as it is "beneath" even the Nth dimension and the traditional
lower dimensions. This is also different from The Aethyrs (Secrets) as the higher of
The Aethyrs are parallel/above the traditional dimensions and The Second
Dimension. (i.e. a two-dimensional creature can still ascend The Aethyrs in respect
to The Second Dimension, etc. while on its perspective dimension. Thereby making
itself even more inaccessible.)
Warp (Su)
Warp space to better attack/affect target (creature, etc.).
Prerequisites:Dex 40.
Benefit:You can attack/affect any/all targets you would normally be able to
attack/affect
were it not for your/their size/obstacles (inc. (your-/their-) self, etc.)/orientation
(facing,
etc.). This negates all your opponent(s) benefits from cover and their size modifier
to AC as well as all your penalties for your size modifier to Attack and CMD.
You must still, however, be possessed of sufficient Strength, if not size, to do so. If
your
Strength is insufficient for the task(s) at hand, you remain incapable of
accomplishing
said task(s). (i.e. you must have sufficient Strength to affect the target('s/s')
weight.)
Special:This ability; when combined w/ghost touch, Etheric Vision, or the equivalent
of
either; could conceivably permit the lifting of the sky, rerouting of rivers, etc.;
much
like Hercules was famous for; if one were possessed of sufficient Strength.
This ability stacks with Panversal, etc..
Whispersoul (Su)
Prerequisites:Sonic Immunity, Move Silently 40 ranks.
Benefit:You can perform any action silently, as if affected
by a personal silence spell. This functions continuously
(selective (Immediate nonaction)), never hindering you,
should you desire to create or hear/sense sound. Add.,
it extends to the immediate effects of your actions as
well. (i.e. if you cast fireball, your targets don't sizzle.
They just scream.)
Abrogate (Su)
You can negate your opponents greatest advantage.
Prerequisites:Divine Aura.
Benefit:Any single opponent within your divine aura has its greatest ability
negated. This can be an ability score or one of its other abilities (divine,
cosmic, etc.). A negated ability score is reduced to 10.
Special:If you have Psychometry, you can negate any ability you choose,
regardless of its power or lack thereof.
This ability can be gained multiple times. Its effects stack.
Adamant (Ex)
You are nigh unbreakable.
Prerequisites:BAB +70, Con 70 (or Cha 70, if Con - ), Natural A.C.
= [HD/L] (i.e. Carapace, etc..), DR = [HD/L]/ - (i.e. Perfect Damage
Reduction, etc..), Weapon Debasement, Weapon Deficiency,
Weapon Depreciation, Weapon Focus, Weapon
Specialization, Weapon Mastery (x4).
Benefit:You gain DR X/ - and H (i.e. hardness.) X. X = your HD/L
+ your Con modifier (or Cha modifier, if Con - ) plus your divine
/equivalent (i.e. Fortuity, etc..) bonus(es). This overlaps (does
Not stack with) all other damage reduction and hardness.
Special:Pugnacious (cosmic) doubles both the DR
and H you gain from this ability.
Ancillary (Ex)
You have greater flexibility w/your Portfolio Masteries.
Prerequisites:Three Portfolio Masteries or more (see the
Portfolio Mastery divine ability).
Benefit:You can change your existing portfolio masteries
to any other portfolio masteries you qualify for.
Annihilator (Ex)
Your attacks, etc. breach, etc. any/all absorptions, etc..
Prerequisites:Int 100, Destroyer, Slayer.
Benefit:Your attacks, etc. breach, bypass, and Trump any
/all absorptions, immunities, and resistances of any/all
creatures, etc. of lower divine status (or rank, if status
is the same). This ability is similar to (and underlaps)
P.Trumping and stacks w/Slayer and Destroyer.
Special:This ability does Not enable you to breach, etc.
unbreachable, etc. absorptions, etc. such as Anomaly,
etc. which are unbreachable, etc. regardless of divine
status, etc., nor does it enable you to breach, etc.
barriers (i.e. force fields, etc..) or reflections.
Anomaly (Ex)
You have transcended type, subtype, and race.
Prerequisites:Cha 70, Apostasy.
Benefit:You can't be affected by any Type, subtype, or (bio/nonbio)logical
classification- (i.e. race, taxonomic rank,
etc.) based attacks or effects. For all intents and purposes you are beyond Type,
subtype, and (bio/nonbio)logical
classification; even if the Type, subtype, or (bio/nonbio)logical classification-based
attack or effect comes from a
divinity of higher divine status. (i.e. You retain all characteristics of your Type,
subtype(s), and bio/nonbiological
classification (e.g. *Undead retain their Undead traits (inc. being harmed by
positive energy (since it can harm
certain nonundead as well), etc.; yet are unaffected by attacks and effects
specifying special effectiveness vs.
Undead (inc., but not limited to bane attacks and effects, etc.).).; NB*Deathless
affected similarly.).)
Additionally, you can bypass Type, subtype, and (bio/nonbio)logical classification-
based prerequisites.
(i.e. Bob the Lich can become Bob, The Vampire-Lich, etc.; in spite of already being
undead.)
Special:You can permit (nonaction; immediate) Type, subtype, and
(bio/nonbio)logical classification-
based attacks/effects to affect you normally.
Apophenia (Ex)
Prerequisites:Int 100, Cha 100, Anomaly, Apostasy,
Divine Nescience, Nescient, Paradoxal.
Benefit:You can freely acquire any, even opposed,
portfolios; and no longer suffer from portfolio
restrictions/weaknesses.
Arch-Angeloi (Ex)
Prerequisites:Dimensional Ancestry.
Benefit:You gain Angel Traits (Second Choir).
NB:See I.H.:E.B., pg. 26 for further information.
Assimilate (Su)
Absorb aspects of opponents you consume.
Prerequisites:Con 70 (or Cha 70, if Con - ).
Benefit:You gain one aspect of each opponent you defeat and consume.
This can include HD, an ability (no greater than esoteric), or an ability
score. e.g. If you defeat an opponent...
...with more HD, your HD increase to equal its HD.
...with more Str, your Str increases to equal its Str.
You can choose any aspect you are aware of, randomly, or no aspect.
Cosmispective (Ex)
You're capable of sensing and interacting w/nearly anything.
IPrerequisites:Dex 90, Wis 90, Alertness, Cosmic Consciousness, Eighth Sense,
Etheric Vision,
Five-dimensional, Malifiecus, Postcognition, Precognition, Seventh Sense, Sixth Sense,
Slipstream, True Seeing, Two-dimensional, X-ray Vision, Escape Artist 90
ranks, Perception 90 ranks, Sleight of Hand 90 ranks.
Benefit:You can sense nearly anything from nearly any perspective (NB:This applies
to all of your
senses.) and interact w/nearly anything (inc. incorporeal, etc.; 2D, etc.; etc.)
normally.
This negates any miss chances of all, even nebulous and interdimensional, but Not
undimensional,
targets; enables you to sense and interact even w/targets in adjacent (coexistent,
coterminous, and
parallel) and all lower realities (planes, etc.; dimensions, etc.; etc.); enables you to
sense and
interact even w/targets in adjacent (coexistent, coterminous, and parallel) time
streams
and timelines; and nullifies Slipstream, if you're of a higher divine rank.
Add., you can sense the past (in add. to the present (see previous)) of, though Not
interact w/, all
adjacent (coexistent, coterminous, and parallel) and all lower realities (planes, etc.;
dimensions,
etc.; etc.) and all adjacent (coexistent, coterminous, and parallel) time streams and
timelines.
Limitations:This ability does Not enable you to bypass material/spatial barriers;
extend your reach;
sense/interact w/distant (nonadjacent) or higher realities; sense/interact w/distant
(nonadjacent)
timestreams/timelines; interact w/anything that isn't at least partially in your
immediate reality,
or nullify Transtemporal.
Special:This ability stacks w/Dimensional Reach, etc. normally.
- Convergent (Ex)
You're even more capable of sensing and interacting w/nearly anything.
Prerequisites:Dex 110, Wis 110, Alertness, Cosmispective, Cosmic Consciousness,
Dimensional
Reach, Eighth Sense, Etheric Vision, Five-dimensional, Postcognition, Precognition,
Seventh
Sense, Sixth Sense, Slipstream, Telelocation, True Seeing, Two-dimensional,
Unearthly
Reach, X-ray Vision, Knowledge (the planes) 110 ranks, Perception 110 ranks,
Sleight of Hand 110 ranks.
Benefit:You can sense nearly anything from nearly any perspective (NB:This applies
to all of your
senses.) and interact w/nearly anything (inc. incorporeal, etc.; 2D, etc.; etc.)
normally.
This negates any miss chances of all, even nebulous and interdimensional, but Not
undimensional,
targets; enables you to sense and interact even w/targets in adjacent (coexistent,
coterminous, and
parallel) and all lower realities (planes, etc.; dimensions, etc.; etc.); enables you to
sense and
interact even w/targets in adjacent (coexistent, coterminous, and parallel) time
streams
and timelines; and nullifies Slipstream, if you're of a higher divine rank.
This ability Does allow you to bypass material/spatial barriers and interact w/things
that aren't at
least partially in your immediate reality (inc. extending your aura, etc. into any/all
said realities
and eff. treating you as though you were physically present in any/all said
realities).
(NB:This is the cosmic var. of sticking your finger into a pond.)
Add., you can sense the past (in add. to the present (see previous)) of, though Not
interact w/, all
adjacent (coexistent, coterminous, and parallel) and all lower realities (planes, etc.;
dimensions,
etc.; etc.) and all adjacent (coexistent, coterminous, and parallel) time streams and
timelines.
Limitations:This ability does Not enable you to extend your reach, sense/interact
w/distant
(nonadjacent) or higher realities; sense/interact w/distant (nonadjacent)
timestreams
/timelines; or nullify Transtemporal.
Special:This ability stacks w/Dimensional Reach, etc. normally.
Counterstrike (Ex)
Retaliate immediately.
Prerequisites:Base Attack Bonus +70, True Strike.
Benefit:As an immediate action, you can make 1 extra attack
against any opponent who successfully hits you that round.
You gain a number of extra attacks against that opponent
equal to the number of times they hit you.
Creation Command (Su)
Your command of your environment is perfected.
Prerequisites:Int 100, Alter Reality, Evolve, Great Breath, Great Forgery, Great
Necrosis (or Int 100, Alter Reality, Weavers of The Flesh; if a Baern, etc..).
Benefit:As Blood, etc. Command (Inc.), exc. any/all energy/matter/etc. and
creatures of < 3 Int and, unlike for Blood, etc. Command (Inc.), there is no damage
max (i.e. damage is increased to up to (i.e. you can inflict less, if desired.) 1d6
((((ANY))), exc. perm.)/HD/L you possess + your divine bonus.). Add., this
functions similarly to an enhanced (i.e. can affect any/all targets in the A.o.E..)
combination of fabricate, polymorph any object, and true creation w/an
Instantaneous (i.e. permanent, undispellable.) duration. (i.e. All said creations are
real, not illusory, and exist, etc. as normal for their variety. (i.e., if you create a
flight of dragon zombies, they are real dragon zombies in every sense of the word.
However, they can't be raised or resurrected as they were never alive. However, if
you created a flight of living dragons, then turned them into zombies, they could
be. They could even sire offspring normally, etc. while alive.)) (NB:Deities typically
use this ability to create cities, etc..)
The Fort (body (internal)), Ref (body (external)), or Will (mind, etc.) (depending on
how it's used) save DC is Charisma-based.
Special:Unless a creation is an Artifact, Divine (inc. Mythic, etc.), or Sentient (i.e.
Int ≥ 3.), there is no exp./qui. cost for using this ability. However, the usual limits
(i.e. this ability can't be used to create (a) creation(s) possessed of (collective)
exp./qui. exceeding 10% of your exp./qui. per use, etc..; NB:Beings w/this ability
often have Akashic Infusion (cosmic), Existential (cosmic), Karmic Infusion
(cosmic), and Quintessential (cosmic) which increase this to 100%, etc..) still
apply. Furthermore, this ability Does stack w/many Dimensional, Spatial, and
Temporal abilities. (e.g. Sidereals often combine this ability w/Warp (divine) and
Panversal (cosmic) to create entire planar layers, planets, etc..) (NB:While This
ability IS similar to the Transmute transcendental ability, it's broader in scope, can
inflict initial damage (in add. to the potential incidental damage of being burned (by
stars, etc.), crushed (by black holes, etc.), etc.), permits a save (initial damage,
etc. (see previous) only, not incidental damage, etc., if any), and w/o the var.
Dimensional, Spatial, and Temporal abilities is far more limited in the area/size, etc.
it can effect.) Finally, each use of this ability can be "counterspelled" as if it were an
epic spell of your maximum epic spell level (i.e. 1/10th your maximum epic spell
Spellcraft DC + 7 + the number of Automatic Meta(magic/psionic) Capacity feats
you possess.) by the Alter Reality ability (by replicating a sufficiently heightened
(miracle, reality revision, or wish)), the Creation Command ability (((no Spellcraft
check or spell required))), or a sufficiently heightened (miracle, reality revision, or
wish).
Destroyer (Ex)
Prerequisites:Int 70, Slayer.
Benefit:You attack as if you're 4 divine status higher for purposes of Portfolio
Trumping
(see Ascension - Portfolio Trumping, Pg. 47 for further information). This ability
stacks
w/Portfolio Trumping and enhances any attack reliant upon divine status (hero-
deity,
etc.) for Portfolio Trumping effectiveness (self-explanatory).
W/No Double Portfolios, etc., 4 is the maximum Portfolio Trumping improvement
w/this ability. W/1 or more Double Portfolios, etc., 5 is the maximum Portfolio
Trumping improvement w/this ability.
Special:Multiple Double Portfolio derived Portfolio Trumping improvements
do Not stack. They overlap. (i.e. having Double Darkness, Double Death,
and Double Entropy Portfolios improves your Portfolio Trumping by 1
divine status Not 5 divine status.)
Erudite (Ex)
You know all spells/powers.
Prerequisites:Int 70, Divine Metafaculty, Spellcraft 70 ranks, Scribe Scroll.
Benefit:You know all spells/powers (inc. epic s/p seeds and epic s.s./p.s.)
from any/all classes, etc. you possess as spells/powers belonging to any
/all classes/prestige class you possess.; NB:See Convert Spell to Power
(Inc.) and Unearthed Arcana, Pg. 153-157 for conversion information.
Special:If you have Occult Power, you know all spells/powers (inc. epic
s/p seeds and epic s.s./p.s.) from any/all classes, etc. as spells/powers
belonging to any/all classes/prestige classes you possess.
Evolve (Su)
You can evolve living creatures.
Prerequisites:Science portfolio or Wis 70.
Benefit:You can evolve living creatures who can themselves create evolved
creatures.
The evolving of any creature mimics the creation of outsiders, see Immortal's
Handbook:Ascension,
Pg. 17, Table 1-17. However, remember that the transfer of quintessence is only
10% effective, thus
to evolve an ECL 0 being to ECL 21 will cost 10,000 QP, not merely 1,000 QP. The
final QP cost is
determined by the ECL (+/-). You can cause said evolution to occur normally,
randomly, or in
reverse. This ability can even be used to evolve one's self. The range of this ability
= your divine
aura's range. A successful Fortitude save negates this ability. The save DC is
Charisma-based.
Special:If you are a construct, undead, etc., you can evolve constructs, undead,
etc. as well.
If you possess the Science portfolio, you gain this ability (for free) in lieu of your
ability
to create outsiders.
Existential (Ex)
Prerequisites:Wis 70.
Benefit:You retain your current HD/L, templates, etc. even if you don't have the
min. exp. for it. Add., if you don't have the min. exp. for your HD/L, templates,
etc., then you naturally regain 100 exp. per round, until you meet the min.
amount for your current HD/L, templates, etc..
Special:You can't (under (((ANY))) circumstances) use this ability to increase
your normal, healthy exp. total. Not even by giving exp. to others and draining
them of the exp. you bestowed upon them, etc.. This chains indefinitely. (i.e.
you can't use exp. that originally originated from you to increase your exp.
total no matter how far removed from you (exp.-wise) the creature is.
Five-dimensional (Ex)
You can become an extradimensional creature.
Prerequisites:Two-dimensional, Escape Artist 70 ranks, and Sideways Stealing.
Benefit:You can selectively (Immediate nonaction) become/revert from being five-
dimensional and gain/lose the extradimensional subtype as desired. Creatures with
the extradimensional subtype share the following traits:
- Dimension Shift (Ex):As a free action, an extradimensional creature can intersect
part of its body (and/or anything it can carry, lift, pull, or push (continuous,
unbroken physical contact required)) with the traditional four-dimensional Material
Plane. The creature can't intersect an area already occupied by a solid body or force
effect. Doing so is an extradimensional strike (see below).
As a move action, the creature can withdraw one intersecting body part (and/or
anything it is carrying, lifting, pulling, or pushing (continuous, unbroken physical
contact required)), provoking an attack of opportunity if in a threatened square.
- Extraplanar (Ex):When an extradimensional creature intersects the traditional
four-dimensional Material Plane, it gains the extraplanar subtype.
- Dimension Walk (Ex):An extradimensional creature can move in any direction
relative to our four-dimensional world (even up and down) at its normal movement
speed. If wholly in the fifth dimension, such movement occurs “above” rather than
through the intervening four-dimensional space and is invisible to any without
extradimensional sight.
- Extradimensional Sight (Ex):Treat the creature’s vision as continuous clairvoyance
except that the sensor is nonmagical, moves with the creature, and can penetrate
solid objects. The creature can never be surprised and is immune to flanking.
- Extradimensional Strike (Ex):While wholly in the fifth dimension, an
extradimensional creature can directly attack a four-dimensional target’s internal
organs. Treat this as an incorporeal touch attack with a wounding weapon. Targets
surrounded by fields of force such as those granted by mage armor and bracers of
armor are immune to this attack. If the attack misses, a part of the
extradimensional creature momentarily enters then withdraws from a square
adjacent to the defender, which provokes an attack of opportunity.
- Unassailable (Ex):A normal creature cannot target an extradimensional creature
that is not penetrating our four-dimensional realm.
Special:You can preceive and freely interact w/five-dimensional targets (creatures,
etc.) as if you/they (selective (Immediate nonaction)) were four-dimensional,
regardless of your dimensionality. Doing so enables them to interact w/that portion
of yourself as if it and they were four-dimensional.
NB:References to The Fifth Dimension refer to a higher reality "above" the
traditional dimensions. This is not the same as the Nth dimension or the traditional
higher dimensions as it is "above" even the Nth dimension and the traditional
higher dimensions. This is also different from The Aethyrs (Secrets) as the higher of
The Aethyrs are parallel/above the traditional dimensions and The Fifth Dimension.
(i.e. a five-dimensional creature can still ascend The Aethyrs in respect to The Fifth
Dimension, etc. while on its perspective dimension. Thereby making itself even
more inaccessible.)
Gestalt (Ex)
You gain gestalt levels.
Benefit:You gain gestalt class lvls (integrated, etc.) equal to your initial (i.e. the
# of class lvls (int., etc.) you possessed before gaining this ability) class lvls.
Special:You can gain this ability multiple times. Its effects stack and it
stacks w/the Greater Integration cosmic ability.
Gestalt (Ex)
You gain gestalt class(-ed/-less) levels.
Benefit:You gain gestalt class(-ed/-less) lvls (integrated, etc.) = your initial (i.e. the
# of class(-ed/-less) lvls (int., etc.) you
possessed before gaining this ability) class(-ed/-less) lvls. If you have classed lvls
and gain classless lvls, you gain all
classless features, etc. as "classed" features. (i.e. base (nonprestige) lvl
progression, etc. overlaps base classed (non-
class) lvl progression, etc. (i.e. your feat progression becomes 6 (*+1 per HD/L; +1
per 2 (Pathfinder; rather than 3 (v3.5))
HD/L), etc.; +1 BD20C Fan Service feat.; etc.)) and, if you have a Con mod. of +2 or
greater, you're considered to have
Blooded (x1 or greater) (BD20C) for any/all purposes. Base [Racial] feats (Alive,
Bount, etc.) and [Prestige] feats, exc.
actual ("standard") feats, are feats for BD20C purposes only. The remainder of
BD20C classless feats are considered
feats for any/all purposes. If you have R.HD, you don't gain, for them, the per lvl
DR, per 4 lvls A.S. inc., or per 10 lvls
A.S. inc. for your R.HD. (NB:Due to the power of the BD20C system (i.e. the
Spellcaster feat, Shikai picks, etc..) you
do Not and cannot gain the typical 2 feat equivalent per HD/L of the Pathfinder
system for your classless levels.)
NB:*These feats typically go to your prestige paths. The remainder are racial, etc.
feats.
Your Base Attack Bonus is your effective Combat Skill rank for all Combat Skills.
[BW] still increases w/your effective
Combat Skill rank (1d6 [BW] (or [BW], if greater) (+1d6 [BW]/+5 effective Combat
Skill ranks)), etc. (i.e. a shuriken inf-
licts 1d6 [BW], a katana inflicts 1d8 [BW], etc. (+1d6 [BW] at effective Combat Skill
rank 6, +2d6 [BW] at effective Com-
bat Skill rank 11, etc.).) Use I.H.:E.B. rules for initial [BW] damage in lieu of BD20C
rules for initial [BW] damage (see
previous). Convert Base Skills of Protection, Initiative, and Defense to Pathfinder rule
equivalents. Ignore the classle-
ss system's Special Damage, Weapon Damage Multiplier, Save DCs, Kido Saves, and
Additives and Multiplier rules.
Finally, if your lvls are BD20C, etc. and BD20C:TCC&C lvls, you gain 1/2 SPs for all
HD/L. If your lvls are all BD20C:
TCC&C lvls, you gain full SPs for all lvls.; NB:When adjudicating rules, etc.,
extrapolate.
(i.e. BD20C rules, etc. overlap (do Not replace/supercede) Pathfinder rules, etc.)
Exception:You can gain BD20C feats w/3.5/Pathfinder originals. However, you must
first acquire said 3.5/Pathfinder
originals as certain BD20C variants are more powerful and, consequently, should cost
more for the sake of balance.
Nescient is Not sufficient to lift this restriction. Divine Nescience IS.
NB:Regarding EPIC CHARACTERS ATTACKING MULTIPLE WEAKER OPPONENTS, even
if you are "low-level"
(i.e. "Mook" (as per BD20C:TCH).), you can never be autokilled (i.e. "Mooked" (as
per BD20C:TCH).) and never a-
cquire "low-level" (i.e. "Mook" (as per BD20C:TCH).) status. However, you can
autokill "low-level" (i.e. "Mook" (as
per BD20C:TCH).) and standard "Mook" (as per BD20C) NPCs normally. Regarding
V.S.C.s, you do Not gain V.S.
C.s for releases, etc. as they do not give core (permanent) bonuses (and are more
akin to enhancement (tempora-
ry) bonuses). You Do, however, gain V.S.C.s normally.
Special:You can gain this ability multiple times. Its effects stack and it stacks
w/Greater Integration.
NB:This ability is on par w/Extra Portfolio in terms of power and utilizes BD20C as
an additive,
effectively and fluidly (or potentially) gestalting two different, but similar, var. D20
games.
Impermeable (Ex)
You're impervious to lesser weapons.
Prerequisites:Unyielding Damage Reduction, Weapon Breaking.
Benefit:You're immune to damage from unenchanted B, P, and S
attacks; enhanced B, P, and S attacks w/an enhancement <
your divine rank; and all secondary, etc. effects thereof.
Indelible (Ex)
You're immune to lesser magic and psionics.
Prerequisites:Int 70, Learned Occult Immunity, Occult Abatement.
Benefit:You're immune to magic and psionics (inc. (Sp), (Ps), and
(Su)) of creatures, etc. of < your divine rank and all spells and
powers of a level < your divine rank.
Omnimaven (Ex)
Prerequisites:All A.S.s 70 (exc. A.S.s of - ), Anyfeat (x6), Divine
Nescience, Multifaceted (x6), Malifiecus, Mathesis, Maven,
Nescient, Omnicompetent, Phrenology, Psychometry,
Self-hypnosis, Seventh Sense, Sixth Sense.
Benefit:You have any/all feats, if/when desired (Imm. nonaction), even
if unconscious (or otherwise helpless, etc.), and, if, for any/all feats ,
multiple iterations are possible, you are also considered to have
1 iteration/1 iteration of Anyfeat you possess for all purposes.
This occupies all your Anyfeat iterations.
Exception:If an ability, etc. is enhanced by either multiple iterations
of specific feat var. or your feat total, you're considered to have
iterations of said specific var. or a feat total = your HD/L÷2.
Special:This overlaps all your other feat acquisitions.
This inc. any/all Mythic, Epic, etc. feats.
Panversal (Su)
Bend space to attack/affect distant targets.
Prerequisites:Dex 70.
Benefit:Your reach equals (ranged attacks, etc. add) the range of your senses
vs. one target (creature, etc.). (NB:This, like Unearthly Reach, is a lesser form
of Transversal. It applies to any/all attacks (physical, etc.), effects, etc..)
- Pandimensional (Su)
Breach reality to attack/affect extraplanar targets (creatures, etc.).
Prerequisites:Dex 90, Wis 90, Cosmic Consciousness, Dimensional
Reach, Panversal, Telelocation, X-ray Vision, Knowledge (the planes)
90 ranks, Perception 90 ranks, Sleight of Hand 90 ranks.
Benefit:Your reach (ranged attacks, etc.) and senses extend into any
/all other realities (dimension, etc.) vs. one target (creature, etc.).
Special:This ability stacks w/Dimensional Reach, Panversal, etc.
You can't affect other universes (multidimensional, multiplanar
realities) in which you don't currently reside w/this ability.
- Pantemporal (Su)
Breach time to attack/affect extratemporal targets (creatures, etc.).
Prerequisites:Dex 110, Wis 110, Cosmic Consciousness, Dimensional Reach,
Malifiecus, Pandimensional, Panversal, Postcognition, Precognition, Seventh
Sense, Sixth Sense, Slipstream, Telelocation, X-ray Vision, Knowledge (the
planes) 110 ranks, Perception 110 ranks, Sleight of Hand 110 ranks.
Benefit:Your reach (ranged attacks, etc.) and senses extend into any/all other
time streams (temporal dimensions, etc.) vs. one target (creature, etc.).
Special:This ability stacks w/Dimensional Reach, Panversal, etc.
You can't affect other universes (multidimensional, multiplanar
realities) in which you don't currently reside w/this ability.
NB:Slipstream functions normally vs. this ability.
Paradoxal (Ex)
Prerequisites:Int 70, Divine Nescience, Nescient.
Benefit:You can ignore all portfolio prerequisites.
However, you must still gain portfolios normally.
Special:You still can't gain opposed portfolios.
Quintessential (Ex)
Prerequisites:Wis 70.
Benefit:You retain your current divinity template even if you don't have the min.
qui. for it. Add., if you don't have the min. qui. for your current divinity template,
then you naturally regain 10 qui. (10 p.p.). per round, until you meet the min.
amount for your current divinity template, etc..
Special:You can't (under (((ANY))) circumstances) use this ability to increase
your normal, healthy qui. total. Not even by giving qui. to others and draining
them of the qui. you bestowed upon them, etc.. This chains indefinitely. (i.e.
you can't use qui. that originally originated from you to increase your qui.
total no matter how far removed from you (qui.-wise) the creature is.
Ratification (Su)
Prerequisites:Wis 70, Alter Reality.
Benefit:You gain the Feats of all beings within your Divine Aura.
Sacrosanct (Su)
You are invulnerable until you commit an act of aggression.
Prerequisites:Cha 70.
Benefit:Creatures cannot harm you (willingly or otherwise), unless of a divine
status equal to or higher than yours, until you willfully harm
them. "Harm", for these purposes, doesn't include emotional or psychological harm,
nor self-harm, caused by social interaction.
Special:This ability replaces Innocence.
Thelemic (Su)
Fate divorces you from reality.
Prerequisites:Perfect Damage Reduction, S/PR 70.
Benefit:You are only affected by every other attack, etc. (physical, etc.
). If you permit an attack, etc. to affect you normally, this ability resets
itself. This defense applies after all your other defenses fail.
Special:You can gain this ability multiple times. Its effects stack.
Each time it is gained, you avoid another attack, etc.
AllCreation (Su)
You can create any var. of creature(s).
Prerequisites:Wis 130, Outsider (Avatar, etc.) creation ability.
Benefit:You can create/(d)evolve any var. of creature(s) as if you have
all creature creation/(d)evolution abilities (inc. Evolve (Inc.), etc..).
Special:Baern are born w/this ability and can even create the
impossible. (Ex.:Half-Fiend Iron Golem DemiLich, etc..)
Auxillary (Ex)
You have greater flexibility w/your Portfolio Perfections
/Yin-yangs.
Prerequisites:Three Portfolio Perfections or more (see the
Portfolio Mastery cosmic ability)/Three Yin-yangs or more
(see the Yin-yang cosmic ability).
Benefit:You can change your existing portfolio perfections
/yin-yangs to any other portfolio perfections/yin-yangs you
qualify for.
Everpresent (Su)
You are everywhere in your current cosmic locale at once.
Prerequisites:Cha 130, Divine Aura, Greater Aura, Perfect Aura, Superior Aura.
Benefit:Your aura(s) (divine, etc.) extend(s) from one edge of your current cosmic
locale
to the other. Your current cosmic locale is defined as the area you exist in that is
equal
in size to the locale you currently have as your Godly Realm, or are the embodiment
of.
NB:If you've expanded your Godly Realm, etc. via Greater Realm, etc. and you're not
a
Sidereal, etc. of appropriate status, you must have Greater Presence, etc. to
expand
your aura(s) commensurately.
Special:If you have Cosmic Consciousness, its effectiveness is enhanced (i.e. all
your
senses extend into your current cosmic locale's constituent components, if any.).
NB:This ability is not a prerequisite for the Omnipresent ability.
Rectify (Su)
You can erase foes from ever having existed.
Prerequisites:Astro [Effect] or Death Portfolio.
Benefit:If/when desired (Immediate nonaction), targets (creatures, etc.)
you kill/destroy/erase from reality are treated as if never having existed.
Resolve retcon as follows:
- Offspring, descendants:Fully affected.
- Raised, etc. by the character:50% chance of affecting.
- Allies of the character.:25% chance of affecting.
Superliminal (Ex)
Prerequisites:Dex 190, Elusion, Superluminal.
Benefit:You can fold space at will (Immediate nonaction) and exist in any location
(e.g.
spatial (i.e. never planar, etc..).) of your choosing from moment to moment,
regardless of
barriers (physical, spatial, etc.), enabling you to attack/affect any/all targets
(creatures,
etc.) normally (regardless any/all of the aforementioned between yourself and
it/them;
inc. armor/shield, deflection, and force (barriers, bonuses, etc.)) and evade any
/all forms of attack (physical, etc.) (Ref save (DC = opponent's HD/L)).
Special:You can still move at Superluminal and lesser speeds, if desired.
Omnispective (Ex)
You're capable of sensing anything and interacting w/nearly anything.
Prerequisites:Dex 250, Wis 250, Alertness, Cosmic Consciousness, Cosmispective,
Eighth
Sense, Etheric Vision, Five-dimensional, Malifiecus, Postcognition, Precognition,
Seventh
Sense, Sixth Sense, Slipstream, True Seeing, Two-dimensional, X-ray Vision,
Escape
Artist 250 ranks, Perception 250 ranks, Sleight of Hand 250 ranks.
Benefit:You can sense anything from any perspective (NB:This applies to all of your
senses.)
and interact w/nearly anything (inc. incorporeal, etc.; 2D, etc.; etc.) normally.
This negates any miss chances of all; even nebulous, interdimensional, and
undimensional;
targets; enables you to sense and interact even w/targets in adjacent (coexistent,
coterminous,
and parallel) and all lower and higher realities (planes, etc.; dimensions, etc.; etc.);
enables
you to sense and interact even w/targets in adjacent (coexistent, coterminous, and
parallel.)
and distant (nonadjacent) time streams and timelines; and nullifies Slipstream and
Transtemporal, if you're of a higher divine rank.
Add., you can sense the past (in add. to the present (see previous)) of, though Not
interact w/,
all adjacent (coexistent, coterminous, and parallel) and all lower and higher realities
(planes, etc.; dimensions, etc.; etc.) and all adjacent (coexistent, coterminous,
and parallel) distant (nonadjacent) time streams and timelines.
Limitations:This ability does Not enable you to bypass material/spatial barriers,
extend your
reach, or enable you to interact w/anything that isn't at least partially in your
immediate reality.
Special:Unless you're in or native to Aravoth, this ability does Not enable you to
perceive
in or beyond or breach Kuvachim; and any attempt to do so will immediately alert
its guardians, who may or may not care/act upon this information.
Gramarye [Epic]
Metablast [Divine]
Witchfyre [Divine]
Dreadfyre [Cosmic]
Ebonfyre [Transcendental]
Prerequisites:Eldritch Blast 80d6, Cha 130, Spellcraft 163 Ranks, Astral Blast,
Tellurian Blast, Uncanny Annihilating Mastery
Benefit:Your Eldritch Blast deals Permanent Damage
Normal:Your Eldritch Blast damage is equal to ½ your HD
New Weapons
Bloodrazor [Exotic]
Description:In its massive katana form, this weapon could easily cut a horse in half;
while in
its massive spiked chain-whip form, it could conceivably drag down dragons and
gods alike.
Statistics:2d8; 18-20/x2; 384 lb.; P/S or B, P, and S; deadly or deadly, disarm,
reach, and trip.
Benefit:By activating a special mechanism on the weapon, you can switch between
a heavy (+2 damage categories), reinforced (x2 hardness), Medium (6 ft. (4 ft. 4
in. blade (x4 width (5 in.) and x8 thickness (1.5 in.)); 1 ft. 8 in. handle (x1.5 width
(1.75 in.) and x1.5 thickness (1.75 in.)))) katana and a heavy (+2 damage
categories), reinforced (x2 hardness), Medium (15 ft.) spiked chain-whip [whip]
form as a move action.
Bloodrazors are a variety of whipsword. If you're proficient in katana/spiked chain-
whip [whip], you can use the bloodrazor proficiently when it's in the appropriate
form and you can take Whipsword Shift w/o proficiency in longsword. Regardless of
what form the weapon is in, it deals damage as a heavy (+2 damage categories),
reinforced (x2 hardness), Medium (6 ft. (4 ft. 4 in. blade; 1 ft. 8 in. handle))
katana.
By activating a series of special mechanisms on the weapon, you can replicate
Whirlwind Attack+Piercing Strike (5-15 ft. (((-5-15 ft. (((OUCH!!!
))), if nonproficient))) r.; affects (((ANY/ALL))) in range (creatures (friend(s),
foe(s), etc. (inc. yourself (see previous), if nonproficient) and objects (attended
(yours only (see previous)/unattended)).), Storm of Throws+Piercing Shot (16-45
ft. r.; affects (((ANY))) in range (creatures (friend(s), foe(s), etc.) and objects
(unattended); up to 18 random targets/+5 ft. range (up to 108)).), and Impaling
Shot (46-75 ft.; continuation (straight
line) of aforementioned; final 1-18 targets only.) as a full round action. This
disassembles the bloodrazor. A Perception check (DC 20)
and 10 min. are required to find all of it's components and a Craft
(weaponsmithing) check (DC 20) is required for reassembly.
NB:As a bloodrazor possesses 18 blades, etc., bloodrazor wielders are loath to use
this feature w/o the returning weapon special quality. Add., it IS possible for the
randomizing of targets (see previous) to cause a bloodrazor's blades to reverse
course (as they ricochet off of armor, bone, etc.) and strike previously struck
targets, or even the wielder himself. However, each such blade remains limited in
total range.
Special:A bloodrazor is so massive it requires a very high Str score to lift it, let
alone wield it. At < 17 Str, you cannot lift a bloodrazor; at < 22 Str, you can't wield
a bloodrazor; at < 25 Str, you can wield a bloodrazor 2-handed w/a -4 penalty and
can't wield a bloodrazor 1-handed; at 25+ Str, you can wield a bloodrazor 2-
handed w/a -2 penalty or 1-handed w/a -4 penalty; at 30+ Str, you can wield a
bloodrazor 2-handed w/o penalty or 1-handed w/a -2 penalty; at 35+ Str, you can
wield a bloodrazor 2-handed or 1-handed w/o penalty; and, at 40+ Str, you can
wield a bloodrazor 2-handed or 1-handed w/o penalty, AND you can wield it as if it
were a light weapon. The aforementioned is in
add. to the nonproficiency penalty, etc., as well as all other applicable penalties.
Add., the following feats, etc. affect bloodrazor use as follows:Lighten Weapon
reduces the penalty by -2 and Improved Lighten Weapon eliminates the penalty;
Powerful Build reduces the penalty by -2; and the combination of all 3 eliminates
the penalty and enables you
to wield a bloodrazor as if it were a light weapon. Add., Eclectic Defense enables
you to use a bloodrazor as a heavy steel shield;
Exotic Weapon Proficiency (katana) enables you to wield a bloodrazor 1-handed, if
< 25 Str; and Wield Oversized Weapon
enables you to wield an even larger bloodrazor.
Exotic Ranged Weapon Cost Dmg (M) Critical Range Weight Type
Special
Glaive 1,000 gp 1d8 19-20/x2 30 ft. 2 lbs.
P/S See Text
Warglaive 204,000 gp 2d6 17-20/x4 80 ft. 4 lbs.
P/S Deadly, Monk, and See Text.
Exotic Ranged Weapon Cost Dmg (L) Critical Range Weight Type
Special
Glaive 8,000 gp 2d6 19-20/x2 60 ft. 16 lbs.
P/S See Text
Warglaive 211,000 gp 2d8 17-20/x4 160 ft. 32 lbs.
P/S Deadly, Monk, and See Text.
It was once believed this weapon was of elven manufacture. However, bas-
reliefs discovered in ruined cities built long before the elven race existed depict
cyclops warriors wielding the glaive in combat. Examples of the glaive have also
turned up among cyclops tribes, with the weapon belonging to the chief or foremost
warrior. Some scholars are convinced the glaive’s ancient lineage and superior
craftsmanship prove it is not elven at all, but another remnant of the time when the
cyclops were weaponsmiths without equal.
At first glance, it is a delicate, if slightly large piece of jewelry, a star with four
to six prongs and a diameter equal to two of its intended user’s palms. All glaives
are made of mithral because of its light weight and malleability, with the basic
models having only simple engravings along the centre and arms, while the more
expensive ones have a variety of gems inlaid into the weapon’s body.
Pressing the centre of the glaive makes its nature as a weapon apparent, for it
causes a small, curved blade to spring from each of the weapon’s arms. The glaive
is a thrown ranged weapon that spins rapidly in flight. Its unique design and mithral
construction cause it to glide through the air and, if it misses its target, to return to
the thrower’s original position the next round. If the wielder is still in that position,
he can make a Reflex save (DC equal to his attack roll, maximum 20) to catch it as
a free action.
Using the spinning knife as a melee weapon is possible, but it requires the user
to be proficient with all martial weapons and have the Weapon Finesse feat. All
glaives are masterwork items. A glaive can be enchanted with the returning magical
quality, in which case the wielder need not make a Reflex save to catch the weapon
on its return, and it returns even on a successful hit. A glaive may be enchanted
with the dancing quality as well, allowing the wielder to control its movements up to
five range increments away. A dancing returning glaive flies back to its wielder’s
hand after the last round of its dancing effect.
Glaives found in the possession of cyclops are always six-pointed and of Large
size.
Nullium [Material]
Description:Nullium is a void-black, antimetal otherwise known as antineutronium.
Properties:Treat as neutronium, except nullifies all powers, spells, psychic skills,
psi-like abilities, spell-like abilities, and supernatural
abilities of creatures/objects in physical (or spiritual, if incorporeal) contact (treat
as null magic zone, rather than antimagic or dead
magic zone; renders Cosmic Font (cosmic) useless); massless (weapons still inflict
improved damage and armor or shields still
bestow improved armor and shield bonus due to nullium's entropic properties); and
self-repairing (treat as FH:1000/R).
Special:Nullium can only be created (by slaying a void dragon in the molten heart
of a neutron star, etc.), found, or stolen. It can't be
enhanced or purchased (NB:Myzari (a race of deicidal, psionic (nonmagical),
spacefaring (PL10), LE drow) use nullium nanotech
to imprison esp. powerful deities they can't kill. Myzari have metallic gold eyes,
hair, and nails. Myzari (all Telepaths) of less
than 20th level are never encountered (weaker myzari remain on one of their many
colonized worlds), nor are they ever
encountered w/o their life-like, metallic gold, powered armor (treat each
encountered myzari as a Myzari/Orichalcum
Guardian fusion). High ranking myzari carry psionically enhanced, metallic gold,
orichalcum spears.).
Akashic entities (see Akashic Entity (transcendental)) occasionally use Nullium as
well.
New Spells
A favoured spell of fiends and witches, you grant your victim their heart's desire at
great cost.
This spell allows you to duplicate the effects of wish, with several provisos.
Firstly, the wish may only be granted on the behalf of someone else, not yourself.
Furthermore the beneficiary may not be anyone you regard as an ally and may only
make the wish of their own free will (i.e. they may not be under the influence of
any mind-affecting magic).
Thirdly, unlike wish the XP cost associated with this spell is not paid immediately.
Instead, you must pay it if the contract is ever destroyed (see below).
Once the terms of the wish and payment have been agreed upon and the contract
signed (see below), casting the spell itself is only a standard action.
Focus:A contract detailing the terms of the wish to be granted and the payment
owed, signed by both parties in their own blood. Once the spell is cast the contract
remains in your possession and is invulnerable to almost all harm. Apart
from wish or miracle spells or divine intervention it can only be destroyed by you or
the beneficiary, which instantly undoes any effect of the bargain, reverses any
payments made, and inflicts the XP cost of the wish on you.
NB:Demi-liches, etc. need not incorporate their soul gems (or equivalent
(phylacteric ribs, etc.))
into their physical form and can use their Soul Trap/related abilities in conjunction
with any/all
soul gem(s) (or equivalent (phylacteric ribs, etc.)) regardless of any/all barriers (be
they
chronal, etc.).
Conjure void dragon servant:
Spellcraft DC: 794
Components: v, s
Casting time: Quickened
Range: 75ft
Effect: Summon an adult void dragon
Duration: permanent
To develop: Seed:Summon(DC14), Factors: Summon CR 188 Creature
(+372),other type of creature(+10),Quickened(+28),permanent(x5),mitigating
factors:Backlash 380d6(380 with inner eye)(-380),burn 20000 xp(-200), 15
additional participants (3 participants contribute 2 10th level spell slots(-114), 15
participates contribute 2 9th level spell slots(-510), 15 participants burn 100 xp
each(-15)
Calling upon the void itself, the necrolord summons an adult void dragon to do his
bidding, which will follow his orders till its death.
This terrible spell inflicts 200 points of Intelligence drain on its target (Will DC 55 +
spellcasting ability modifier negates). The caster suffers 2000d6 (avg. 7000)
backlash damage, but this is meaningless to a being with over a billion hit points.
A character must have at least 1000 HD to cast this spell, due to the backlash
damage.
Flash freeze:
Spellcraft DC: 635
Components: none
Casting time: Quickened
range :6000 ft
Area: A bolt 100 ft wide and 6000 ft long
Duration: instantaneous
Saving throws: reflex for half( DC +40)
Spell resistance: yes (+40 to check)
To develop: Seed:energy(19), Factors:No verbal component(+2), No somatic
components(+2) Increases range by 1900%(+38),Increase Area by 1900%
(+76),Quickened(+28), DC increase +40 (+80),Increase dmg dice to d20(+40),
+40 increase to check to overcome Opponent’s SR(+80),Increase dmg to 145d6
(+270)
When the spell is cast,the air turns to freezing immediately, causing most creatures
to die of the cold. It does 145d20 cold dmg to all creatures caught in the blast
radius, and while powerful is fairly simple to cast.
Now die
Spellcraft DC:635
Components: none
Casting time: quickened
Range: 36000 ft
Target: 1 creature or 10 ft cube of nonliving creature and up to 10 creatures within
300 ft of the target
Duration: Instantaneous
Saving throw: fortitude for half,DC+40
Spell resistance: yes (+40 to check)
To develop: Seed: Destroy(29),factors: No verbal component(+2), No somatic
components(+2), Increase range by 200%(+4), Additional 10 targets within
300ft(+100), Quickened(+28), DC increase+40(+80),+40 increase to SR
check(+80), Increase dmg dice to d20(+40), increase dmg dice to 155d6 (+270)
When the spell is cast, a crackling bolt of purple energy lashes out at the target
before it splits off and hits up to 10 more targets within 300ft of the original target.
It does 155d20 untyped damage to the target and if it reduces the target to -10 hp,
the target turns to fine dust.
This spell causes three Infernals to crash down from the sky, using their Meteoric
Impact ability, landing anywhere the caster designates within 150 ft. of him. The
Infernals will serve the caster utterly for six minutes, before returning to the
Twisting Nether. Being constructs that exist solely to serve greater Demons, the
Infernals will always voluntarily fail their Will saves, and lower their Magic Immunity
so that the spell may effect them. The caster takes 4d6 backlast damage, and
burns 400 XP per casting (both of which are trivial to one such as Archimonde). It is
known that the Defiler has taught this spell to other Demon Lords, including
Tichondrius and Balnazzar; these lesser spellcasters either include additional
mitigating factors, or rely on magic items to achieve the required Spellcraft check.
This devastating spell creates a raging thunderstorm, formed of clouds that glow an
angry red. These clouds pour down fire instead of raindrops, dealing 1d4 fire
damage to everything within ten miles of the caster each round. A successful Reflex
save negates the damage, but must be repeated every round a creature remains
within the unnatural storm. The storm is stationary, and persists even if the caster
leaves.
This spell calls forth a sphere of pure entropy, and unleashes it upon the material
world. The caster hurls the sphere at any point within 12,000 ft., and it explodes in
a wave of darkness, dealing 35d8 damage to all creatures and solid objects within
100 ft., often leaving a perfectly hemispherical crater.
Summon elder unelemental:
Spellcraft DC: 770
Component: v,s
Casting time: Quickened
Range: 75ft
Effect: Summon an elder unelemental
Duration: permanent
To develop: Seed: summon(14),factor: summon CR 53
creature(+102),quickened(+28),Elemental(+10),Permanent(x5)
“In an instant, a clock with its hands marking the twelve o’clock position appeared
behind the caster’s back. While the caster was busy dodging the barbarian’s
attacks, twelve seconds passed. Having completed a full revolution, once again, the
hand on the clock pointed toward the sky. And the caster’s secret weapon
activated. He then cast a spell. [Wail of the Banshee]. A woman’s scream rang
throughout the surroundings like a ripple. It was a shout with an instant death
effect. That moment—the world died.”
To cast this spell you need to have prepared, if you are a prepared spell caster, at
least one other spell that deals damage. If you are a spontaneous caster, you need
to have at least a remaining spell slot for a spell level in which you know at least
one spell that deals damage. If you have spell-like ability, you need to have at least
a remaining spell-like ability that deals damage. During the 2 rounds of casting, you
can take a move action each round but only to move with your movement speed,
you cannot use thise move action for use move equivalent actions.
At the end of the your second round’s casting this spell, you can cast any spell or
spell-like ability that deals damage as a free action, despite any normal casting
time and without provoking attack of opportunity. All the effects (duration, range,
area, damage, number of targets, etc.) of che chosen spell is quadrupled and
maximized, ignoring all immunities (like immunity to necromancy, death effects and
Fortitude save of constructs and undead if casting a wail of the banshee), ignoring
any spell resistance, any saving throw or DC of the effect increase by a value equal
to your caster level, the DC for counterspelling it increase by a value equal to your
spellcasting modifier (minimum +10), in addition to automatically hitting the
targets with no need for attack rolls (but for this, it cannot be a critical hit). The
spell casted can have metamagic feats applied to it.
Transcendental Disintegrate
Evocation
Spellcraft DC:2400
Components:None
Casting Time:Quickened
Range:41 miles
Effect:180-ft. radius burst
Duration:Instantaneous
Saving Throw:Fortitude half
Spell Resistance:Yes
The ultimate iteration of the disintegrate spell, this mighty evocation creates a
vitriolic green blast that explodes in a shower of impossible, eye-baffling color.
Creatures within the radius take 1000d100 damage (Fortitude save for half).
Inanimate, nonmagical objects are destroyed within the radius. The spell's energy
is so intense that the caster gains a +100 bonus on caster level checks to overcome
spell resistance.
A bolt of unholy crimson lightning leaps from the caster's finger to one creature
within range, and if the creature is both living and has no more than 80 hit dice, it
must succeed at a Fortitude save (DC 29 + stat mod) or die instantly. Even on a
successful save, it takes 28d6+20 damage, which may be reduced to 13d6+20 by a
second successful save. Constructs, undead, objects, or creatures with more than
80 hit dice simply take 20d6 damage, with a Fortitude save for half. The body of a
creature killed by this spell, either outright or by damage, is destroyed, as if by
disintegrate. This spell can also be used to destroy ten square ft. of nonliving
matter.
Everdread:A weapon with this ability functions as a dread weapon against all
creature types.
Overwhelming conjuration; CL 75th; Craft Epic Arms and Armor, summon monster
IX; Price +25 bonus.
Laser Blade:A laser blade weapon has no blade until activated, its damaging end
formed out of light and resembling a lightsaber. Its damage changes to typeless.
When making a called shot, on a natural 20 you may sever the struck body part.
Like vorpal, creatures immune to critical hits are not killed by the loss of a head,
though a loss of an arm or leg may apply appropriate penalties. The laser part of
the weapon is retracted when not in use, only leaving a handle. It can only be
applied to piercing or slashing weapons. In effect, it is a lightsaber.
Strong transmutation; CL CL 18th; Craft Magic Arms and Armor, shrink
item, disintegrate; Market Price:+6 bonus.
Lesser Dark Nexus:This weapon is a minor gateway to the Negative Energy Plane.
It deal an additional 25d6 negative energy damage to any creature struck by one of
their blows, even if the creature is normally unharmed by negative energy (e.g.
constructs, undead, etc). Creatures normally vulnerable to negative energy (e.g.
living creatures, deathless, etc.) suffer double this amount of damage.
Overwhelming conjuration and universal; CL 54th; Craft Epic Arms &
Armor, gate, wish; Price:+18 bonus.
Timeless: Armor or a shield with this enchantment is always well oiled and free of
corrosion (if metal) or cracks and wear (if leather or wood). The armor is
completely immune to acid and rust attacks and any effect that corrodes an item.
The armor or shield is also unharmed by the passage of time. Such an item can still
be sundered, disintegrated, or destroyed in another manner. The wearer gains acid
resistance 5.
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, resistance, 5+ ranks
in Alchemy; Market Price: +1 bonus.
Notes:
Armor, etc.
Pricing for divine abilities on items with the price formula [Bonus^2 × 10,000 gp]:
+1 bonus = Feat
+6 bonus = Divine Ability
+36 bonus = Cosmic Ability
+216 bonus = Transcendental Ability
+1200 bonus = Omnific Ability
Weapons, etc.
Pricing for divine abilities on items with the price formula [Bonus^2 × 20,000 gp]:
+1 bonus = Feat
+4 bonus = Divine Ability
+25 bonus = Cosmic Ability
+154 bonus = Transcendental Ability
+857 bonus = Omnific Ability
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