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Name:Kyk, The Demon King

Race:Anomaly (Anomaly (Anomaly))


R.HD:40.; I.C.F.:920.
Class: - .; Level: - .
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Size:Colossal.; V.S.C.s:5. Apparent Age:Young Adult.
Build:Powerful, Slenderly Muscular Physiological Age:Young Adult.
Length:80 ft.; Aura:10,000,000 mi. r. Chronological Age:15.
Reiatsu:Deep Blood-red/Void-black (Sinister). Psychological Age:15.
Apparent Weight:346 T. Incubation:666 days.
Physical Weight:110.72 KT. Apparent Gender:Male.
Psychological Weight:110.72 KT. Physiological Gender:Male.
Eyes:Deep Void-black (Cold, Disc.). Psychological Gender:Male.
-Biolum.:Deep Blood-red (Bioemotive). Alignment:Chaotic Evil.
Skin:Deep Void-black (Silken).
Flu.:Deep Void-black (Inf., Res.)
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Hit Points:46,062 (92,124 in his Godly Realm (((Domain)))). F.F.:46,062.
Modifiers:'+123;"+17,311 ('+62 Constitution (Charisma), +1 Improved
Toughness, +62 Wisdom (Unholy
Toughness);"+200 Mythic, +3,726 Psionic Metabolism, -10 Scarification,
+13,392 Skilled Undead
(Op.II), +3 Toughness).
Multipliers:x2 (x2 Godly Realm (((Domain)))).
Special:+100% (+100% Psicrystal Weapon).
M.HD:(282d20+34,686+17,311)*2 (115,274 M.Hp).
B.Threshold:-69,212 (i.e. M.Hp-Hp (or 0-Con, if greater).).; T.Threshold:-∞ (via
Nigh-Invulnerable, etc. (see below).).
NB:R.HD represents a creature's "lifeforce" (or "unlifeforce", if Undead). M.HD
represents a creature's "substance".
R.HD determines a creature's level "life" (or "unlife", if Undead). M.HD determines
whether or not their substance
is destroyed. B.Threshold is the negative hit point total at which a Construct or
Undead creature is destroyed.
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B.A.B.:+40/etc./weapon; T.A.B.:+308/etc./weapon
Modifiers:+268 (+8 Divine, +4 Epic Weapon Focus, +1 haste (Tenken), +1
Inherent (Greater Ascent), +8 Insight,
+20 Morale (Dark Lord), -8 Size, +108 Skilled Undead (Op.II), +62 Strength,
+62 Untyped (Wisdom (Soldier
of Truth)), +1 Weapon Focus, +1 Weapon Supremacy).
Bladewind:[BW (i.e. IBW.)]+19d8.; Death Attack:+42d6.; Iaijutsu Strike:
+107d6+6,634.; Sneak Attack:+60d6.; Vile:
+40d8+16.
Enhancements:+0 (+18) invincible (+5), soul stealing (+5), unholy power (+8).
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Base True (Frog) Form (Size:Colossal.; V.S.C.s:5.):
- Unarmed Strike (Bite (+1 d.c.)):160d10+210 (B/P); 240d10+210 (S)
- Unarmed Strike (Fist, etc.):80d10+210 (B/P); 120d10+210 (S)
Dice Modifiers:+6 d.c. (B/P); +7 d.c. (S) (+1 d.c. Life on The Edge +6 d.c. [+6
d.c. Sohei, +5 d.c. Threat;
NonStacking]).
Modifiers:+210 (+8 Divine, +2 Inherent (Greater Ascent), +8 Insight, +20 Morale
(Dark Lord), +108
Skilled Undead (Op.II), +62 Strength, +2 Weapon Supremacy).
- Shockwave Damage = Square root of Shockwave Radius (round down).
- Shockwave Radius (ft.) = Square root of attack damage (round down).
NB:This is [Force] damage.
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Actions:x2 (x2 Terminal Velocity).
Initiative:Always wins (+412 vs. Perfect Initiative).
Modifiers:+412 (+2 Boneblade Master, +62 Dexterity (Wisdom), +8 Divine, +2
Ghost Cut Techniques, +4 Iaijutsu,
+10 Insight, +62 Intelligence (Presence of Mind), +2 Quick Reconnoiter, +62
Strength (Muscle Reaction), +10
Superior Initiative, +2 Whispers of the Otherworld, +62 Wisdom (Battlefield
Intuition), +62 Wisdom
(Foresight (Feat)), +62 Untyped (Intelligence (Mathemagician))).
Speed (Base (Quadrupedal, Colossal)):240 ft.):4,230 ft./B.:4,230 ft./C.:4,230
ft./Fl. (Ex, Su) 12,590 ft. (Pe.), 4,230 ft.
(Pe.)/S.:4,230 ft.
Modifiers:+805 ft. (+50 ft. Dark Elder (((Hag))), +50 ft. Lich, +80 ft. Shadow
Warrior, +130 ft. Sohei (x3), +140 ft.
Tenken, +45 ft. Threat, +50 ft. Vampire).
Multipliers:x3 (x3 Celerity).
Misc.:+1/3, +20 ft. (Su), +30 ft. (Ex) (+1/3, +20 ft. (Su) Eternal, +30 ft. (Ex)
haste (Tenken)).
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Abs.:N.E., P.E..
Imm.:Acid, cold, ele., fire, son.; N.E., P.E.; etc..
P/SR (Base (Dark Lord):287 (CR+20).):'329 ( ∞ (via Magic Immunity)). ''DR; H
(Base (Dark Lord):50/ - .; Base: - .
):50/ - .; 21. °MC(I/C):93.75%/87.5%. ¡FH (Base (Nigh-Invulnerable):46,058
(hp).):92,116/R. ¡R (Base
(Instrument of The Gods):267 (CR+20).):534/R.
Modifiers:'+42 (+16 Competence, +8 Divine, +8 Insight, +10 Mythic).
Modifiers:"+40/ - ; 21 (+25/ - Lich, +15/ - The Truth; +21 Psicrystal Weapon).
Multipliers:¡x2 (x2 Terminal Velocity).
Modifiers(I/C):°93.75%/87.5% (50% Displacement (Tenken), 50% Incorporeal,
50% Self-concealment (x5),
50% Two-dimensional).
NB:Each successive miss chance modifier is halved (cumulative).; Special:Max =
95%.
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Fortitude:+32 (+241
Modifiers:+209 (+62 Constitution, +8 Divine, +4 Epic Fortitude, +2 Great
Fortitude, +1 Inherent (Ascent), +8
Insight, +62 Profane (Charisma (Dark Lord, Heartless)), +62 Resistance
(Charisma (Eternal)))
Reflex:+32 (+303
Modifiers:+271 (+62 Dexterity, +8 Divine, +4 Epic Reflexes, +1 Inherent
(Ascent), +8 Insight, +2 Lightning
Reflexes, +62 Profane (Charisma (Dark Lord, Heartless)), +62 Resistance
(Charisma (Eternal)), +62
Untyped (Wisdom (Soldier of Truth)))
Will:+32 (+241
Modifiers:+209 (+8 Divine, +4 Epic Will, +1 Inherent (Ascent), +8 Insight, +2
Iron Will, +62 Profane
(Charisma (Dark Lord, Heartless)), +62 Resistance (Charisma (Eternal)), +62
Wisdom)
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Strength(52.5):135 +62
Dexterity:135 +62
Constitution: -
Intelligence:135 +62
Wisdom:135 +62
Charisma:135 +62
Corruption A.S:482 +236.; Depravity A.S.:482 +236
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Armor Class:690 (+16 Competence, +62 Deflection, +62 Dexterity, +8 Divine, +1
Inherent (Ascent), +92 Insight
(Wisdom; +10 Sohei (x3)), +261 Natural (+10 (Base), +20 Size, +34 V.S.C.s; +14
Dark Elder (((Hag))), +20
Enhancement (Threat), +14 Lich, +5 Eternal, +20 Nigh-Invulnerable, +108 Soft
Undead (Op.II), +16
Vampire), +62 Profane (Charisma (Dark Lord, Heartless)), +62 Shield (Dexterity
(Tenken)), -8
Size, +62 Untyped (Wisdom (Soldier of Truth))), touch 367, flat-footed 690

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
---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------

Divine Rank:8.; Homeplane:Kyzyrh.; Symbol:Self, etc..


---------------------------------------------------------------------------------------------
--------
[Godly Heritage]:Tsathogga (Paternal), Cegilune (CE F Maskim (Ancient
One), Devil (((Hag, Unique (Nighthag derivative)))) (Maternal)).
---------------------------------------------------------------------------------------------
--------
[Godly Realm]:Kyzyrh (Kyk's Demiplane (6,820,000,000 mi. r.))
(uncontested).
Description:Kyzyrh (Kyk's Demiplane (originally a Volgauthan (Abyssal)
swamp)) is, add., Kyk's Dark Lord's Castle (inc. said castle, its contents ,
and its environs), 1 of his coffin homes, 1 of his phylacteries, and 1 of his
Artifact Avatars (see below) and has (((ALL))) of the abilities thereof.

---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------

Exp.:80,600,999. Q.:1,449,999 (P.P.:1,449,999.; W.P.: - .).


Level x (Level -1) x 500
C.R.:267.; L.A.:+361.; E.C.L.:401.

---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------

Artifacts: - (-4 for +133 d.a.).


Artifact Avatars (4; Artifact Avatar (((Amalgam [[[Artifact (I.H.:A.), Avatar
(I.H.:A.), Symbiont (Fiend Folio)]]]))) ('Ego:106 (N/a vs. Kyk (Avatar (D.-d.
(HD:40.; DR(DB):7.); Appearance:As noted.; Form:As noted.; Statistics:As Kyk,
exc. as noted.))).; NB:'Though Kyk's Artifact Avatars tech. have Egos, they're
Never required to make Ego checks to control themselves. Rather, this is
(((ONLY))) for purposes of them gaining control of any/all of their denizens, etc.;
etc..).):Kyk's Godly Realm (((Domain (((Dark Lord's Castle, etc.)))))) (1), Kyk's
Kingly Crown (1), Kyk's Kingly Robe (1), Kyk's Kingly Scepter (quarterstaff) (1).

---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------

F.P.s:Art. (x2), Mag. (x2), Psi. (x2), Time (x2)


P.P.s:Dar. (x2), Dea. (x2), Ent. (x2), Evil (x2)
S.P.s:Cha. (x2), Con. (x2), Ear. (x2), Sec. (x2)
Appearance:No change.; Demeanor:No change.
NB:No reflection/scent/shadow (selective (Immediate nonaction)).
Displaced/Naturally invisible (selective (Immediate nonaction)).
Errata:Art. (As Craft (Metal), exc. gains Cyborg:Type is unchanged. Gains Aug. [Con.]
and Liv. Con. subtypes. Imm. to corrosion/magnetic/rusting att./eff. in spite of
semi/met.
comp.s, if any.), Dar. (Inc.), Dea. (Inc.), Ear. (As Sky, exc. Ear./Acid-based.;
S.P.:P.:Bur.
( = L.S.). Acid Imm..; S.P.:G.D.:Reg. (Ear./Acid (con.)) = 1/2 HD/L.; D.P.:P.:Ear./Acid
Abs..
Fire Res..; D.P.:O.O.:*Invincibility.; D.P.:G.D.:Reg. (Ear./Acid (con.)) = HD/L.), Ent.
(Inc.),
Mag. (As Psi., exc. Mag. (see below).), Psi. (As Psi., exc. Cur. [For. (Gra., Mag .,
etc.)]-
based.; D.P.:D.:Mag. Vul. (100%).; S.P.:D.-d.:Div. Psi. (i.e. Imm. vs. your psi. (i.e.
powers,
(Ps)s, and (Su) eff..) are only 50% eff..).; D.P.:D.-d.:Div. Psi. (i.e. Imm. vs . your
psi. (i.e.
powers, (Ps)s, and (Su) eff..) are totally ineff..).; D.P.:O.O.:Cos. Font (Inc.).;
D.P.:F.O.:
Cos. Pre. (Cos. Font (Inc.)), Sec. (D.P.:O.O.:Exclusivity.).
Uncanny [Effect] Masteries:[Acid] (x1), [Ali. (Ana. (x1) , Pro. (x1))] (x2), [Cur. [For.
(Gra.,
Mag., etc.)]] (x2), [N.E.] (x3), [Rus.] (x1), [Wit. (Dex (x1), Int (x1), Wis (x1)] (x3).
NB:These are the forces of reality over which He has dominion. He commands them
as He sees fit. They do Not command Him, nor can they cripple or punish Him
for refusal to uphold any duties, etc.; for, unlike lesser divine entities,
via Anomaly (Inc.), etc., He is Not beholden to them in
any way.
*Special:Elusion,'Invincibility,*Paradox, and'Sophism are cosmic abilities. Add. , the
var. "Pariah" abilities only affect allies, etc.; if desired (selective (Immediate
nonaction)) (NB:Comparable to*Doppleganger,'Elusion, and
*Redivivus.).

---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------
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.)

Add. Cosmic Abilities (186):Archetypal Form (Inc.), Anomaly (Inc.), Apophenia


(Inc.), Apostasy (Inc.), Assimilate (Inc.), Convergent (Inc.), Cosmic Architect
(NB:Min.), Cosmic Consciousness (Inc.), Cosmispective (Inc.), Divine Amplification
(x2; Skills (x2; Multi.:x3.)) (Inc.), Divine Nescience, Eighth Sense, Evolve (Inc.),
Existential (Inc.), Five-dimensional (Inc.), Gestalt (x8; Total:x22.; I.C.F.:920.)
(Inc.), Great Forgery (Inc.), Great Necrosis (Inc.), Greater Aegis (Inc.), Paradoxal
(Inc.), Psychometry, Quintessential (Inc.), Unearthly Reach (Inc.)

---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------

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)

- Assassin (Arcanist, Divinist, Psionicist; Chronographer, Digital Sorceror,


Necropimp, Spirit Shaman, Warmage) (40):Poison Use, Death Attack +3d6,
Personal Immunity, Spellcasting, Uncanny Dodge, Death Attack +4d6, Hide in Plain
Sight, Death Attack +5d6, Cloak of Discretion, Death Attack +6d6, Trapfinding,
Trapmaking, Death Attack +7d6, Palm Weapon, Death Attack +8d6, Full Death
Attack, Death Attack +9d6, Nerve of the Assassin, Death Attack +10d6, Improved
Uncanny Dodge, Death Attack +11d6, Skill Mastery, Death Attack +12d6,
Poisonmaster, Death Attack +13d6, Personal Immunity, Death Attack +14d6,
Exotic Method, Death Attack +15d6, Personal Immunity, Death Attack +16d6,
Killer’s Proof, Death Attack +17d6, Exotic Method, Death Attack +18d6, Death by a
Thousand Cuts, Death Attack +19d6, Mind Blank, Death Attack +20d6, Exotic
Method, Death Attack +21d6, Killing Strike, Death Attack +22d6/Epic
Assassin:Bonus Feat (x10), Death Attack (+42d6), Exotic Method (x10); Arcanist
(40):Cantrips, Extension of Self, Stunning Fist, Unarmed Strike, Evasion, Fast
Movement, Maneuver Training, Ki Pool (magic), Slow Fall 20 ft., High Jump, Purity
of Body, Slow Fall 30 ft., Slow Fall 40 ft., Improved Evasion, Ki Pool (chaotic, evil),
Slow Fall 50 ft., Diamond Body, Abundant Step, Slow Fall 60 ft., Slow Fall 70 ft.,
Quivering Palm, Ki Pool (adamantine), Slow Fall 80 ft., Timeless Body, Tongue of
Sun and Moon, Slow Fall 90 ft., Empty Body, Perfect Self, Slow Fall Any
Distance/Epic Arcanist:Bonus Feat (x10); Divinist (40):Extension of Self, Orison,
Stunning Fist, Unarmed Strike, Evasion, Fast Movement, Maneuver Training, Ki Pool
(magic), Slow Fall 20 ft., High Jump, Purity of Body, Slow Fall 30 ft., Slow Fall 40
ft., Improved Evasion, Ki Pool (chaotic, evil), Slow Fall 50 ft., Diamond Body,
Abundant Step, Slow Fall 60 ft., Slow Fall 70 ft., Quivering Palm, Ki Pool
(adamantine), Slow Fall 80 ft., Timeless Body, Tongue of Sun and Moon, Slow Fall
90 ft., Empty Body, Perfect Self, Slow Fall Any Distance/Epic Divinist:Bonus Feat
(x10); Psionicist (40):Extension of Self, Stunning Fist, Talents, Unarmed Strike,
Evasion, Fast Movement, Maneuver Training, Ki Pool (magic), Slow Fall 20 ft., High
Jump, Purity of Body, Slow Fall 30 ft., Slow Fall 40 ft., Improved Evasion, Ki Pool
(chaotic, evil), Slow Fall 50 ft., Diamond Body, Abundant Step, Slow Fall 60 ft.,
Slow Fall 70 ft., Quivering Palm, Ki Pool (adamantine), Slow Fall 80 ft., Timeless
Body, Tongue of Sun and Moon, Slow Fall 90 ft., Empty Body, Perfect Self, Slow Fall
Any Distance/Epic Psionicist:Bonus Feat (x10) 24
80
Ch.En.:106th (Co. ((N./P.)E. ( ∞ /Day; Bu.:53d10+16.; To.:80d10+16.))).
Bu. (Bl. (4/3; 100 ft. (+10 ft./HD/L) r.)):(40)x2÷1.5=53d10.
To. (To. (2/1; To.)):(40)×2=80d10.
Domains (S.s (P.s)):Art. (Con. (A), Tra. (A)), Cha. (Dem.I (C, E), Dem.II (C, E),
Ent. (C, E),'Sla. (C)), Dar. (Loss (D), Nig. (D)), Dea. (Mur. (D), Und. (D)), Ear.
(Cav. (E), Pet. (E)), Evil (Dem.I (C, E), Dem.II (C, E)), Mag. (Arc. (M), Div. (M)),
¡Psi. (Dre. (P), Noe. (P)),¡¡Time (Past (T), Fut. (T)), Tri. (Amb. (C, S), Dec. (C,
S), Esp. (C, S), Inn. (C, S)), Void (Dar. (E), Iso. (E)).; NB:Has full base
domains and subdomains. Use PRD.'Inc.¡Ultimate Psionics.
¡¡The Gods of Porphyra.
Exotic Methods (10):New School (x6), Poison of The Cockatrice (x4) .
Ki Pool:62.; Total:310 (via M.K.P. (x3), R.K.P., and S.o.T.).
NB:Focus Points are Ki Points, etc..

C/M/IL:56th. S/P/(M/S)L:0-E (US/P/(M/S)/D:15.; UDS/P/(M/S)/D:4.;


S/P/(M/S)P:2,079 (Base:343.; Bonus:1,736.).; DS/P/(M/S)
P:346 (Base:57.; Bonus:289.).; ES/P/(M/S)/D:12.) S/P/(M/S)S
DC:83+S/P/(M/S)L.; AR DC:108.; NB:Fast rituals use S/P/(M
/S)P and ES/P/(M/S)/D.; Special:Kyk invokes himself.; Metapsionics:Metapsionics
function normally for all fast rituals.
Epic Rituals:ES/P/(M/S)/D are fast rituals.

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.).

- Carnifex (40):Baleful Prowess, Bloodstained Reverie, Reaver’s Art, Fell Prodigy,


Hand of Mercy, Hand of Torment, Sanguine Detachment, Reaver’s Art, Fell Prodigy,
Lurid Pangs, Virulent Edge, Reaver’s Art, Fell Prodigy, Lurid Pangs, Reaver’s Art,
Virulent Edge, Glacial Divide, Reaver’s Art, Resonant Infliction/Epic Carnifex:Bonus
Feat (x10) 35
120
- Rogue (40):Sneak Attack +1d6, Trapfinding, Evasion, Rogue Talent, Sneak Attack
+2d6, Trap Sense +1, Rogue Talent, Uncanny Dodge, Sneak Attack +3d6, Rogue
Talent, Trap Sense +2, Sneak Attack +4d6, Improved Uncanny Dodge, Rogue
Talent, Sneak Attack +5d6, Trap Sense +3, Advanced Talents, Rogue Talent, Sneak
Attack +6d6, Rogue Talent, Trap Sense +4, Sneak Attack +7d6, Rogue Talent,
Sneak Attack +8d6, Trap Sense +5, Rogue Talent, Sneak Attack +9d6, Rogue
Talent, Trap Sense +6, Sneak Attack +10d6, Master Strike/Epic Rogue:Bonus Feat
(x10), Rogue Talent (x20), Sneak Attack (+20d6), Trap Sense (+13) 45
160
Rogue Talents (10):Crippling Strike (PRG:CR), Defensive Roll (PRG:CR), Fast
Stealth (PRG:CR), Ki Pool (Charisma) (EU:UC), Ninja Trick (x1; Light Steps
(EU:UC)) (PRG:UC), Opportunist (PRG:CR), Quick Disable (PRG:CR), Quick
Trapsmith (PRG:APG), Silent Poisoner (Poison Use, No Trace (+6)) (EU:UC),
Trapspotter (PRG:CR)/Epic Rogue Talents (10):Convincing Lie (PRG:UC), Deft Palm
(PRG:UC), Ledge Walker (PRG:CR), Ninja Trick (x2; Forgotten Trick (PRG:UC), Kip
Up (UO:PotN)) (PRG:UC), Obfuscate Story (PRG:ARG), Rogue Crawl (PRG:CR),
Stand Up (PRG:CR), Steal The Story (PRG:ARG), Trap Master (DDS:RG).
Ki Pool:62.; Total:310 (via M.K.P. (x3), R.K.P., and S.o.T.).
NB:Focus Points are Ki Points, etc..

- Samurai (40):Ancestral Weaponry, Pledge of Loyalty,*Horde Breaker, Kiai!,*Whirlwind Attack,


Ancestral Guidance,*Blindfighting, Terrible Blows, Iaijutsu, Parry Magic,*Subtle Cut, Blade of
Devastation, Iaijutsu Focus, Cut Magic, Deny Arcane Defenses, Final Cut, Iaijatsu Master,
Reflect Magic, Blade of Souls, Deny Armor, Iaijutsu Grandmaster, Scrolls of Wisdom/Epic
Samurai:Bonus Feat (x10) 59
NB:*Treat "*" and the benefits thereof as feats and special abilities. They scale normally.
200
Ancestral Weapon:Kyk himself (overlap).
Special:This inc. Kyk's avatars, etc..
NB:Kyk is a kensai.

- 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).

- Shadow Warrior (40):Claws of Darkness, Shadow Shroud, See the Shadows,


Shadowstep, Hide In Plain Sight, Dark Weave, Draining Strike, Darkstalker,
Shadowy Appendages, Shadow Razors, Reach of Darkness, Shadow Movement,
Strike the Soul, Shadow Mire, Shadow Magic, Shadow Shift, Numbing Strike,
Shadow Leap, Shadow Spawn, Death Strike, Servant of the Night, Shadow
Discorporation, Shadow Well/Epic Shadow Warrior:Bonus Feat (x10), Shadow
Appendages (x7 (14 S.Ten.s)) 94
280
- Soldier of Truth (40):Focus, Unarmed Strike, Flurry of Blows, Evasion, Improved
Disarm, Uncanny Dodge, Alter Gravity, Improved Trip, Up the Walls, Impossible
Jump, Improved Uncanny Dodge, Defy Impossibility, Unhindered By Reality,
Impossible Speed, Battering Punch, Improved Evasion, Defy Reality, Manipulate
Space, See the Truth, Defy Death, Flight, Beyond Reality/Epic Soldier of
Truth:Bonus Feat (x10) 106
320
Focus Points:62.; Total:310 (via M.K.P. (x3), R.K.P., and S.o.T.).
NB:Focus Points are Ki Points, etc..

- Tenken (40):Acrobatics, Kenjutsu, Ten Nagashi Uke, Superior Finesse, Sprinter,


Uncanny Dodge, Evasion, Shukuchi, Surehanded, Improved Uncanny Dodge, Haste,
Reduced Earth, Improved Evasion, Daredevil, Hitokiri,*Bladewind, Quickstep, Astra,
Greater Kenjutsu, Habatobi, Shinsoke, Unbound, First Strike, Sword of Heaven,
Improved Quickstep, Life on The Edge, Kenjutsu Master, Slice & Dice, Terminal
Velocity/Epic Tenken:Bonus Feat (x10) 116
360
NB:*[BW (i.e. [IBW].)]+(1d8/2 TL > 2.).; Special:NonStr mods apply.
This can be combined w/Death Attack, etc.; Iaijutsu Strike, etc.; etc.
vs. 1 target. Underhanded (cosmic) permits this vs. all targets.
Tenken can (obviously) choose to Not use this ability.

- Thief-Acrobat (40):Acrobatic Flair, Trapfinding, Pole Jump, Sneak Attack +1d6,


Evasion, Sure Climb, Kip Up, detect magic, Grapple Line, Sneak Attack +2d6, Rapid
Stealth, Mercurial Charge, Sneak Attack +3d6, Unsettling Choreography, Improved
Evasion, Sneak Attack +4d6, Athletic Cascade, Skill Mastery, Sneak Attack +5d6,
Aggressive Stealth, Dedicated Evasion, Sneak Attack +6d6, Power Slide, Shadow
Tumble, Sneak Attack +7d6, Death From Above, Sneak Attack +8d6, Supreme Skill
Mastery, Sneak Attack +9d6, Supreme Evasion/Epic Thief-Acrobat:Bonus Feat
(x10), Sneak Attack (+19d6) 126
400
- Threat (40):Brawler, Fearless, Mighty Blow, Numb +1, Unnatural Force I,
Uncanny Dodge, Unnatural Strength I, Armored Brute, Numb +2, Numb +3,
Unnatural Force II, Unnatural Strength II, Improved Uncanny Dodge, Numb +4,
Merciless, Numb +5, Unnatural Force III, Endure, Unnatural Strength III, Numb +6,
Unnatural Dodge, Numb +7, Unnatural Force IV, Unnatural Strength IV, Numb +8,
Stubborn, Numb +9, Unnatural Force V, Unbreakable, Unnatural Strength V, Numb
+10, Titan/Epic Threat:Bonus Feat (x10), Numb (+20) 137
440
---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------

Special (Prestige Class (480):Assassin (PRG:CR), Butcher (Strategists & Tacticians),


Cosmic Descryer (Inc.), Diabolist (The Quintessential Witch), Dread Emperor (Inc.),
Dungeon Lord (Dungeonscape), Harbinger of Endings (Inc.), Herald of The Outer
Spheres (Inc.), Iaijutsu Master (Iaijutsu Master (Oriental Adventures), Epic Iaijutsu
Master (E.I.:E.S.)), Initiate of The Black Tower (The Tomes), Lord of The Damned
(The Tomes), Master of The Seven Necromantic Mysteries (The Tomes),
Mathemagician (Mathemagician), Planeshifter (Manual of The Planes), Shigmaa
(Ptolus), Speaker For The Dead (The Tomes), Tomb Warden (Libris Mortis),
Tombmason (Lore of The Gods (P.E.)), Trinity Theurge (Trinity Theurge.pdf),
Venerated Sage (Inc.), Visceral Metabolist (The Mind Unveiled).; 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.):

- 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..

- Master of the Seven Necromantic Mysteries (7 (+7 Arcane or Divine)):Master of


Necromancy,*First Mystery:Secrets of Turning/Commanding, Second
Mystery:Secrets of Necromantic Spells, Third Mystery:Secrets of Negative Energy,
Fourth Mystery:Secrets of Undead Creation, Fifth Mystery:Secrets of Life:Draining,
Sixth Mystery:Secrets of the Soil, Seventh Mystery:Secrets of Eternal Life 214
277
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..

- Mathemagician (40 (+39 Arcane)):Arithmetic, Magical Theorum, Magical


Theorum, Magical Theorum, Magical Theorum, Magical Theorum, Magical Theorum,
Magical Theorum, Magical Theorum, Magical Theorum/Epic Mathemagician:Bonus
Feat (x7), Magical Theorem (x12 (Max:21.)) 221
547
Magical Theorems (21):Algebra I-III, Calculus I-III, Complex Analysis I-III,
Geometry I-III, Matrix Algebra I-III, Statistics I-III, Topology I-III

- 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
---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------

Base (x5) 100


Racial 22
Mythic 75
Misc. 17, -3
Class 291
O.C.T. 64
Epic Destiny -3
Anoxia 1,296
--------------------------------------------
Total 1,862

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.

Mythic Feats (20):Beauteous Visage (Testament), Cleave, Combat Expertise


(PRG:Mythic Adventures), Command Undead (PRG:Mythic Adventures), Divine
Compass (Testament), Divine Invulnerability (x3; B, P, S) (Testament), Dual Path
(Villain (The Path of Villiany; Drain Magic.)) (PRG:Mythic Adventures), Extra Path
Ability (Torturer Supreme (The Path of Villainy)) (PRG:Mythic Adventures),
Improved Initiative (PRG:Mythic Adventures), Inescapable Grasp (M.M.M.I), Iron
Will (PRG:Mythic Adventures), Mythic Channeling (Inc.), Mythic Crafter (PRG:Mythic
Adventures), Mythic Spell Lore (x1) (PRG:Mythic Adventures), Power Attack
(PRG:Mythic Adventures), Spring Attack (PRG:Mythic Adventures), Turn Undead
(PRG:Mythic Adventures), Vital Strike (PRG:Mythic Adventures)

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

Psionic Feats (55):Anticipate Power (Hyperconscious), Ascendent Power (Inc.),


Bypass Host (Inc.), Conjunctive Mind (E.Y.M.:Subpsionics), Craft Cognizance
Crystal (Phrenic Creations:Memory Crystals, Psionics Unleashed), Deflective Armor
(Races of Stone), Descriptor Affectation (x2;evil,*mind-affecting; NB:*Kyk uses
this to mindfuck his enemies, often mindfucking them to death or insanity.) (Inc.),
Empower Power (Psionics Unleashed), Enlarge Power (Psionics Unleashed),
Expanded Knowledge (x1) (Psionics Unleashed), Extend Power (Psionics
Unleashed), Fleshcraft (Psicrystals Expanded), Focused Metapsionics (High
Psionics:Psionic Feats), Greater Psionic Endowment (Psionics Unleashed), Heighten
Power (Inc.), Improved Anticipate Power (Inc.), Inquisitor (Psionics Unleashed),
Insidious Mind (E.Y.M.:Subpsionics), Mask Signature (Inc.), Maximize Power
(Psionics Unleashed), Opportunity Power (Inc.), Personal Immunity (Inc.),
Protomatter Substitution (PCS:S&F), Psicrystal Affinity (Personality:Attentive
(P.A.:Psicrystals Expanded).) (Psicrystals Expanded), Psionic Body (Psionics
Unleashed), Psionic Endowment (Psionics Unleashed), Psionic Fire (Inc.), Psionic
Mastery of Anticipation (Inc.), Psionic Mastery of Elements (Inc.), Psionic Mastery of
Shaping (Inc.), Psionic Meditation (Psionics Unleashed), Psionic Metabolism (High
Psionics:Psionic Feats), Psionic Sense (Inc.), Psionic Reach (Inc.), Psionic Talent
(Psionics Unleashed), Psychoanalyst (Psionics Handbook), Quicken Power (Psionics
Unleashed), Rapid Constructor (High Psionics:Psionic Feats), Rapid Metabolism
(Psionics Unleashed), Reactive Anticipate Power (Inc.), Sculpt Power (DR287),
Stylize Power (Inc.), Subtle Manifester (T.M.U.:Feats), Superior Psicrystal
(Psicrystal Weapon:Kyk himself (Appearance:No change.; overlap).)
(P.A.:Psicrystals Expanded), Tainted Construction (E.Y.M.:Subpsionics), Telepathic
Tap (M.F.II), Tenacious Mind (E.Y.M.:Subpsionics), Thanatopic Power (Inc.),
Threnodic Power (Inc.), Transdimensional Power (Complete Psionic), Unseen Power
(Inc.), Unseen Manipulation (H.P.:Compilation), Unstoppable Power (Inc.), Widen
Power (Psionics Unleashed); NB:Change All references to "subconscious" to
"unconscious" (NB:Proper terminology.).

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 Poisoncraft Feats (4):Efficient Poisoncraft, Penetrating Poison, Poison of The


Gods (Inc.), Toxicological Mastery (Inc.)

Epic Psionic Feats (32):Automatic Metapsionic Capacity (x18) (I.H.:A.), Automatic


Learning (Inc.), Epic Anticipate Power (Inc.), Epic Manifesting (E.L.H.), Improved
Metapsionics (x9) (E.P.H.), Metapsionic Freedom (I.H.:A.), Unstoppable Power
(Inc.)

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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Languages:All (via Linguistics, etc.).


Skills:(((ALL))) at R120 (via Maven, etc.).
- *Exploits, Tricks:(((ALL))) (via Maven, etc.).
- Poison Families:(((ALL))) (via Maven, etc.).
- Poisons:(((ALL))) (via Maven, etc.).
NB:*Inc. Mythic, etc..

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Equipment:Artifact Avatars (see previous), scourge of delight (T.G.T.H.).

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.

An abat-dolor's natural attacks and weapons are considered chaotic-aligned, evil


aligned and epic for the purposes of overcoming damage reduction, in addition to
any properties possessed by the weapon itself.

See Invisibility (Su): Invisible creatures and objects are always visible to a dolor, as
if it were under a see invisibility effect.

Spell-Like Abilities: At will – blasphemy (DC 26), damning darkness, darkbolt (DC


21), deeper darkness, desecrate, detect good, detect law, detect thoughts (DC
21), greater dispel magic, greater teleport (self plus 50 pounds of objects
only), mirror image, suggestion (DC 22), telekinesis, tongues (self only), unhallow,
unholy aura (DC 27), unholy blight (DC 23), wretched blight (DC 26). 1/day
– disintegrate (DC 25), shapechange, veil (DC 25). Caster level 20th. The DCs are
Charisma-based.

Summon Demons (Sp): Once per day, a dolor can automatically summon 1d2+1
glabrezus.

Ancient Baatorian Type 1 “The Devouring Devil”


Huge Outsider (baatorian, evil, extraplanar, lawful)
HD: 28d8 + 336 (462 hp)
Initiative: +7
Speed: 60 ft.
Armor Class: 48 (+3 Dex, +37 natural, -2 size) touch 11, flat-footed 45
Base Attack/Grapple: +28/+50
Attack: Bite +40 melee (4d8+14 plus 3d6 acid plus poison/19-20 plus vorpal bite)
Full Attack: Bite +40 melee (4d8+14 plus 3d6 acid plus poison/19-20 plus vorpal
bite), and 2 claws +38 melee (4d6+7), and gore +38 melee (4d8+7), and tail slap
+38 melee (3d6+7)
Space/Reach: 15 ft./10 ft. (15ft. with claw)
Special Attacks: Breath weapon, constrict, fear aura, hellfire blast, improved grab,
poison, spell-like abilities, swallow whole, vorpal bite
Special Qualities: Baatorian traits, blindsense 500 ft., damage reduction 20/epic,
good, and silver, darkvision 60 ft., energy resistance 25 to acid and cold, immunity
to fire and poison, multi-headed, nondetection, regeneration 15, spell resistance
37, telepathy 1000 ft.
Saves: Fort +34, Ref +19, Will +32
Abilities: Str 39, Dex 16, Con 35, Int 18, Wis 30, Cha 27
Skills: Bluff +47, Concentration +28, Hide +26, Intimidate +47, Jump +57,
Knowledge (local[Nine Hells of Baator]) +35, Knowledge (the planes) +35, Listen
+41, Move Silently +34, Search +35, Sense Motive +41, Spot +41, Survival +25,
Feats: Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical
(bite), Improved Initiative, Improved Overrun, Iron Will, Multiattack, Power Attack
Epic Feats: Epic Fortitude, Epic Will
Environment: Hell
Organization: Solitary
CR: 26
Treasure: Nothing
Alignment: Lawful Evil
Advancement: 29-56 HD (Huge), or 57-84 HD (Gargantuan)

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.

Baatorian Traits: Baatorians possess the following traits (unless otherwise noted in


a creature’s entry).

- Blindsense 500 ft.


- Hellfire Blast (Su): All baatorians possess the ability to produce hellfire, as they
are born from it. As a standard action, a baatorian can cause an area, anywhere
within 100 ft. of themselves, to explode with hellfire. The explosion is 30 ft. in
diameter and deals 10d6 points of hellfire damage to all, except other baatorians,
within range. Reflex DC (10+1/2 baatorian’s HD + its Cha bonus) halves damage.
It is not uncommon to find a baatorian with a more powerful hellfire blast.
-Immunity to fire and poison.
- Resistance to acid 25 and cold 25.
- See in Darkness (Su): Baatorians can see perfectly in darkness of any kind, even
that created by a deeper darkness spell.
- Summon (Su): Some baatorians share the ability to summon others of their kind.
However, since their numbers have greatly diminished, they tend to rely more on
renegade baatezu or baatezu they have under their control. They can, however,
summon other ancient baatorians with a 50% chance.
- Telepathy 1000 ft.
- They are affected by a nondetection spell with a caster level equal to their Hit
Dice.

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.

Constrict (Ex): This baatorian deals 6d6+28 points of damage while constricting


with its tail.

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.

Hellfire Blast (Su): This baatorian possess the ability to produce hellfire, as it is


born from it. As a standard action, this baatorian can cause an area, anywhere
within 100 ft. of itself, to explode with hellfire. The explosion is 30 ft. in diameter
and deals 10d6 points of hellfire damage to all, except other baatorians, within
range. Reflex save DC 32 halves damage. 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.

Spell-Like Abilities: CL 28; DC 18 + spell level


Always active – nondetection
At will – blasphemy, deeper darkness, detect chaos, detect good, fireball, greater
dispel magic, greater invisibility, greater teleport (self plus 1000 pounds), magic
circle against chaos, polymorph, symbol of pain, unholy aura, wall of fire
3/day – fire storm

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 

Armathrax are dense, powerful, semi-bipedal, slenderly muscular, carnivorous,


reptilian creatures w/a deadly retractable, triblade, pincered tail.

Armathrax are capable of standing upright (seeming humanoid), possess opposable


thumbs (i.e. can open doors, etc.), and can mimic sounds or even speech. 

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. 

Freeze (Ex):An armathrax can hold itself so still it appears to be a statue. An


armathrax that uses freeze can take 20 on its Hide check to hide in plain sight as a
stone statue.

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 Build (Ex):The physical stature of an armathrax lets it function in many


ways as if it were one size category larger. Whenever an armathrax is subject to a
size modifier or special size modifier for an opposed check (such as during grapple
checks, bull rush attempts, and trip attempts), the armathrax is treated as one size
larger if doing so is advantageous to it. An armathrax is also considered to be one
size larger when determining whether a creature's special attacks based on size
(such as improved grab or swallow whole) can affect it. An armathrax can use
weapons designed for a creature one size larger without penalty. However, its
space and reach remain those of a creature of its actual size. The benefits of this
racial trait stack with the effects of abilities, powers, and spells that change the
subject's size category. 

Powerful Charge (Ex):An armathrax deals 8d8+50 points of damage when it makes
a charge.

Resistances:An armathrax has the following resistances: 


- Energy Resistance (Ex):An armathrax has acid, cold, electricity, fire, and sonic
resistance 5. 
- Extremity Loss Resistance (Ex):An armathrax's thick bony carapace protects its
extremities and provides resistance from effects that could normally sever them,
such as a sharpness weapon. When an armathrax would otherwise lose an
extremity, it instead makes a fortitude saving throw (DC 10 + 1/2 HD of attacker +
attacker’s Strength modifier). On a failed save, the armathrax's extremity leaves its
body normally, but on a successful save, the armathrax is unaffected by the
severing. 

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. 

Skills:Armathrax have a +4 racial bonus on Hide and Move Silently checks.


Armathrax have a +8 racial bonus on Balance, Climb, Listen, Jump, Search, and
Spot checks. An armathrax can always choose to take 10 on a Climb check, even if
rushed or threatened. An armathrax 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.
*Armathrax also gain Nightmare Fuel and Skill Focus (Intimidate) as Bonus Feats
and use their Strength modifier rather than their Charisma modifier on all
Intimidate skill checks.

Singularity Dragon
Black Hole Dragon

Macro-Tiny Dragon (Extraplanar)


Environment: Any (usually deep space)
Organization: Solitary
Challenge Rating: Wyrmling 512; Very Young 536; Young 560; Juvenile 584; Young
Adult 608; Adult 632; Mature Adult 656; Old 680; Very Old 704; Ancient 728;
Wyrm 752; Great Wyrm 776
Treasure: None
Alignment: Always Neutral
Advancement: Wyrmling 513-535 HD (Macro-Tiny); Very Young 537-559 HD
(Macro-Tiny); Young 561-583 HD (Macro-Tiny); Juvenile 585-607 HD (Macro-Tiny);
Young Adult 609-631 HD (Macro-Tiny); Adult 633-655 HD (Macro-Tiny); Mature
Adult 657-679 HD (Macro-Tiny); Old 681-703 HD (Macro-Tiny); Very Old 705-727
HD (Macro-Tiny); Ancient 729-751 HD (Macro-Tiny); Wyrm 753-775 HD (Macro-
Tiny); Great Wyrm 777-799 HD (Macro-Tiny); Great-Great Wyrm 801-823 HD
(Macro-Tiny)
Level Adjustment: Wyrmling +256; Very Young +268; Young +280; Juvenile +292;
Young Adult +304; Adult +316; Mature Adult +328; Old +340; Very Old +352;
Ancient +364; Wyrm +376; Great Wyrm +388
As the singularity draws closer, space pinching itself out of existence in front of
you, you get the unnerving impression of motion. With time pinching out along with
the space ahead, the vast singularity is all you can see before you, expanding to fill
all the existence you have left. It is not until you notice the suspicious regularity of
the six lobes of the "accretion disk" (could those be... wings?) that you recognize
the serpentine shape of the event horizon itself- which is now unfolding and
extending a large forward portion like some sort of mouth or head- towards you. By
then, you realize, it is far too late.

Singularity Dragons By Age


Age Size Hit Dice (hit points) AC Base Attack/Grapple Attack Fort Save Ref Save
Will Save Breath Weapon Mind Warp DC
Wyrmling Ma-T 512d1000+8,192 (520,192 hp) 649 (-128 size, +128 deflection,
+64 divine, +64 gravitic mastery, +511 natural) +512/+712 +552 n/a n/a
+514 24d20 HD (DC 410) 522
Very Young Ma-T 536d1000+11,792 (547,792 hp) 709 (-128 size, +132
deflection, +80 divine, +80 gravitic mastery, +535 natural) +536/+772 +612
n/a n/a +564 25d20 HD (DC 460) 570
Young Ma-T 560d1000+15,680 (575,680 hp) 769 (-128 size, +136 deflection,
+96 divine, +96 gravitic mastery, +559 natural) +560/+832 +672 n/a n/a
+614 26d20 HD (DC 510) 618
Juvenile Ma-T 584d1000+19,856 (603,856 hp) 829 (-128 size, +140 deflection,
+112 divine, +112 gravitic mastery, +583 natural) +584/+892 +732 n/a n/a
+664 27d20 HD (DC 560) 666
Young Adult Ma-T 608d1000+24,320 (632,320 hp) 889 (-128 size, +144
deflection, +128 divine, +128 gravitic mastery, +607 natural) +608/+952 +792
n/a n/a +714 28d20 HD (DC 610) 714
Adult Ma-T 632d1000+29,072 (661,072 hp) 949 (-128 size, +148 deflection,
+144 divine, +144 gravitic mastery, +631 natural) +632/+1012 +852 n/a n/a
+764 29d20 HD (DC 660) 762
Mature Adult Ma-T 656d1000+34,112 (690,112 hp) 1009 (-128 size, +152
deflection, +160 divine, +160 gravitic mastery, +655 natural) +656/+1072 +912
n/a n/a +814 30d20 HD (DC 710) 810
Old Ma-T 680d1000+39,440 (719,440 hp) 1069 (-128 size, +156 deflection,
+176 divine, +176 gravitic mastery, +679 natural) +680/+1132 +972 n/a n/a
+864 31d20 HD (DC 760) 858
Very Old Ma-T 704d1000+45,056 (749,056 hp) 1129 (-128 size, +160 deflection,
+192 divine, +192 gravitic mastery, +703 natural) +704/+1192 +1032 n/a n/a
+914 32d20 HD (DC 810) 906
Ancient Ma-T 728d1000+50,960 (778,960 hp) 1189 (-128 size, +164 deflection,
+208 divine, +208 gravitic mastery, +727 natural) +728/+1252 +1092 n/a n/a
+964 33d20 HD (DC 860) 954
Wyrm Ma-T 752d1000+57,152 (809,152 hp) 1249 (-128 size, +168 deflection,
+224 divine, +224 gravitic mastery, +751 natural) +752/+1312 +1152 n/a n/a
+1014 34d20 HD (DC 910) 1002
Great Wyrm Ma-T 776d1000+63,632 (839,632 hp) 1309 (-128 size, +172
deflection, +240 divine, +240 gravitic mastery, +775 natural) +776/+1372
+1212 n/a n/a +1064 35d20 HD (DC 960) 1050
Singularity Dragon Abilities By Age
Age Speed STR DEX CON INT WIS CHA Special Abilities
Damage Reduction Caster Level SR
Wyrmling Superluminal 90 10 42 266 267 266 Alter Reality, Dead
Zone, Divine 510/antimatter 384th 650
Bonus,
Extradimensional, Gravitic
Mastery, Mind
Warp
Very Young Superluminal 98 10 54 274 279 274
535/antimatter 428th 706
Young Superluminal 106 10 66 282 291 282 1 total Virtual Size
Category 560/antimatter 472nd 762
Juvenile Superluminal 114 10 78 290 303 290 1 total Virtual Size
Category 580/antimatter 516th 818
Young Adult Superluminal 122 10 90 298 315 298 2 total Virtual Size
Categories 605/antimatter 560th 874
Adult Superluminal 130 10 102 306 327 306 2 total Virtual Size
Categories 630/antimatter 604th 930
Mature Adult Superluminal 138 10 114 314 339 314 3 total Virtual Size
Categories 655/antimatter 648th 986
Old Superluminal 146 10 126 322 351 322 3 total Virtual Size
Categories 680/antimatter 692nd 1042
Very Old Superluminal 154 10 138 330 363 330 4 total Virtual Size
Categories 700/antimatter 736th 1098
Ancient Superluminal 162 10 150 338 375 338 4 total Virtual Size
Categories 725/antimatter 780th 1154
Wyrm Superluminal 170 10 162 346 387 346 5 total Virtual Size
Categories 750/antimatter 824th 1210
Great Wyrm Superluminal 178 10 174 354 399 354 5 total Virtual Size
Categories 775/antimatter 868th 1266

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.

Breath Weapon (Su): A Singularity Dragon's breath weapon is a cone of annihilation


and consumption which sucks in life force and matter to fuel the dragon. This
permanently annihilates a number of the victims' hit dice or levels, 24d20 + 1d20
per age category of the dragon, and the dragon gains a (unnamed) bonus on 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, equal to the number of levels/HD
annihilated this way. The bonus lasts one hour before fading away (leaving the
dragon hungry for more). Annihilation permanently removes the victim's HD or
levels: the lost HD or levels can only be restored by an appropriate infusion of
experience points. Immunity to Energy Drain or level loss is not proof against this
effect, but it provides partial protection: such creatures only lose half the rolled
number on a failed save. All targets ("immune" or not) are allowed a Reflex save
against the breath weapon, and if successful lose only half the indicated number of
levels (or one quarter for those with Energy Drain immunity).

Damage Reduction (Ex): A Singularity Dragon's Damage Reduction is only


penetrated by weapons made of antimatter.

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.

Extra-Dimensional (Ex): Starting after the first round it is encountered, a


Singularity Dragon begins to expand to fill its opponents' perception of their
universe. This bestows an additional Virtual Size Category each round on the
dragon.

Energy Absorption (Ex): Singularity Dragons are healed by Sonic attacks.

Energy Immunity (Ex): Singularity Dragons are immune to Fire-based effects.

Energy Reflection (Ex): Singularity Dragons reflect Acid attacks.

Gravitic Mastery (Ex): Singularity Dragons are among the most powerful


gravitational sources in any universe they enter. A Singularity Dragon gains a
gravitic mastery 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.

Transdimensional Fortitude & Reflexes (Su): Singularity Dragons exist between the


dimensions of Spirit and Matter. They never fail Fortitude or Reflex saving throws.

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

Krusty ole' salt - “It's like a man, but not a man.”


Young lad - “What do you mean?”
Krusty ole' salt - “It has tentacles where its legs should be.”

Cecaelia are aggressive, cannibalistic, and territorial octofolk. Their superficial


similarity to merfolk suggests a distant connection that both species vehemently
deny.

Cecaelia are about 4-6 ft. tall and weigh 60-260 lbs. A cecaelian's barbed tentacles
reach 10-15 ft in length.

Cecaelia speak cecaelian.

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 Cold (Su): All creatures within 30 ft. of a Dementor is subject to an


unnatural cold. Each round, all creatures within this aura take 2 points of nonlethal
cold damage, no save. If a target is knocked unconscious from the environmental
hazard, they start to take lethal damage. Unlike other creatures, creatures with
either the Plant type or the fire subtype take lethal damage from this aura as soon
as they enter this aura.

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.

Invisibility to Muggles (Su): This ability is constant, allowing a Dementor to remain


invisible even when attacking. This ability only functions against Muggles.;
NB:Muggles are non(-magical/-magic using) creatures.

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: —

This creature resembles a jewelled lizard or gem-covered crocodile, with tiny


crystals of a hundred different colors embedded in its dark hide. Its face is blunt
and small-mouthed, and three yellow eyes are spaced evenly across its forehead.

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.

Demaraxes speak Common in a crude manner. Their typical dialogue goes


something along these lines: “S-s-seen crys-s-stals-s? Need crys-stals. Hun-gry.
Hun-gry now.”

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.

Originally appeared in Planescape Monstrous Compendium Appendix II (1995).

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.

Disease (Ex): Gloom blight—claws, Fortitude DC 24, incubation period 1 day,


damage 1d6 Wis. Each day after the first, on a failed save, an afflicted creature
must immediately succeed on another DC 24 Fortitude save or take 1 point of
Wisdom drain. The save DC is Constitution based.

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

Fear Gaze (Su)


Viewing the gloom’s face inspires terror. Creatures that meet the gloom’s gaze
must succeed at a Will save (DC 65) or suffer the effects of a fear spell as cast by a
75th-level caster. The DC is Charisma-based.

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

Integrated Class Features (Ex)


A grey gloom has the class features (other than Epic bonus feats) of a Rogue and a
Paladin of Freedom (Underdark Knight Variant) of half its HD (37, in this case). Its
rogue abilities are opportunist, defensive roll, slippery mind and improved evasion.
The caster level for its Paladin spells is equal to half its HD, and it automatically
receives the benefit of the Silent Spell metamagic feat when casting Paladin spells
without any adjustment to the spell's level.

Drain Colour (Su)


A creature that takes damage from a grey gloom's sneak attack ability while
illuminated by greylight has its colour permanently drained away. The penalties
inflicted to drained creatures by greylight are doubled, the save DC for the apathy
effect is increased by +4 and it is always considered illuminated by greylight, and
cannot see even non-illuminated objects in colour. A drained creature also becomes
more susceptible to fear effects, receiving a -4 penalty on saves against fear. A
limited wish spell (or better) reverses this effect. A Grey Gloom recovers 5 hitpoints
per hit die of the creature affected every time it successfully drains colour (but
cannot drain an already drained creature for more hitpoints).

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).

Improbable Equipment (Ex)


A grey gloom is not hindered by its oversized off-hand weapon or heavy armour,
and receives Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-
Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Mastery, Uncanny
Two-Weapon Fighting, Oversized Two-Weapon Fighting and Heavy Armour Mastery
as bonus feats, may treat a Bastard Sword as a light weapon whenever it would be
advantageous, and treats Battle Plate as light armour whenever it would be
advantageous. In addition, a Grey Gloom may treat a kukri as a bastard sword or
vice-versa for the purpose of qualifying for abilities, and may apply any abilities
which apply to one to both.

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.

Everything illuminated by greylight appears to be completely monochrome, and


low-contrast, prismatic effects and other effects which function using colour
(including, but not limited to colour spray, hypnotic pattern and scintillating
pattern) have no effect while illuminated by greylight. The effects come into being
and can be identified as normal, but simply do not do anything. Should the
illumination be blocked, their normal effects resume. Text becomes difficult to read,
and all Decipher Script have their DCs increased by +4 within the area of
illumination, and casting a spell from a scroll requires a Use Magic Device check
with a DC equal to 15 + spell level, and all other Use Magic Device checks involving
scrolls have their DCs increased by +5.

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

A hoary hunter’s mount is a supernatural beast of extraordinary elegance and


prowess. It is completely loyal to its hunter and will allow no other individual to
approach or ride it.

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

Ibixian are 7 ft. tall and weigh 250 pounds.

Ibixian speak Ibixian, their own language.

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.

Poison Resistance (Ex):Ibixian have a +2 racial bonus on saving throws against


poison (not reflected in the statistics given here).

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).

Stonecunning (Ex):Ibixian have a +2 racial bonus on Search checks to notice


unusual stonework, such as sliding walls, stonework traps, new construction (even
when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the
like. Something that isn’t stone but that is disguised as stone also counts as
unusual stonework. An ibixian who merely comes within 10 ft. of unusual stonework
can make a Search check as if he were actively searching, and an ibixian can use
the Search skill to find stonework traps as a rogue can. An ibixian can also intuit
depth, sensing his approximate depth underground as naturally as a human can
sense which way is up. Ibixian have a sixth sense about stonework, an innate
ability that they get plenty of opportunity to practice and hone in their underground
homes.

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

Most ibixian with class levels are fighters.

Ibixian Traits (Ex):Ibixian possess the following racial traits.


—+4 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom, +2
Charisma.
—Medium; an Ibixian has no special adjustments due to its size.
—An Ibixian's base land speed is 30 ft.. However, ibixian can move at this speed
even when wearing medium or heavy armor or when carrying a medium or heavy
load.
—Darkvision (Ex):Ibixian have Darkvision out to to 60 ft..
—Low-light Vision (Ex):Ibixian can see twice as far as a human in low-light
conditions.
—Racial Hit Dice:An ibixian begins with three levels of monstrous humanoid, which
provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of
Fort +1, Ref +3, and Will +3.
—Racial Skills:An ibixian's monstrous humanoid levels give it skill points equal to 6
x (2 + Int modifier, minimum 1). Its class skills are Balance, Climb, Craft
(bowmaking), Craft (weaponsmithing), Intimidate, Jump, Listen, Search, Spot,
Survival. Ibixian have a +2 racial bonus on Appraise checks that are related to
stone or metal items, a +2 racial bonus on Craft checks that are related to stone or
metal, a +4 racial bonus on Climb, Intimidate, Jump, Listen, Search, and Spot
checks, and a +8 racial bonus on Balance checks.
—Racial Feats:An ibixian's monstrous humanoid levels give it two feats. They
traditionally select Point Blank Shot and Weapon Focus (longbow).
—Weapon Proficiency:An ibixian is proficient with the greataxe, the longbow, and
all simple weapons.
— +1 natural armor bonus. (An ibixian has a natural armor bonus equal to 1/4 its
Hit Dice/Levels (rounded down, with a minimum of 1).)
— +2 racial bonus on saving throws against poison.
—Natural Weapons (Ex):Ibixian can Butt for 1d6, Bite for 1d6, Claw for 1d4, and
Hoof for 1d4.
—Special Attacks (see above):Powerful Charge.
—Special Qualities (see above):Natural cunning, scent, stability, stonecunning.
—Automatic Languages:Ibixian.
—Favored Class:Fighter.
—Level adjustment:+2.

The Lady of Pain


Medium Outsider (Cosmic)
Hit Dice: 80d8+3,200 (3,840 hp)
Initiative: +50
Speed: 60 ft., fly 120 ft. (perfect)
Armor Class: 110 (+22 deflection, +20 Dex, +24 insight, +34 natural) touch 76,
flat-footed 110
Base Attack/Grapple: +80/+100
Attack: Spectral slash +127 melee or ranged touch (20d8+46/15-20/x5 and death
(Fort DC 60))
Full Attack: 2 spectral slashes +127 melee or ranged touch (20d8+46/15-20/x5
and death (Fort DC 60))
Space/Reach: 5 ft./5 ft.
Special Attacks: City of doors, flay, maze, spell-like abilities
Special Qualities: Damage reduction 50/-, darkvision, power of the Lady,
regeneration 50, resistance to energy (all) 50, spell resistance 100, summon dabus,
telepathy 1000 ft., true seeing
Saves: Fort +82, Ref +84, Will +88
Abilities: Str 30, Dex 50, Con 47, Int 55, Wis 59, Cha 55
Skills: Appraise +105, Balance +103, Bluff +105, Concentration +101, Diplomacy
+129, Disguise +105 (+113 acting), Escape Artist +103, Gather Information +113,
Heal +107, Hide +103, Intimidate +126, Jump +22, Knowledge (all) +105, Listen
+107, Move Silently +103, Perform (oratory) +105, Search +105, Sense Motive
+107, Spellcraft +113, Spot +107, Survival +107 (+115 w/synergy), Use Magic
Device +105
Feats: Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Improved Combat
Expertise, Improved Critical (spectral slash), Improved Initiative, Mobility, Planar
Tracker (B), Portal Sense (x2) (B), Skill Focus (intimidate), Spring Attack, Weapon
Finesse, Weapon Focus (spectral slash) Whirlwind Attack
Epic Feats: Devastating Critical (spectral slash), Epic Reputation, Epic Skill Focus
(Intimidate), Epic Weapon Focus (spectral slash), Improved Combat Reflexes,
Overwhelming Critical (spectral slash), Superior Initiative
Climate/Terrain: Sigil
Organization: Solitary (unique)
Challenge Rating: 85
Treasure: Unknown
Alignment: Neutral

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.

Spell-like Abilities: At will - blade barrier (DC 37), gate, greater teleport, harm (DC


38). Caster level 80th. The Lady’s spell-like abilities are considered quickened, and
she can use them up to 3 times a round as an immediate action.

Summon Dabus (Sp): At will as a free action, the Lady can summon 10d10 dabus.

Cosmic Entity: The Lady of Pain has a +30 bonus to rank checks.

Power of the Lady (Ex): The Lady possesses many mysterious powers beyond the
ken of ordinary beings.

- Lady’s Fortitude: The Lady uses her Charisma modifier in addition to her


Constitution modifier to determine her bonus hit points. The Lady also takes no
partial damage on a successful save against effects that require a Fortitude save.
- Lady’s Grace: The Lady adds her Charisma modifier as a bonus on her saves
and her initiative rolls. The Lady takes no damage on a successful save against
effects that offer a Reflex save for half damage. She takes half damage on a failed
save. Those attempting to
attack the Lady by any means magical or mundane suffer a 70% miss chance.

- 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.

- Lady’s Sanctity: The Lady is surrounded by an aura 300 feet in radius. Those


within the aura who fail a Will save are affected as if by forbidden speech. The topic
they cannot discuss is the Lady Herself.

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.

Secret:According to an ancient, partially legible stone tablet, known as The Tablet


of Love's Pain, in ancient times, before Sigil existed, The Lady of Pain had a torrid
love affair w/no less than Cronus himself. The particulars of which are unknown.
However, the tablet states that They had countless children, referred to as The
Lords of Pain, eff. quarter-Strength (Size:Medium (7 ft., 6 in. tall).; R.HD:40.;
D.R.:8.; Advancement: 41-49 HD (Medium), 50-119 HD (Large), 120-159 HD
(Huge), 160-240 HD (Gargantuan).) Demonic (Tanar'ri) (Summon Demons
(((Summon Dabus))) (5d10+8 Dolorezus (Pain Demons) (Demonic (Tanar'ri) Dabus
(E.T.T.D.P.; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4. I.C.F.:Carnifex = 1/2 R. HD.;
Appearance:Hairless, mutilated Demonic Dabus.; Languages:Abyssal, Celestial.;
Telepathy.; Feats (3):Alertness, Skill Focus (Intimidate), Weapon Finesse ( B).;
Skills (10):Bluff R1, Craft (any) R1, Disable Device R1, Intimidate R3, Knowledge
(planes) R1, Perception R1, Sense Motive R1, Stealth R1.; Special:DR:5/Aligned
(good or lawful) or cold iron. R:1/10 R (aligned (good or lawful), cold iron, or
energy (acid or fire)). (Sp):At will-black bag, change self; 1/day-confusion,
summon demon (1 Dolorezu (Pain Demon) (see previous), 35%).)))) Abomination
var. of her true self (i.e. her manifestation (see previous).). What became of them,
if indeed they ever existed at all, is unknown. The Tablet of Love's Pain mentions
nothing else. (NB:The Tablet of Love's Pain is kept by Pale Night and she does not
freely share this secret lore. In fact, she keeps it well guarded by Svl'ka, a
fearsome CE Female Ancient Dark Lord, Demonic (Tanar'ri) Polychromatic Dragon
(who never slumbers) and 13 Molydei (R.HD:20.; I.C.F.:Rogue 10.; Assassin 10.)
called, for obvious reasons, The Black Snarl.

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 typically masquerade as lesser angels such as planetars or astral devas to


corrupt virtuous paladins and clerics of good deities. They take particular delight in
destroying the churches and minions of deities associated with angels and their kin.

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. 

The save DC for the halo of vengeance is Charisma-based and includes a +6


modifier for the Ability Focus and Epic Ability Focus feats. 

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.

Outsider Traits: A mahalat cannot be raised or resurrected.

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.

A marasm is the abandoned offspring of deities whose portfolios include pestilence


and magic. Despised by and cut off from its progenitors, the marasm is fated to
wander throughout the worlds, dispossessed of its godly heritage but acutely
conscious of its strength. A marasm wields magic with surpassing ease, but blights
and withers all that it touches with its power.

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

Abomination Traits: Immune to polymorphing, petrification and other form-altering


attacks; not subject to energy drain, ability drain, ability damage, or death from
massive damage; immune to mind-affecting effects; fire resistance 20; cold
resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to
1000 ft. Caster level 31st, where appropriate.

Spell-Like Abilities: At will – creeping doom, greater scrying (DC 29), greater


teleport (self plus 50 pounds of objects only), horrid wilting (DC 30), insect plague,
plane shift (self plus 50 pounds of objects only), unholy aura (DC 30); 1/day
– blasphemy (DC 29), pestilence (DC 32). Caster level 31st. The save DCs are
Charisma-based.

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.

Regeneration (Ex): A marasm takes normal damage from good-aligned epic


weapons, or from spells or effects with the good descriptor.

Stench (Ex): In its natural form, a marasm is always accompanied by an


overwhelming stench of decay and putrescence. Creatures who breathe must make
a Fortitude saving throw (DC 37) every round that they remain within 10 feet of the
marasm, or become nauseated for 1d4 rounds. The Save DC is Constitution-based.

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.

Wasting Disease (Ex): Creatures who touch or are touched by a marasm must


make a Fortitude saving throw or contract a nameless wasting disease (DC 39,
Contact, 2d6 Con damage). The disease has an incubation period of one round, and
the onset of the symptoms are so rapid that those affected must make a successful
saving throw every round instead of every day to stave off the effects: two
successful saves in a row indicate that the victim's immune system has fought off
the infection. A cure disease spell, heal spell, or epic spell using the heal seed in
this time purges the disease from the victim's system. The Save DC is Constitution-
based.

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

Nibblets are 6 in. long, whiskered, fluffy, prehensile-tailed mammals.

Nibblets speak Nibblet and whatever language their “owner” speaks.

Combat

Nibblets avoid combat, preferring to look adorable and snuggle.

Adorable As F#@% (Ex): A nibblet is so adorable it continuously replicates mass


suggestion (Caster Level 20th). The save DC is Charisma-based.

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.

Praying Mantis, Brobdingnagian


Medium Vermin
Hit Dice:2d8 (8 hp)
Initiative:+0
Speed:30 ft. (6 squares), fly 90 ft. (Perfect)
Armor Class:11 (+1 natural), touch 10, flat-footed 11
Base Attack/Grapple:+1/+5
Attack:Claw +5 melee (1d6+4/x4)
Full Attack:2 claws +3 melee (1d6+4/x4) and bite -2 melee (1d3+2)
Space/Reach:5 ft./5 ft.
Special Attacks:Improved grab
Special Qualities:Darkvision 60 ft., vermin traits
Saves:Fort +3, Ref +0, Will +2
Abilities:Str 18, Dex 10, Con 10, Int -, Wis 14, Cha 3
Skills:Hide +4*, Spot +6
Environment:Any land
Organization:Solitary
Challenge Rating:1
Treasure:None
Alignment:Neutral
Advancement:2-3 HD (Medium), 4-6 (Large)
Level Adjustment: -

This massive greenish-brown winged insectoid has spiny, scythelike forelegs.

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

A thestral provoked or threatened into an attack tends to gallop at its attacker,


trying to scare if off with blows of its hooves. If this is ineffective, it lashes forward
with its teeth, tearing chunks of flesh, which it swallows as it battles. Often it will
take to the air to swing past like a furious wraith. 

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:— 

It hovers before you, bearing a striking resemblance to a winged scorpion, then


darts away.

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.

Vycyryn make excellent familiars. (Benefit:Master gains a +3 bonus on Spot


checks.) 

Combat 

Vycyryn are likely to attack any creature that approaches, and they usually charge
when attacking prey. 

Constrict (Ex):A vycyryn deals automatic claw damage on a successful grapple


check. 
Improved Grab (Ex):To use this ability, a vycyryn must hit with a claw attack. A
vycyryn can uses its Dexterity modifier for grapple checks. 

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.

It was their inspiration that ultimately proved to be their undoing.

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.

Anathema Traits: Anathema are immune to polymorphing, petrification, and other


form-altering attacks; not subject to energy drain, ability drain, ability damage, or
death from massive damage; immune to mind-affecting effects; fire resistance 20;
cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy
out to 1,000 ft. An Anathema that is slain is confined to Gehenna for 30 years, and
is only permanently destroyed if slain in Mungoth.

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.

Dedicated connoisseurs, these greater daemons of gluttony would consume


anything and everything to the point of surfeit and waste, leaving starvation and
famine in their wake.

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

Disingenuous Facade (Su): A malzalalim obfuscates the hideousness of its evil


behind a unique form of glamour. Outwardly sensuous, the approachability of its
evil entices the foolish and the corrupt to gorge themselves upon excess.

A malzalalim can radiate a 20-foot-radius aura of temptation as a free action. A


creature in the area must succeed on a DC 24 Will save or perceive the greater
daemon as Friendly, and will do all in its power to engorge itself on food. The
creature will attempt to eat itself to death. The save DC is Charisma-based.

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 creature that successfully saves cannot be affected again by the same


malzalalim's aura for 24 hours. Other daemons are immune to the aura. The save
DC is Constitution-based.

Distended Maw (Ex): A malzalalim despises clothes and is usually encountered


naked, all but flaunting its shapely body and finely formed features. True
seeing spells, however, reveal the utter wrongness and horror of the creature. A
malzalalim appears as if almost cleaved in twain from throat to groin. The cut itself
is stitched shut and criss-crossed by many threads of razor-wire, that flares an
angry red along the edges.
A malzalalim can fracture these threads and distend its maw to reveal the utter
gluttony encapsulated in its form.
A malzalalim can try to swallow a grabbed opponent of up to two sizes smaller by
making a successful grapple check. The swallowed creature takes 3d8+13 points of
bludgeoning damage and 13 points of acid damage per round from the malzalalim's
gizzard. A swallowed creature can cut its way out by using a light slashing or
piercing weapon to deal 25 points of damage to the gizzard (AC 21). Once the
creature exits, muscular action closes the hole; another swallowed opponent must
cut its own way out.

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 Mouths: 13/day, a malazalalim can open small, viciously toothed maws in


the palms of its hands or upon its wings. Its claws and wing slams deal additional
bite damage.

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.

Feast of Unmaking: A malzalalim consumes to rob victims of any hope of


resurrection or revival, to savor the sweet poison of lingering fear and pain, and to
consume the remaining vestiges of the opponent's soul. 1/week, a malzalalim can
consume a creature to obliterate it. Creatures 'killed' in this manner are beyond any
hope of resurrection or equivalent, and are disintegrated as the spell (CL 20th).

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.

Spell-Like Abilities:: At will—bestow curse, blasphemy, create undead, desecrate,


dispel good, greater dispel magic, greater teleport, invisibility (self only), magic
circle against good, mass hold monster, mirror image, plane shift, power word stun,
reverse gravity, unholy aura, unholy blight, unhallow; 3/day—blade barrier, flame
strike, waves of fatigue; 1/day—destruction, earthquake, implosion, waves of
exhaustion. Caster level 17th. The save DCs are Charisma-based.

Spells: Malzalalim can cast divine spells as 17th-level clerics. A malzalalim has


access to two of the following domains: Destruction, Evil, Gluttony. The save DCs
are Wisdom-based.
Typical Cleric Spells Prepared: 6/8/8/7/6/6/5/4/3. Save DC = 16 + spell level.

Wake of Famine (Ex): Thousands of gnashing, thrashing mouths converge invisibly


around the malzalalim in a 30-foot radius. As a standard action every 1d3 rounds,
the malzalalim can force these mouths to ingurgitate its surroundings. Buildings are
devoured greedily and nature itself is deprived of its nutrients to be ultimately
rendered barren. This is exactly as the blight spell, except everything within a 30-
foot radius is affected. Damage dealt in this manner is converted into temporary hit
points for the malzalalim.

Last edited by Amiel; 2010-05-20 at 10:34 AM.

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.

All Baern possess the following powers:

Abomination Traits: Immune to polymorphing, petrification, and other form-altering


attacks; not subject to energy drain, ability drain, ability damage, or death from
massive damage; immune to mind-affecting effects; fire resistance 20; cold
resistance 20; nondetection; true
seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Dark Grace (Su): A Baern applies its Charisma modifier as an insight bonus to its
armor class and all saving throws.

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.

Spell-like Abilities: At will-abberate*, absorb mind*, addiction*, bestow curse,


blasphemy, claws of the bebelith*, death grimace*, deeper darkness, desecrate,
devil’s tongue*, greater dispelling, heartache*, hold monster, loves pain*, red
fester*, scrying, seething eye-bane*, suggestion, greater teleport, unholy aura,
unholy blight, unhallow, touch of jubilex*, wither limb*. Caster level 42nd. The
save DC is Charisma-based. (DC 26 (30 with evil spells³) + spell level.)

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.

NB:Daemon, Demon, and Devil refer to any/all NE, CE, or LE outsider(s)


respectively.

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.

Greater Spell-like Abilities: 3/day-bestow greater curse*, death by thorns*,


damning darkness*, dread word*, masochism*, morality undone*, shapechange,
sadism*, stop heart*, wither limb*; 1/day-eternity of torture*, mindrape*, plague
of nightmares*, rapture of rupture*; 1/week-apocalypse from the sky*, evil
weather*, pestilence*. Caster level 42nd. The save DC is Charisma-based. (DC 26
(30 with evil spells³) + spell level.)

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.

Shield of Innocence (Su): A Baern possessed of this ability has conquered


Innocence itself to protect it from well-meaning heroes and to turn their good
intentions against them. Thrice per day as an immediate action, the Baern can call
on the Shield of Innocence to shield itself from any harm. Whenever the Baern is
targeted with an attack or other effect that requires an attack roll, he can instantly
draw the soul out of the last innocent child the attacking creature is related to, has
had familiar contact with, or has seen (in that order). The child's soul is ripped and
pulled to wherever the Baern is, and is forced to interpose itself between the attack
and the Baern, being destroyed in the process and killing the child on the spot. This
negates any adverse effects of the attack on the Baern. With one application of
Shield of Innocence, a number of souls equal to the Baern's Charisma modifier can
be used for the shield.
The ghostly image of the dying child, killed by the weapon or effect from the
attacker appears as a flickering, instantaneous image before the Baern, forcing the
attacker to make a DC 46 Will save or take 2 points of Wisdom drain per attack he
or she executes, as the regret and madness eat away his or her mind.
Creatures immune to “vile” damage, to corruption cost, or whose racial
backgrounds do absolutely not include children (such as constructs, but DM's
discretion) are unaffected by this ability. Most outsiders are, though, because they
sometimes procreate with mortals and thus are familiar with the concept of
children.
The children's souls can only be resurrected by a good cleric of at least 43rd caster
level, who casts First miracle and then true resurrection.
Finally, if any nonevil creature reaches 0 wisdom by means of this special attack, it
instantly regains these ability points but becomes instantly neutral evil and an
eternal slave to the Baern, as if dominated. This effect can not be negated but by a
disjunction of a 43rd-level caster (negating the domination) and a miracle cast by a
43rd level good cleric in the following round (restoring alignment). Nevertheless,
the target has to succeed on a DC 46 Fortitude save or die in the process, as the
energies forming his soul are torn to shreds.

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.).

*=From the Book of Vile Darkness


² = only if the encountered Baern possesses this ability
³ = only if the Baern posesses the Defiled Magic Ability

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.

CE Huge magical beast (shapechanger)


Init +21;
AC 38, touch 21, flat-footed 33 (+8 deflection, +5 Dex, +17 natural, -2 size)
hp 425 hp (23d10+299)
Fort +26, Ref +18
Melees bite +36 (6d6+45/17-20 plus grab), 2 claws +36 (4d6+15 plus bleed)
Space 15 ft.
Special Attacks rend (2 claws, 4d6+22), swallow whole (6d8 bludgeoning plus 6d8
acid, AC 18, hp 42)
Str 41, Dex 20, Con 36
CMB +40; CMD 63
Skills Acrobatics +5 (+35 to jump), Intimidate +49, Stealth +23

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.

Lycanthropic Empathy (Ex): The Beast Of Gévaudan can communicate and


empathize with wolf, dire wolf and wolf-like creatures like worg, winter wolf,
wolfwere and werewolf. It can use Diplomacy to alter such a creature’s attitude,
and when so doing gain a +4 racial bonus on the check.

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:

1-2 Right forearm


3-4 Left forearm
5-6 Right hand
7-8 Left hand
9 Right leg
10 Left leg
11 Gut
12 Head

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

A powerful, supernatural race comparable to the fairies or elves. They live


underground in the fairy mounds, across the western sea, or in an invisible world
that coexists with the world of humans. This world is described as a parallel
universe in which the aos sí walk amongst the living. They are the spirits of nature,
or the goddesses and gods themselves.

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.

The sídhe: abodes of the aes sídhe

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.

DAOINE SÍDHE (CR 20)


Often N Medium fey
Init +12; Senses Low-Light Vision, true seeing; Listen +39, Spot +39
Aura glamour (30 ft., DC 28, charm), stunning gaze (30 ft., DC 28, stun 2d4
rounds); Languages Common, Elven, Sylvan
_____________________________________________________________

AC 35, touch 30, flat-footed 23 (+12 Dexterity, +8 insight, +5


natural); Dodge, Mobility
hp 210 (20 HD), fast heal 20 DR 15/cold iron and magic
Immune disease, poison
SR 33 (CR + 13)
Fort +15 (preternatural metabolism), Ref +24, Will +20
_____________________________________________________________

Speed 40 ft. (8 squares)


Melee +1 frost silver shortsword +31/+26 (1d6+15 plus 1d6 cold/19-20) or
Melee spell +30 touch
Ranged +1 seeking shock composite longbow (+7 Strength bonus) with silver
arrows +32/+27 (1d8+15 plus 1d6 electricity/x3) or
Ranged +1 seeking shock composite longbow (+7 Strength bonus) with silver
arrows +30/+30/+25 (1d8+15 plus 1d6 electricity/x3)
Base Atk +10; Grp +17
Atk Options Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Special Actions bardic music 20/day, countersong (+39, 30 ft.), entrancing song
(DC 28), fascinate (+39, 90 ft., 7 targets), inspire competence (30 ft., +2 one
skill), inspire courage (+4 attack, damage, and saves vs. charm and fear), inspire
greatness (30 ft., 4 targets, +2 bonus HD), inspire heroics (2 targets, +4 AC,
saves), Mass suggestion (DC 28), stunning gaze (30 ft., DC 28, stun 2d4 rounds),
threnody of despair (DC 28)
_____________________________________________________________

Spell-like Abilities (CL 20th)


Always active—speak with animals, speak with plants
At will—awaken, bestow curse (DC 21), charm monster (DC 22), command
plants (DC 22), detect thoughts (DC 20), displacement, entangle (DC 19), dispel
magic, greater, greater invisibility, greater teleport, haste (self only), knock, mass
hold monster (DC 27), polymorph (self only), persistent image (DC 23), water
breathing
3/day—animate plants (DC 25)
1/day—commune with nature, harm (DC 24), heal
_____________________________________________________________

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.

Freedom of movement (Su) A daoine sídhe is difficult to hinder, as if warded by


a freedom of movement effect with caster level 20th.

Glamour (Su) Whenever a creature comes within 30 feet of a daoine sídhe, it must


succeed on a Will save (DC 28) or become charmed with the daoine sídhe as charm
monster at caster level 20th. Once a creature saves successfully against this ability,
it cannot be affected by the same daoine sídhe’s glamour for 24 hours.
Mythic Nature A daoine sídhe is an aspect of nature's power and magic. As such, a
daoine sídhe has one or more unique special abilities. These abilities should be at
most equal to the example abilities included here. Different abilities may alter the
Challenge Rating of the creature, and the designer should consider their impact
carefully. The caster level for all mythic nature effects which use one is equal to the
daoine sídhe’s spell-like ability caster level unless noted otherwise.

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.

Entrancing Song (Su) The daoine sídhe can Perform a wondrously beautiful song as


a standard action. All creatures that can hear the daoine sídhe Perform must
succeed on a Will save (DC 28) or be dazed for as long as it hears the daoine
sídhe Perform and for 1 round thereafter. Creatures who are affected gaze in awe
at the daoine sídhe, often crying for joy at the glorious song. Each round,
unaffected creatures in the area who can hear the song must make a new save
against the effect. To maintain the effect, the daoine sídhe must concentrate and
spend an additional use of bardic music every round. This is a sonic, mind-affecting
effect. The save DC is equal to 10 plus one-half the daoine sídhe’s
effective bard level plus its Charisma modifier.

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.

Preternatural Metabolism (Ex) A daoine sídhe’s body is a biological masterpiece,


extremely resistent to disruption. Any time a daoine sídhe attempts a Fortitude
save, it rolls 2d20 instead of 1d20 and ignores one die.
Stunning Gaze (Su) Stunned for 2d4 round, 30 feet, Fortitude DC 28 negates. The
save DC is Charisma-based.

true seeing (Ex) A daoine sídhe’s senses are extraordinarily powerful, granting it


the benefits of a true seeing effect (as the spell, caster level 20th).

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.

Skills A daoine sídhe receives a +8 racial bonus on Listen, Perform, Search, Spot,


and Survival checks.
_____________________________________________________________

STRATEGY AND TACTICS


Daoine sídhe are rarely alone. Since they are the central figures of Faerie politics,
they are usually accompanied by one to thirteen attendants on the uncommon
occasions when they venture outside of their courts. Within their courts, daoine
sídhe are surrounded by their servants and allies. A given court may contain from
one to thirteen daoine sídhe in addition to dozens of lesser fey.

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.

DAOINE SÍDHE LORE


Characters with ranks in Knowledge (nature), Knowledge (nobility and royalty),
or Knowledge (local) can learn more about daoine sídhe. When a character makes a
successful skill check, the following lore is revealed, including the information from
lower DCs.

Knowledge (nature)DCResults20This creature is a fey. Reveals fey racial


traits.30This is a daoine sídhe, one of the noble-blooded fey. Daoine sídhe are often
the rulers of faerie courts. They rule and protect stretches of nature.35The daoine
sídhe loathe the gods and the gods' followers. They are also repulsed by iron.40The
daoine sídhe are said to be the first race of living beings.Knowledge (nobility and
royalty) or Knowledge (local)DCResults35Reveals the name of a prominent local
daoine sídhe ruler.

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.

DAOINE SÍDHE WITH CLASS LEVELS


Daoine sídhe often take class levels which complement their aptitude focuses. Like
most fey, daoine sídhe never worship deities or ideals, and so daoine
sídhe clerics are almost unheard of. A daoine sídhe's favored class is the one whose
class abilities its aptitude focus mimicks. Its aptitude focus abilities interact with
levels in the matching class as described below.

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.

Rage: The daoine sídhe's effective barbarian level is increased by three-quarters its


racial Hit Dice for the purposes of determining the benefits of raging. When its
effective barbarian level for this purpose (through any combination of class levels
and racial Hit Dice) reaches 17th level, it gains tireless rage. When it reaches 20th
level, it gains Mighty Rage. When a daoine sídhe with this aptitude focus reaches
5th level of barbarian, it gains a nonepic feat it qualifies for. If it already chose to
utilize the whirling frenzy variant, it must continue to do so with its barbarian class
levels.
Stealth: If a daoine sídhe with this aptitude focus gains levels in rogue and reaches
a level where it would normally gain an ability which it already has by virtue of this
aptitude focus (such as when a daoine sídhe with improved evasion reaches 2nd
level of rogue, or when any daoine sídhe with this aptitude focus reaches 4th level
of rogue) it gains a nonepic feat for which it qualifies instead of the ability which it
already has.

ADVANCED DAOINE SÍDHE


Daoine sídhe only advance in racial Hit Dice by becoming more intimately
connected with nature. Typically, this requires a daoine sídhe to pick an aspect of
nature and promote that aspect successfully.

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.

21 HD Dexterity +2, Intelligence +2. It can use harm and heal thrice per day.


22 HD Charisma +2. It can use animate plants, harm, and heal seven times per
day.
23 HD Constitution +2, Wisdom +2. It can use harm and heal at will. Its damage
reduction improves to 15/cold iron and epic. A daoine sídhe with the rage aptitude
focus gains the tireless rage ability if it did not already have it.
24 HD Dexterity +2, Intelligence +2. Fast healing 25. It can use true dispelling
at will (this replaces greater dispel magic). It is always invisible as if
through greater invisibility, but may choose to cease or resume this effect as a free
action; this is a supernatural effect and not subject to dispelling.
25 HD Wisdom +2, Charisma +2. The daoine sídhe’s damage reduction improves
to 20/cold iron and epic. It can use shapechange and spell turning each once per
day as spell-like abilities.
26 HD Intelligence +2. The daoine sídhe becomes immune to mind-affecting
effects.
27 HD Constitution +2, Charisma +2. Fast healing 30. It becomes immune to
death effects and energy drain.
28 HD Wisdom +2, Charisma +2. It can use shapechange and spell turning three
times per day. A daoine sídhe with the rage aptitude focus gains the Mighty
Rage ability if it did not already have it.
29 HD The daoine sídhe can use shapechange and spell turning at will and loses
the ability to use polymorph. It can use verdigris tsunami once per month as a
spell-like ability.
30 HD The daoine sídhe gains an additional mythic nature ability. Starting at 30
Hit Dice, a daoine sídhe is a unique entity for the purposes of gate and similar
effects.
After 30 Hit Dice, the daoine sídhe advances normally. At 35 HD and at every 5 HD
thereafter, its fast healing improves by 5.
SAMPLE MYTHIC NATURE ABILITIES

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.

- Entrancing Song (Su) The daoine sídhe can Perform a wondrously beautiful song


as a standard action. All creatures that can hear the daoine sídhe Perform must
succeed on a Will save (DC 28) or be dazed for as long as it hears the daoine
sídhe Perform and for 1 round thereafter. Creatures who are affected gaze in awe
at the daoine sídhe, often crying for joy at the glorious song. Each round,
unaffected creatures in the area who can hear the song must make a new save
against the effect. To maintain the effect, the daoine sídhe must concentrate and
spend an additional use of bardic music every round. This is a sonic, mind-affecting
effect. The save DC is equal to 10 plus one-half the daoine sídhe’s
effective bard level plus its Charisma modifier.

- 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.“

Occasionally a Deity mates with another powerful Outsider, or being of some


power. Or perhaps if it is powerful enough it's dreams and emotions take up a life
of their own. There are many theories on the origins of the False Gods, but there
are only 2 consistencies to all of them:

The Gods are responsible for their creation, and their continued existence.

They are irredeemably vain, sociopathic, and without mercy.

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.

False Gods speak all known languages.

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:

Fear: All beings in the Area of Effect are Shaken.

Love: All beings in the Area are Charmed as if by a Charm Person spell.

Bedazzlement: Opponents are Fascinated.

This is a Mind-Affecting Effect. Beings with a Divine Rank or more Hit Dice than the
False God are immune to this ability.

Abomination Traits False Gods are immune to Death by Massive Damage,


Polymorph, Petrification, Energy Drain, Ability Drain/Damage, or Mind-Affecting
Effects. They also have Blindsight 500’, Telepathy 1000’, Nondetection, and True
Seeing at will.

Regeneration (Ex): False Gods cannot Regenerate damage done by weapons of


opposing alignments. For example a Lawful Evil False God cannot regenerate
Chaotic or Good damage. It also cannot regenerate damage done by the spells cast
by Clerics of it's Divine Parent.

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!”

“Of course we won’t accept those terms!” Kensho replies angrily.


Benedict seemed to be somewhat relieved at the sound of your reply as he works
frantically to close Silvius’ wound. “Kensho,” Benedict calls out, “something is
wrong. Silvius’ powers should have healed his wound almost immediately, yet he is
mortally wounded. Not only that but this strange golden substance is resisting my
healing magics, it’s almost as if...” Benedict hesitates.

“As if what?!” Kensho demands.

“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.

All hinds speak Sylvan, Druidic, Celestial, Infernal, and Abyssal.

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.

Table 1-1 Divine Resistance


Divine Rank Divine Resistance
Mortal 100 (20*)
Quasi-deity 20
Demigods 15
Lesser 10
Intermediate 5
Greater -
Over-deity -

*Only on a successful Will save

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.

Poison Type Initial Secondary Price DC to Create


Hind’s Blood Injury DC 50 2d8 Con 4d8 Con 2,500,000 gp N/A

Arguably the deadliest substance in the multiverse, hind’s blood is valued


enormously among the handful of assassins and poisoncrafters across the planes
that know of its existence. The truth behind its coveted status is its ability to
bypass the resistances of creatures normally immune to poison; fiends, undead,
even deities are subject to this effect. Deities of lesser status or below are treated
no different from mortals; while those of intermediate or higher rank add their
divine rank (or cosmic rank, in the case of cosmic entities) to their Fort save.
Quasi-deities who fail their save against this poison, in addition to taking damage,
have their divine spark snuffed out. Such unfortunates lose all traits and powers
associated with godhood, but their divinity may be bestowed upon them again, as
per normal.

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.

Regeneration (Ex): A hind’s regeneration can only be overcome by weapons that


have never been touched by a deity (to include the creation of its base ore).

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 (Revised (I.H.:A. (÷6x5)))

Cyber creatures, techno-organic organisms, are the ultimate expression of


cybernetic life. 

Creating a Cyber Creature 

“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. 

- Cybernetic Adaptability (Ex):A cyber creature can have an additional number of


cybernetic attachments equal to its level. Improper removal of a cybernetic
attachment installed on a cyber creature causes 1d4 points of temporary
Constitution damage (instead of 1d4 points of permanent Constitution drain, as
normal). See Chapter 11:Cybernetics of D20 Future for details. 

Abilities:A cyber creature gains -2 Charisma. Intelligence and Wisdom are at least
3. 

Skills:A cyber creature gains a +2 racial bonus on Computer Use checks.

Challenge Rating:Same as base creature +0.16.

Level Adjustment:Same as the base creature +0.24.

Cyber Knight (Revised (I.H.:A. (÷6x5)))

[Description]

Creating a Cyber Knight

“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

- Indelible Implants (Ex):A cyber knight's cybernetic implants are no longer


susceptible to attacks, EMP, or massive damage, unless the cyber knight is dead
(NB:Undead is not dead.), as they are fully integrated with the cyber knight's
D.N.A. and physiology and have decentralized and redundant (i.e. backup.)
components. Thus, attempts to attack a cyber knight's implants, instead, damage
the cyber knight itself and EMP and massive damage have no effect upon them.
Furthermore, they are no longer vulnerable to electricity. 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

Challenge Rating:Same as base creature +5.333.

Level Adjustment:Same as base creature +8.

Dark Lord (Clarified (÷6x5 (x2))

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

Skills: See the Omnicompetent ability. 2d

Feats: A dark lord gains Cleave, Dark Speech, Epic Leadership, Leadership, Epic
Reputation, Great Cleave, Polyglot, and Power Attack as bonus feats. 8f

Alignment: Always evil.

Challenge Rating: As base creature plus 30.

Level Adjustment: As base creature plus 45.

(1) See the Advanced Gamemaster's Guide, or replace with vorpal/brutal,


wounding, and adamantine.
(2) See the Epic Bestiary, or replace with vile damage.
(3) See Wrath and Rage, or replace with two bestow greater curses.
(4) See Plot & Poison, or replace with symbol of pain.
(5) See Wrath and Rage, or replace with destruction.
(6) See Testament, or replace with despoil.

29d, 37f, +24

Entropic Creature (Revised (I.H.:A. (÷6x5)))

“Entropic” is an acquired template that can be added to any creature (referred to


hereafter as the “base creature”). The entropic creature uses all the base creature's
statistics and special abilities, except as noted here. 

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.

Hit Dice:An entropic creature has maximum hit points. +.2

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. 

Damage:Natural attack damage, if any, is increased by 5 damage categories.


(divine (x5)) 6

Special Attacks:An entropic creature retains the special attacks of the base creature
and gains the following:

- Entropic Mastery (Ex): All of an entropic creature’s attacks cause permanent


damage.
Bend reality or limited wish heal 1 hit point of permanent damage. Miracle, reality
revision, or wish heal 1 point of permanent damage per level of the caster or
manifester. Other magical forms of healing cannot restore permanent damage.
Those slain by an entropic creature are brought closer to the true nature of death
and as such cannot be raised. However, they can be resurrected, albeit suffering a
loss of 2 levels (from resurrection) or a loss of one level (from true resurrection).
Entropic creatures destroy non-magical matter (no save) with a touch. Magical
items must make a Fortitude save (DC10 + 1/2 HD/L + Charisma modifier) each
time they touch, or are touched by, an entropic creature, or be destroyed.
i.e. an entropic creature's attacks are always touch attacks, and ignore all hardness
and damage reduction.
Anyone grappling, or striking, an entropic creature suffers permanent damage (no
save) equal to the base damage dice their attack would normally inflict.
e.g. If a Monk were to land four blows upon an entropic creature, each dealing
2d10+22 damage, he would suffer 8d10 permanent damage.
An entropic creature can choose (nonaction) if/when this ability applies (even
lessening its effects), if desired. However, entropic
creatures are rarely, if ever, merciful. 43.2 (transcendental)

- 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:

- Damage Reduction (Ex):An entropic creature gains damage reduction equal to


half its Hit Dice/- (rounded down to the nearest multiple of 5). (divine (x2)) 2.4

Organization:Solitary. 

Challenge Rating:Same as base creature +31.444.

Treasure:Standard. 

Level Adjustment:Same as the base creature +47.166.

Fiend, Heartless (Revised (I.H.:A. (÷6x5)))

"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 

“Heartless” is an acquired template that can be added to any evil-aligned creature


(referred to hereafter as the “base creature”).

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

Hit Dice:A Heartless has maximum hit points. .2

Speed:The base creature's speed doubles. .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

Special:If the Heartless has Epic (Spellcasting/Manifesting), it can (cast/manifest)


any 0-Epic level (spell/power; of a Spellcraft skill check DC up to the its Spellcraft
skill check modifier +20), as a swift action, at will.
If the Heartless has Epic Meta(magic/psionic) Capacity, it can also combine any 0-
Epic level (spell/power; of a Spellcraft skill check DC up to its Spellcraft skill check
modifier +20) w/Automatic Meta(magic/psionic) Capacity, Meta(magic/psionic)
Freedom, and meta(magic/psionic) feats (as appropriate) for greater results.
Alternatively, the Heartless can use Alter Reality to give itself a circumstance bonus
on all di(e/ce) rolls equal to 1/10th its maximum epic spell Spellcraft DC + 7 + the
number of Automatic Meta(magic/psionic) Capacity feats it possesses. If the
Heartless's chosen to gain a circumstance bonus on all di(e/ce) rolls, the Heartless
lose its circumstance bonus any round it uses Alter Reality for any other purpose.

- 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

- Blinding Beauty (Su):This ability affects all creatures (selective (Immediate


nonaction)) within 100 ft. + 10 ft./Hit Die of a Heartless. Those who can see a
Heartless must succeed on a Fortitude (DC 10 + 1/2 Hit Dice + Charisma modifier)
save or be blinded permanently as though by the blindness spell. A Heartless can
indefinitely suppress or resume this ability as a free action. 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

- Intoxicating Scent (Ex):This ability affects all creatures (selective (Immediate


nonaction)) within 100 ft. + 10 ft./Hit Die of a Heartless. Those who can smell a
Heartless must succeed on a Will save (DC 10 + 1/2 Hit Dice + Charisma modifier)
or be intoxicated by its pernicious aura. This ability works like a mind fog spell; its
effects persist as long as the victim(s) remains within range, plus an additional 2d6
rounds. A Heartless can indefinitely suppress or resume this ability as a free
action. 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

Challenge Rating:Same as the base creature +17.416.

Alignment:Any evil. 

Level Adjustment:Same as the base creature +26.125.

Paragon (Perfect One) (Revised (I.H.:A. (÷6x5)))


Among the population of every kind of creature are some specimens that are its
weakest, worst representatives. Likewise, every population has its paragons:the
strongest, smartest, luckiest, and most powerful of the species. Paragons may
represent the mythical First Creature, created in its perfect form by some overdeity,
or perhaps the evolutionary endpoint of a race after thousands of years of steady
improvement. Sometimes, paragons just spring up accidentally, when all the
factors are right. 

Creating a Paragon

“Paragon” is a template that can be added to any creature (referred to hereafter as


the “base creature”). The paragon uses all the base creature’s statistics and special
abilities, except as noted here.

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

Speed:All movement speeds are tripled (i.e. x3 (Celerity).). 3.6

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:If the paragon has Epic (Spellcasting/Manifesting), it can (cast/manifest)


any 0-9th or Epic level (spell/power; of a Spellcraft skill check DC up to the its
Spellcraft skill check modifier +20), as a swift action, at will.
If the paragon has Epic Meta(magic/psionic) Capacity, it can also combine any 0-
9th or Epic level (spell/power; of a Spellcraft skill check DC up to its Spellcraft skill
check modifier +20) w/Automatic Meta(magic/psionic) Capacity,
Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as appropriate) for
greater results.
Alternatively, the paragon can use Alter Reality to give itself a circumstance bonus
on all di(e/ce) rolls equal to 1/10th its maximum epic spell Spellcraft DC + 7 + the
number of Automatic Meta(magic/psionic) Capacity feats it possesses. If the
paragon's chosen to gain a circumstance bonus on all di(e/ce) rolls, the paragon
lose its circumstance bonus any round it uses Alter Reality for any other purpose.

Special Qualities:A paragon retains all the special qualities of the base creature and
gains the following: 

- Adaption (Ex):A paragon is fully capable of adapting to any natural environment,


including outer space. It takes no damage from any natural environment. 1.2

- Damage Reduction (Ex):A paragon gains damage reduction 20/cursed and


epic. 1.5

- Fast Healing (Ex):A paragon gains fast healing 20/round. 1.5

- 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). 

- Immunity (Ex):A paragon gains immunity to cold and fire. 2.4

- 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). 

Abilities:A paragon gains a +20 bonus to all ability scores. 12

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

Feats:A paragon gains 2 Bonus Feats. .4

Organization:Any, usually same as the base creature. 

Challenge Rating:Same as the base creature +30.

Treasure:Triple standard. 

Alignment:Any, usually same as the base creature. 

Level Adjustment:Same as the base creature +45.


Amidah (Ultimate One) (Revised (I.H.:A. (÷6x5)))

Creating an Amidah

“Amidah” is a template that can be added to any creature (referred to hereafter as


the “base creature”). The Amidah uses all the base creature’s statistics and special
abilities, except as noted here.

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

Speed:All movement speeds are hecatontoupled (i.e. x100 (Supersonic).). 7.2

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

Special:If the Amidah has Epic (Spellcasting/Manifesting), it can (cast/manifest)


any 0-9th or Epic level (spell/power; of a Spellcraft skill check DC up to the its
Spellcraft skill check modifier +20), as a swift action, at will.
If the Amidah has Epic Meta(magic/psionic) Capacity, it can also combine any 0-9th
or Epic level (spell/power; of a Spellcraft skill check DC up to its Spellcraft skill
check modifier +20) w/Automatic Meta(magic/psionic) Capacity,
Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as appropriate) for
greater results.
Alternatively, the Amidah can use Alter Reality to give itself a circumstance bonus
on all di(e/ce) rolls equal to 1/10th its maximum epic spell Spellcraft DC + 7 + the
number of Automatic Meta(magic/psionic) Capacity feats it possesses. If the
Amidah's chosen to gain a circumstance bonus on all di(e/ce) rolls, the Amidah lose
its circumstance bonus any round it uses Alter Reality for any other purpose.

- 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: 

- Adaption (Ex): An Amidah is fully capable of adapting to any natural environment,


including outer space. It takes no damage from any natural environment. 1.2

- Damage Reduction (Ex):An Amidah gains damage reduction 100/cursed and


epic. 7.5

- Fast Healing (Ex):An Amidah gains fast healing 100/round. 7.5

- 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). 

- Immunity (Ex):An Amidah gains immunity to cold and fire. 2.4

- 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). 

Abilities:An Amidah gains a +100 bonus to all ability scores. 60

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

Organization:Any, usually same as the base creature. 

Challenge Rating:Same as the base creature +132.222.

Treasure:Triple standard. 

Alignment:Any, usually same as the base creature. 

Level Adjustment:Same as the base creature +198.333.

Pseudonatural Creature (Starspawn) (Revised (I.H.:A. (÷6x5)))

[Description]

Creating a Pseudonatural Creature “Pseudonatural Creature” is an inherited


template that can be added to any corporeal creature (hereafter referred to as the
base creature).

A pseudonatural creature uses all the base creature's statistics and special abilities
except as noted here.

Size and Type:The creature's type changes to outsider. Size is unchanged.


Pseudonatural creatures are normally extraplanar outsiders.

Hit Dice:A pseudonatural creature has maximum hit points. +.2

Speed:All movement speeds are doubled. +.2

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

Attack:Same as the base creature or, in pseudonatural form, a pseudonatural


creature gains one tentacle attack plus one per 4 Hit Dice additional to any attacks
the base creature could normally make. If the base creature can use weapons, the
pseudonatural creature can still do so. A pseudonatural creature fighting without
weapons uses a tentacle when making an attack action (unless it has another
natural attack it prefers). When it has a weapon, it uses the weapon instead.

Full Attack:Same as the base creature or, in pseudonatural form, a pseudonatural


creature fighting without weapons uses all its tentacles when making a full attack
(plus any other natural attacks of the base creature). If armed with a weapon, it
uses the weapon as its primary attack and its tentacles as secondary natural
attacks (–5 on the attack roll, half Strength bonus on damage rolls).

Damage:A pseudonatural creature's tentacle attacks deal bludgeoning damage as


shown below.
Size Tentacle Damage
Fine 1d3
Diminutive 1d4
Tiny 1d6
Small 1d8
Medium 2d6 (.4 per tentacle) (secondary)
Large 2d8
Huge 4d6
Gargantuan 4d8
Colossal 8d6

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

- Improved Grab (Ex):If a pseudonatural creature hits an opponent smaller than it


with a tentacle, it deals normal damage and attempts to start a grapple as a free
action without provoking an attack of opportunity. +.2

- Rotting Constriction (Ex):If a pseudonatural creature has hold of an opponent,


each successful grapple check it makes during subsequent rounds permanently
drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit
points. (+1 per tentacle)

- 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

- Change Shape (Su):As a standard action, a pseudonatural creature can take


pseudonatural form (a grotesque, tentacled mass; or another appropriately
gruesome form). This ability functions as described for the change shape ability
(see v3.5 M.M.), except as follows:+.5
— The creature retains the size, natural weapons, movement modes, special
attacks, and special qualities of its original form.
— The creature gains the tentacle attacks granted by this template (see Attack,
above).
— The creature gains All-Around Vision (see Beholder (v3.5 M.M.)). NB:No cost.
— The creature becomes amorphous. It cannot be flanked, and is not subject to
extra damage from critical hits. +.7
— Creatures native to the Material Plane take a -1 morale penalty on attack rolls
against a pseudonatural creature in its pseudonatural form. +.125

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.

Creating a Superior Half-Dragon

"Superior half-dragon" is an inherited template that can be added to any living,


corporeal creature with 20 Hit Dice (for epic dragons), 60 Hit Dice (for adamic
dragons), or 120 Hit Dice (for nehaschimic dragons), referred to hereafter as the
base creature.

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.

- Cometary (adamic): A half-cometary dragon can breathe a cone of temporal


stasis, affecting everyone in range for 1d3 rounds if they fail a Reflex save.
Opponents frozen in this manner can be attacked normally by the half-cometary
dragon, but cannot be affected again by its breath weapon until the effect wears
off.

- Firmament (nehaschimic): A half-firmament dragon breathes a line of quarks


(sub-atomic particles) that rend asunder the target’s physical being. Creatures hit
by this take 1d6 points of permanent damage per 4 Hit Dice of the half-dragon (half
damage on a successful Fortitude save). 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).

- 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.

- Prismatic (epic): A half-prismatic dragon has a prismatic spray breath weapon.


The breath weapon’s cone is of the size indicated by Table D-13:Breath Weapon
Size in The Immortal’s Handbook Epic Bestiary Vol. 1, not the normal cone for the
spell.

- Starshadow (adamic): A half-starshadow dragon breaths a line of energy that


does 1d20 points of damage per Hit Die of the half-dragon (half damage on a
successful Reflex save). The type of energy adapts itself as the most damaging type
for each target struck (e.g. a creature with the cold subtype would take fire damage
from this breath weapon). If a creature has no particular energy vulnerability, then
this is treated as being force damage. Regardless of energy type, this breath
weapon ignores any miss chance a target might have for being incorporeal.

- 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.

- Titanium (epic): A half-titanium dragon breathes a line of telluric force (which


appears as a green lightning) dealing 1d10 points of damage per Hit Die of the half-
dragon (half damage on a successful Reflex save). Targets struck by a consecutive
use of the breath weapon take double the normal damage (2d10 per Hit Die of the
half-dragon) so long as the next use occurs within 24 hours.

- Void (adamic): A half-void dragon breathes a cone of annihilation, causing living


beings who fail a Reflex save to lose 1 level/Hit Die per 4 Hit Dice of the half-
dragon (this is treated as though they had failed a Fort save to remove a negative
level), those who make their save suffer no damage. Creatures immune to energy
drain still take half damage from this effect (no damage on a successful save).

Special Qualities:Superior half-dragons retain all the special qualities of the base
creature and gains the following: 

- Adaptation (Ex): Half-adamic and half-nehaschimic dragons take no damage from


any natural environment; they are capable of existing anywhere.

- Immunities (Ex): All superior half-dragons are immune to poison, sleep, paralysis,


stunning, disease, death effects, nonlethal damage, ability damage, ability drain,
energy drain, and death from massive damage. They also have additional
immunities based on type.

~ Cometary (adamic): Half-cometary dragons are immune to cold damage, and are


healed instead of harmed by fire damage.

~ Firmament (nehaschimic): Half-firmament dragons are immune to sonic damage,


are healed instead of harmed by fire damage, and reflect all cold-based attacks.
Further, they cannot be harmed by sub-epic spells.
~ Force (epic): Half-force dragons are immune to all force effects.

~ Nexus (nehaschimic): Half-nexus dragons are immune to cold damage, are


healed instead of harmed by electricity damage, and reflect all sonic-based attacks.
Further, they cannot be harmed by sub-epic spells.

~ Platinum (epic): Half-platinum dragons are immune to cold damage.

~ Polychromatic (epic): Half-polychromatic dragons are immune to one type of


energy (acid, cold, electricity, or fire) chosen each round on their turn.

~ Prismatic (epic): Half-prismatic dragons cannot be harmed by any light, including


Evocation [Light] spells, searing light, and the various prismatic (sphere, spray,
wall) spells. In addition, they are immune to any spell or effect that causes
blindness.

~ Starshadow (adamic): Half-starshadow dragons are immune to electricity


damage, and are healed instead of harmed by sonic damage.

~ Timber (epic): Half-timber dragons are immune to negative energy and


necromantic effects.

~ Titanium (epic):Half-titanium dragons are immune to sonic damage.

~ Void (adamic):Half-void dragons are immune to cold damage, and are healed
instead of harmed by acid damage.

- Keen Senses (Ex): Superior half-dragons have heightened senses, as follows:half-


epic dragons see eight times as well as a human in shadowy illumination, four times
as well in normal light, and have 120 ft. darkvision. Half-adamic dragons see
twenty times as well in shadowy illumination, ten times as well in normal light, and
have 600 ft. darkvision. Half-nehaschimic dragons have sight that extends
infinitely, though not to other planes, and see in the dark as well as they do in the
light.

- 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).

~ Cometary (adamic): A half-cometary dragon’s wings are grey and very


translucent, being made of compressed time. By enfolding itself within its wings, a
half-cometary dragon may place a safe time (as the epic spell) effect on itself. This
lasts for as long as the half-cometary dragon wishes; it is aware of the passage of
normal time, though time ceases to pass for it, and it may not take any actions
except to move back into normal time on a subsequent round (which is a free
action).

~ Firmament (nehaschimic): The wings of a half-firmament dragon seem to be


made of light. On its turn it may choose a being within reach to become immune to.
Thereafter, that creature is unable to affect the half-firmament dragon at all; its
attacks, spells, actions, etc. do no damage to and have no effect on the half-
firmament dragon. A half-firmament dragon may change this designation as often
as it likes, but it may only ever be immune to a single being (eternals and higher
beings are not subject to this power). When using this power, a half-firmament
dragon seems to wave its wings through a creature, attuning itself to that
creature’s existence totally.

~ 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).

~ Nexus (nehaschimic): The wings of a half-nexus dragon are composed of light,


though they shine less brightly than those of a half-firmament dragon’s. By using
their wings, they may “attack” the laws of physics, denying an effect from
happening despite it having the requisite cause. As an immediate action, a half-
nexus dragon can cause someone within 100 ft. to lose a standard action from their
turn (e.g. the victim may only take a move action this turn, unless they somehow
have more actions). Eternals and higher beings are not subject to this power.

~ Platinum (epic): A half-platinum dragon’s wings are a beautiful silvery-white, and


are incredibly strong. When fighting defensively, a half-platinum dragon can use
one wing as an extremely potent bastion, gaining damage reduction 25/-. When
using a total defense action, it uses both wings, raising the damage reduction to
50/-.

~ Polychromatic (epic): A half-polychromatic dragon is able to change the color of


its wings at will (though not the pattern). Since its wings are strongly aligned with
elemental energy, on its turn it can duplicate any spell with an energy descriptor of
a level equal to 9 + number of automatic metamagic capacity feats (caster level
equal to its natural Hit Dice). This ability can also duplicate any epic spells with a
Spellcraft DC equal to the half-polychromatic dragon’s spellcraft check +20 and an
energy descriptor.

~ Prismatic (epic): The wings of a half-prismatic dragon constantly sparkle and shift


colors. A creature hit by a half-prismatic dragon’s wing buffet has the light around it
solidified; it is trapped inside a prismatic sphere of a single color (roll 1d8 to
determine the color, re-rolling any result of 8) that takes up just that creature’s
space.

~ Starshadow (adamic): A half-starshadow dragon’s wings are a black film, with


white spots on them that make it seem as though the wings are windows into deep
space. Because a half-starshadow dragon’s wings naturally aggregate magic, any
opponent it hits with a wing buffet loses all magical ability for 1 round, as though
that creature were in an antimagic field that only affects their items and abilities.
This ability doesn't work on sidereals or higher beings.

~ 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.

~ Titanium (epic): The wings of a half-titanium dragon are composed of a dark


bluish metal, and seem to almost be manufactured rather than grown. Strongly
resistant to magic, a half-titanium dragon that takes a total defense action wraps
its wings around itself, and is treated as having unbeatable spell resistance so long
as it maintains a total defense. This doesn't function against sidereals and higher
beings.

~ 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).

Abilities:Superior half-dragons gain ability increases as follows:

~ Half-epic dragons:Str +12, Con +10, Int +10, Cha +10.

~ Half-adamic dragons:Str +30, Con +24, Int +24, Cha +24.

~ Half-nehaschimic dragons:Str +72, Con +50, Int +50, Cha +50.

Skills:Superior half-dragons are omnicompetent mavens.

- Maven & Omnicompetent (Ex):Superior half-dragons gain maximum ranks in all


skills (w/all skills becoming class skills).

Challenge Rating:As base creature +20 (half-epic), +36 (half-adamic), or +70


(half-nehaschimic).

Alignment:As base creature or dragon variety.

Level Adjustment:As base creature +30 (half-epic), +54 (half-adamic), or +105


(half-nehaschimic).

Portfolio Errata (Specific)

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

necromantic effects; and negative energy).


Hero-deity Scion of Darkness Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class in darkness or shadow.
Quasi-deity Superior Summoning Shadow
creatures summoned have +50% HD. Always active
Demi-deity Embodiment of Entropy Immunities only
50% effective vs. your entropic effects (inc. Always active
death
effects; necromantic effects; and negative energy).
Greater Deity Darkness (R(FH, if Con 0)) Gain (R(FH, if
Con 0)) equal to 1/2 HD/L in darkness Always active
or
shadow.
(Double) Darkness Portfolio
Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any of Varies
your
domain's abilities, etc.) and you can use any (2/round)
of your
domain or subdomain spells as spell-like abilities
at will.

Hostile Environment (Sun) Competence


penalty (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class in sunlight.
Positive Energy Vulnerability Suffer +100%
damage from positive energy. Always active
Prophet Cold Immunity You are
immune to cold. Always active
Hero-deity Greater Scion of Darkness Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class in darkness or shadow.
Quasi-deity Perfect Summoning Shadow
creatures summoned have +200% HD. Always active
Demi-deity Perfect Embodiment of Entropy Immunities
ineffective vs. your entropic effects (inc. death Always active
effects;
necromantic effects; and negative energy).
Greater Deity Greater Darkness (R(FH, if Con 0)) Gain (R(FH, if Con
0)) equal to HD/L in darkness or shadow. Always active

Death

Domain:Death.

(Single) Death 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.
Positive Energy Vulnerability Suffer +50%
damage from positive energy. Always active
Sterility You can't
produce offspring, even magically/psionically. Always active
Undead You gain
the Undead type. Always active
Prophet Entropic Immunity You're
immune to entropic effects (inc. death effects; Always active

necromantic effects; and negative energy).


Hero-deity Scion of Death Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs. living opponents.
Quasi-deity Superior Summoning Undead
creatures summoned have +50% HD. Always active
Demi-deity Embodiment of Entropy Immunities only
50% effective vs. your entropic effects (inc. Always active
death
effects; necromantic effects; and negative energy).
Greater Deity Negative Energy Absorption You're healed (5
hp per HD/L the effect would have drained, Always active
if you
were vulnerable to energy drain) by negative energy.

(Double) Death Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any of Varies
your
domain's abilities, etc.) and you can use any (2/round)
of your
domain or subdomain spells as spell-like abilities
at will.
Positive Energy Vulnerability Suffer +100%
damage from positive energy. Always active
Undead You gain
the Undead type. Always active
Prophet Cold Immunity You are
immune to cold. Always active
Hero-deity Greater Scion of Death Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs. living opponents.
Quasi-deity Perfect Summoning Undead
creatures summoned have +200% HD. Always active
Demi-deity Perfect Embodiment of Entropy Immunities
ineffective vs. your entropic effects (inc. death Always active
effects;
necromantic effects; and negative energy).
Greater Deity Greater Negative Energy Absorption You can use any
source of negative energy to gain temporary Always active
hit
points. Temporary hit points don't stack with temporary
hit
points.

Entropy

Domain:Void.

(Single) Entropy 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.
Voidborn Gains Fl.
(Su) = L.S. (Pe.), No Breath, and Starflight. Varies.
Chronal Vulnerability Chronal
effects are +50% effective vs. you. Always active
Sloth's Grace You gain a
competence penalty to your Dex (= your divine Always active
rank.
Prophet Entropic Immunity You're
immune to entropic effects (inc. death effects; Always active

necromantic effects; and negative energy)


Hero-deity Scion of the Void Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class in a vacuum.
Quasi-deity Superior Banishing Enemies
summoned are banished (50% chance). Always active
Demi-deity Embodiment of Entropy Immunities only
50% effective vs. your entropic effects (inc. Always active
death
effects; necromantic effects; and negative energy).
Greater Deity Void Soul Gain (R(FH, if
Con 0)) equal to 1/2 HD/L in a vacuum. Always active

(Double) Entropy Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any of Varies
your
domain's abilities, etc.) and you can use any (2/round)
of your
domain or subdomain spells as spell-like abilities
at will.
Greater Voidborn Gains the
Void subtype, Greater Starflight, X-ray Vision 60 ft.. Varies.
Chronal Vulnerability Chronal
effects are +100% effective vs. you. Always active
Sloth's Grace You gain a
competence penalty to your Dex (= 2x your Always active
divine
rank.
Prophet Cold Immunity You are
immune to cold. Always active
Hero-deity Greater Scion of the Void Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class in a vacuum.
Quasi-deity Perfect Banishing Enemies
summoned are banished (100% chance). Always active
Demi-deity Perfect Embodiment of Entropy Immunities
ineffective vs. your entropic effects (inc. death Always active
effects;
necromantic effects; and negative energy).
Greater Deity Greater Void Soul Gain (R(FH, if
Con 0)) equal to HD/L in a vacuum. Always active
Cats

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.

Cats Template (Single Portfolio)


Appearance:Your manifestation, if not Cat-like, becomes so; if a Cat
or Cat-kin, becomes the quintessential Cat or Cat kin ideal.
Demeanor:These immortals become aggressive and stubborn. They
may also also become preoccupied w/consuming everything.

Cats Template (Double Portfolio)


Appearance:Your manifestation, if not Cat-like, becomes so; if a Cat
or Cat-kin, becomes the quintessential Cat or Cat kin ideal.
Demeanor:These immortals become aggressive and stubborn. They
may also also become preoccupied w/consuming everything.

(Single) Cats 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 Varies
(w/o
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.
Cat subtype You gain
the Cat subtype (unless a Cat). Always active
Mouse Vulnerability Mices' and
mouse-kins' attacks are +50% effective vs. you. Always active
Hostile Environment (Water) Competence
penalty (equal to your divine rank) on all Always active
die rolls
while either wet (w/water) or underwater.
Prophet Cat Kin You gain
Half-Cat Traits (unless an Cat or Cat kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability is replaced by Cat Lord.
Hero-deity Mouse Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Mice and Mouse kin.
Quasi-deity Improved Summoning Summoned
Cats and Cat kin have 50% more HD. Always active
Demi-deity Embodiment of Catkind Immunities
only 50% effective vs. your magic (inc. Always active
Sp, Su,
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 Cat Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L Always active
while
licking your wounds or napping.
Elder One Cat Messiah You can't be
harmed either willingly or unwillingly Always active
by
Cats/Cat kin of a lower divine rank.
Cosmic Imperfection (Mouse) One artifact in
the universe can overcome Always active
your
cosmic string ability.
Old One Inner Eye You always
use the best possible die rolls. Always active

(Double) Cats Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Mouse Vulnerability Mices' and
mouse-kins' attacks are +100% effective vs. you. Always active
Hostile Environment (Water) Competence
penalty (equal to double your divine rank) Always active
on all
die rolls while wet (w/water) or underwater.
Prophet Cat Lord You gain
Cat Traits (unless an Cat or Cat kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability replaces Cat Kin.
Hero-deity Mouse Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Mice and Mouse kin.
Quasi-deity Improved Summoning Summoned
Cats and Cat kin have 200% more HD. Always active
Demi-deity Embodiment of Catkind Immunities
ineffective vs. your magic (inc. Spells, Always active
Sp, Su,
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 Cat Soul Gain (R(FH, if
Con 0)) = your HD/L while Always active
licking
your wounds or napping.
Elder One Cat King You
automatically dominate all Cats/Cat kin of a Always active
lower
divine rank.
Cosmic Imperfection (Mouse) 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 Evil Eye Enemies
within your divine aura use the worst possible Always active
die rolls.

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.

Cephalopod Template (Single Portfolio)


Appearance:Your manifestation, if not Cephalopod-like, becomes so; if a
Cephalopod
or Cephalopod-kin, becomes the quintessential Cephalopod or Cephalopod kin
ideal.
Demeanor:These immortals become elusive.

Cephalopod Template (Double Portfolio)


Appearance:Your manifestation, if not Cephalopod-like, becomes so; if a
Cephalopod
or Cephalopod-kin, becomes the quintessential Cephalopod or Cephalopod kin
ideal.
Demeanor:These immortals become elusive.

(Single) Cephalopod 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 Varies
(w/o
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.
Cephalopod subtype You gain the
Cephalopod subtype (unless a Cephalopod). Always active
Chondrichthyan Vulnerability
Chondrichthyans' and Chondrichthyan-kins' attacks are Always active
+50%
effective vs. you.
Shaky Morale You can't
benefit from morale bonuses. Always active
Prophet Cephalopod Kin You gain Half-
Cephalopod Traits (unless a Cephalopod Always active
or
Cephalopod kin). This ability can't be lost or stolen or

involuntarily suppressed or nullified even by deities of


higher
divine rank.
This
ability is replaced by Cephalopod Lord.
Hero-deity Chondrichthyan Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Chondrichthyans and

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

Cephalopods/Cephalopod kin of a lower divine rank.


Cosmic Imperfection (Chondrichthyan) One artifact 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)

(Double) Cephalopod Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Chondrichthyan Vulnerability
Chondrichthyans' and Chondrichthyan-kins' attacks are Always active
+100%
effective vs. you.
Shaky Morale You can't
benefit from morale bonuses. Always active
Prophet Cephalopod Lord You gain
Cephalopod Traits (unless a Cephalopod or Always active

Cephalopod kin). This ability can't be lost or stolen or

involuntarily suppressed or nullified even by


deities
of higher divine rank.
This
ability replaces Cephalopod Kin.
Hero-deity Chondrichthyan Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Chondrichthyans and

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

remainder of that round.


First One Transilient Reflexes You cannot fail
Reflex saves. Always active

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 Template (Single Portfolio)


Appearance:Your manifestation, if not Chondrichthyan-like, becomes so; if a
Chondrichthyan or
Chondrichthyan-kin, becomes the quintessential Chondrichthyan or
Chondrichthyan kin ideal.
Demeanor:These immortals become aggressive.

Chondrichthyan Template (Double Portfolio)


Appearance:Your manifestation, if not Chondrichthyan-like, becomes so; if a
Chondrichthyan or
Chondrichthyan-kin, becomes the quintessential Chondrichthyan or
Chondrichthyan kin ideal.
Demeanor:These immortals become aggressive.

(Single) Chondrichthyan 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 Varies
(w/o
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.
Chondrichthyan subtype You gain the
Chondrichthyan subtype (unless a Always active

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

involuntarily suppressed or nullified even by deities of


higher
divine rank.
This
ability is replaced by Chondrichthyan Lord.
Hero-deity Cephalopod Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Cephalopods and

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

Chondrichthyans/Chondrichthyan kin of a lower divine rank.


Cosmic Imperfection (Cephalopod) One artifact in
the universe can overcome your cosmic Always active
string
ability.
Old One Invincible You can
make a Fortitude save vs. an opponent's HD/L to Always active
avoid
any type of assault (whether magical or physical)

(Double) Chondrichthyan Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Cephalopod Vulnerability Cephalopods'
and Cephalopod-kins' attacks are Always active
+100%
effective vs. you.
Pig's Splendor You gain a
competence penalty to your Cha (= 2x your divine Always active
rank.
This can't lower your Cha to less than 10.
Prophet Chondrichthyan Lord You gain
Chondrichthyan Traits (unless a Chondrichthyan or Always active

Chondrichthyan kin). This ability can't be lost or stolen or

involuntarily suppressed or nullified even by


deities
of higher divine rank.
This
ability replaces Chondrichthyan Kin.
Hero-deity Cephalopod Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Cephalopods and

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

/Chondrichthyan kin of a lower divine rank.


Cosmic Imperfection (Cephalopod) Two artifacts in
the universe can overcome your cosmic Always active
string
ability.
Old One Legendary Constitution Your
Constitution score is doubled. Always active
First One Transilient Fortitude You cannot fail
Fortitude saves. 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.

Deer Template (Double 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.

(Single) Deer 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 Varies
(w/o
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.
Deer subtype You gain
the Deer subtype (unless a Deer). Always active
Human Vulnerability Humans' and
Human-kins' attacks are +50% effective vs. you. Always active
Shaky Morale You can't
benefit from morale bonuses. Always active
Prophet Deer Kin You gain
Half-Deer Traits (unless an Deer or Deer kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability is replaced by Deer Lord.
Hero-deity Human Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Humans and
Human
kin.
Quasi-deity Improved Summoning Summoned
Deer and Deer kin have 50% more HD. Always active
Demi-deity Embodiment of Deerkind 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 Deer Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L while hidden. Always active
Elder One Deer Messiah You can't be
harmed either willingly or unwillingly by Always active

Deer/Deer kin of a lower divine rank.


Cosmic Imperfection (Human) One artifact 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)

(Double) Deer Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Human Vulnerability Humans' and
Human-kins' attacks are +100% effective vs. you. Always active
Shaky Morale You can't
benefit from morale bonuses. Always active
Prophet Deer Lord You gain
Deer Traits (unless an Deer or Deer kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability replaces Deer Kin.
Hero-deity Human Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Humans and
Human
kin.
Quasi-deity Improved Summoning Summoned
Deer and Deer kin have 200% more HD. Always active
Demi-deity Embodiment of Deerkind 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 Deer Soul Gain (R(FH, if
Con 0)) = your HD/L while hidden. Always active
Elder One Deer King You
automatically dominate all Deer/Deer kin of a Always active
lower
divine rank.
Cosmic Imperfection (Human) 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

remainder of that round.


First One Transilient Reflexes You cannot fail
Reflex saves. Always active

Deicide Portfolio

Aspects: Blasphemy, Sacrilege, Abomination, Anathema, Execration


Examples: Ra va grale the Godbane, Belzamus, Iruxtuu
Favored Animal: Corby
Favored Class: Godslayer
Favored Place: A Ruined Temple
Favored Sacrifice: An Immortal
Favorite Time: Moonless Nights
Favored Weapon: Greatsword
Portfolio Trial: You must defeat an Immortal in single combat
Prerequisite: Must not have any levels in a Divine Spellcasting Class other than Ur-
Priest
Typical Quote: I am death, the death of all gods!

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.

Hazards: All Immortals within a Deicide-aspected realm take damage equal to their


Divine Bonus each round.

Inhabitants: A Deicide-aspected realm is inhabited by all manner of god-defying


creatures, including Defiants, Ur-Priests, Godslayers, Infernals, Umbrals, and even
Untrammeled Titans of Oblivion.

Deicide Portfolio Single Portfolio

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.

Deicide Portfolio Double Portfolio

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

Single Deicide Portfolio


Disciple Spell-like Abilities (Deicide Portfolio)- You may use any Deicide Domain
Spell-like Ability once per round
Obsessed- you always act last when not facing an opponent with Divine Rank or the
ability to cast Divine Spells
Notoriety- You become infamous across the pantheon, becoming a target for
assassinations attempts by powerful divine servants or adventuring parties
Prophet Pernicious Armor- You are immune to Divine Damage
Hero-Deity  Scion of Godslaughter- You gain your most powerful opponent s Divine
Bonus to Armor Class, Attacks, Damage, Saves, and Skill Checks
Quasi-Deity Profane Ritual- All summoned allies cannot be Banished
Lesser Deity Antidivinity- All Divine Damage you do is treated as Antidivine
Damage, which deals no damage to entities not possessing Divine Rank but double
damage to entities with a Divine Bonus
Intermediate Deity Superior Divine Effect- Assault your enemies with Divine energy
Greater Deity Fundament of Sacrilege- You gain Regeneration equal to the total
Divine Bonus of all foes in your Divine Aura
Elder One Divine Nemesis- You treat all Immortals as the Favored Enemy of a
ranger equal to your HD, multiplying the bonus tenfold
Old One Iconoclasm Incarnate- Divine Magic does not function in your Divine Aura

Double Deicide Portfolio


Disciple Spell-like Abilities (Deicide Portfolio)- You may use any Deicide Domain
Spell-like Ability twice per round
Lunatic s Atheism- You cannot flee the battlefield so long as a single Immortal
remains alive within your Divine Aura
Anathema- Immortals target you above all others in combat
Prophet Pernicious Ascendancy- You are healed by Divine Damage
Hero-Deity  Greater Scion of Godslaughter- You gain your two most powerful
opponents  Divine Bonus to Armor Class, Attacks, Damage, Saves, and Skill
Checks, or double your most powerful foe s Divine Bonus if only facing one
immortal
Quasi-Deity Execration Ritual- All summoned allies maximize all die rolls if there is
an Immortal within your Divine Aura
Lesser Deity Vile Divinity- All Antidivine Damage you do is considered Permanent
Damage
Intermediate Deity Superior Divine Effect (x2)- Assault your enemies with Divine
energy
Greater Deity Font of Perdition- All Immortals within your Divine Aura take damage
equal to the combined total of the Divine Bonus of all Immortals within your Divine
Aura (including your own) every round
Elder One Divine Nullification- All Immortals within your Divine Aura lose access to
their Divine Abilities
Old One God Devourer- Immortals you slay are permanently destroyed as if slain in
their Divine Realm
First One  Omega- All Immortals within your Divine Real lose their Divine Bonus

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.

Fey Template (Single Portfolio)


Appearance:Your manifestation, if not fey, becomes so; if half-fey, becomes
more so; and, if a fey, becomes the quintessential fey ideal.
Demeanor:These immortals become reclusive, territorial tricksters. They
may also also become preoccupied w/playing pranks on mortals.

Fey Template (Double Portfolio)


Appearance:Your manifestation, if not fey, becomes so; if half-fey, becomes
more so; and, if a fey, becomes the quintessential fey ideal.
Demeanor:These immortals become reclusive, territorial tricksters. They
may also also become preoccupied w/playing pranks on mortals.

(Single) Fey 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 Varies
(w/o
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.
Fey Type You gain
the Fey type (unless a Construct, Fey, etc.). Always active
Human Vulnerability Humans' and
Human-kins' attacks are +50% effective vs. you. Always active
Fly's Endurance You gain a
competence penalty to your Con (= your divine Always active
rank.
This can't lower your Dex to less than 10.
Prophet Fey Knight You gain any
half-fey template (unless a fey or half-fey). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability is replaced by Fey Lord.
Hero-deity Human Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs humans and human kin.
Quasi-deity Improved Summoning Summoned fey
and fey kin have 50% more HD. Always active
Demi-deity Embodiment of Feykind Immunities only
50% effective vs. your magic (inc. Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Withering (Wisdom) [Effect] Assault your
enemies w/Wisdom draining attacks. Varies
Int. Deity Uncanny Withering (Wisdom) Mastery Assault your
enemies w/Wisdom draining attacks. Varies
Greater Deity Fey Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L in your realm. Always active
Elder One Fey Messiah You can't be
harmed either willingly or unwillingly by Always active
fey/fey
kin of a lower divine rank.
Cosmic Imperfection (Human) One artifact in
the universe can overcome your cosmic Always active
string
ability.
Old One Cosmic Font Your power
comes from within. Your magic (inc. Sp, Su, etc.). Always active
functions
normally in Antimagic and Dead Magic Zones.
NB:This
applies to psionics, if any.

(Double) Fey Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Human Vulnerability Humans' and
Human-kins' attacks are +100% effective vs. you. Always active
Fly's Endurance You gain a
competence penalty to your Con (= 2x your Always active
divine
rank. This can't lower your Con to less than 10.
Prophet Fey Lord You gain the
traits of any fey of 1/6th your HD/L (unless a fey). Always active
This
ability can't be lost or stolen or involuntarily suppressed
or
nullified even by deities of higher divine rank.
This
ability replaces Fey Knight.
Hero-deity Human Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs humans and human kin.
Quasi-deity Improved Summoning Summoned fey
and fey kin have 200% more HD. Always active
Demi-deity Embodiment of Feykind Immunities
ineffective vs. your magic (inc. Sp, Su, etc.). Always active
NB:This
applies to psionics, if any.
Lesser Deity Superior Withering (Wisdom) [Effect] (x2) Assault your
enemies w/Wisdom draining attacks. Varies
Int. Deity Uncanny Withering (Wisdom) Mastery (x2) Assault your
enemies w/Wisdom draining attacks. Varies
Greater Deity Greater Fey Soul Gain (R(FH, if
Con 0)) = your HD/L in your realm. Always active
Elder One Fey King You
automatically dominate all fey/fey kin of a lower divine Always active
rank.
Cosmic Imperfection (Human) Two artifacts
in the universe can overcome your cosmic Always active
string
ability.
Old One Alter Reality You can
Alter Reality itself.; NB:If you already have Swift Action
this
ability, you instead gain the Numinous ability.
NB:This
allies to psionics, if any.
First One Dead Zone Your aura
radiates a Dead Magic effect that does not inhibit Always active
your
items or those of your allies.

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.

Fiends Template (Single Portfolio)


Appearance:Your manifestation, if not Fiend-like, becomes so; if a Fiend
or Fiend-kin, becomes the quintessential Fiend or Fiend kin ideal.
Demeanor:These immortals become cruel and malicious.

Fiends Template (Double Portfolio)


Appearance:Your manifestation, if not Fiend-like, becomes so; if a Fiend
or Fiend-kin, becomes the quintessential Fiend or Fiend kin ideal.
Demeanor:These immortals become cruel and malicious.

(Single) Fiends 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 Varies
(w/o
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.
Fiend subtype You gain a
Fiend subtype (unless a Fiend). Always active
Celestial Vulnerability Celestials'
and Celestial-kins' attacks Always active
are
+50% effective vs. you.
Veil of Secrecy Competence
penalty = your divine rank on all rolls Always Active
against
an opponent that knows your true name.
Prophet Fiend Kin You gain
Half-Fiend Traits (unless a Fiend or Fiend kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability is replaced by Fiend Lord.
Hero-deity Celestial Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Celestials and
Celestial
kin.
Quasi-deity Improved Summoning Summoned
Fiends and Fiend kin have 50% more HD. Always active
Demi-deity Taint of Evil 50% of all
damage you deal gains the [Vile] descriptor. Always Active
Lesser Deity Superior Unholy [Effect] Assault your
enemies w/Unholy attacks. Varies
Int. Deity Uncanny Unholy Mastery Assault your
enemies w/Unholy attacks. Varies
Greater Deity Fiend Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L on unholy ground. Always active
Elder One Fiend Messiah You can't be
harmed either willingly or unwillingly by Always active

Fiends/Fiend kin of a lower divine rank.


Cosmic Imperfection (Celestial) One artifact in
the universe can overcome your cosmic Always active
string
ability.
Old One Evolve You can
evolve living creatures who can themselves create Standard Action
evolved
creatures.
(Double) Fiends Portfolio
Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Celestial Vulnerability Celestials'
and Celestial-kins' attacks Always active
are
+100% effective vs. you.
Veil of Secrecy Competence
penalty = your divine rank on all rolls Always Active
against
an opponent that knows your true name.
Prophet Fiend You gain
Fiend Traits (unless a Fiend or Fiend kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability replaces Fiend Kin.
Hero-deity Celestial Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Celestials and
Celestial
kin.
Quasi-deity Improved Summoning Summoned
Fiends and Fiend kin have 200% more HD. Always active
Demi-deity Greater Taint of Evil All damage
you deal gains the [Vile] descriptor. Always Active
Lesser Deity Superior Unholy [Effect] (x2) Assault your
enemies w/Unholy attacks. Varies
Int. Deity Uncanny Unholy Mastery (x2) Assault your
enemies w/Unholy attacks. Varies
Greater Deity Greater Fiend Soul Gain (R(FH, if
Con 0)) = your HD/L on unholy ground. Always active
Elder One Fiend King You
automatically dominate all Fiends/Fiend kin of a Always active
lower
divine rank.
Cosmic Imperfection (Celestial) Two artifacts in
the universe can overcome your cosmic Always active
string
ability.
Old One Apostasy You cannot be
affected by any alignment based attacks. Always active
or
effects. For all intents and purposes you are beyond

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.

Genies Template (Single Portfolio)


Appearance:Your manifestation, if not Genie-like, becomes so; if a Genie
or Genie-kin, becomes the quintessential Genie or Genie kin ideal.
Demeanor:These immortals become prideful and secretive.

Genies Template (Double Portfolio)


Appearance:Your manifestation, if not Genie-like, becomes so; if a Genie
or Genie-kin, becomes the quintessential Genie or Genie kin ideal.
Demeanor:These immortals become prideful and secretive.

(Single) Genies 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 Varies
(w/o
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.
Elemental subtype You gain an
elemental subtype (unless a Genie). Always active
Giant Vulnerability Giants' and
Giant-kins' attacks are +50% effective vs. you. Always active
Veil of Secrecy Competence
penalty = your divine rank on all rolls Always Active
against
an opponent that knows your true name.
Prophet Genie Kin You gain
Half-Genie Traits (unless a Genie or Genie kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability is replaced by Genie Lord.
Hero-deity Giant Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Giants and
Giant
kin.
Quasi-deity Improved Summoning Summoned
Genies and Genie kin have 50% more HD. Always active
Demi-deity Embodiment of Geniekind Immunities only
50% effective vs. your magic (inc. Sp, Su, Always active
etc.).;
NB:This applies to psionics, if any.
Lesser Deity Superior Wit. (Intelligence) [Effect] Assault your
enemies w/Unholy attacks. Varies
Int. Deity Uncanny Wit. (Intelligence) Mastery Assault your
enemies w/Unholy attacks. Varies
Greater Deity Genie Soul Gain (R(FH, if
Con 0)) = 1/2 your HD/L in/on your element. Always active
Elder One Genie Messiah You can't be
harmed either willingly or unwillingly by Always active

Genies/Genie kin of a lower divine rank.


Cosmic Imperfection (Giant) One artifact in
the universe can overcome your cosmic Always active
string
ability.
Old One Cosmic Font Your power
comes from within. Your magic (inc. Sp, Su, etc.). Always active
functions
normally in Antimagic and Dead Magic Zones.
NB:This
applies to psionics, if any.

(Double) Genies Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Giant Vulnerability Giants' and
Giant-kins' attacks are +100% effective vs. you. Always active
Veil of Secrecy
Competence penalty = your divine rank on all rolls Always Active
against
an opponent that knows your true name.
Prophet Genie You gain
Genie Traits (unless a Genie or Genie kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability replaces Genie Kin.
Hero-deity Giant Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Giants and
Giant
kin.
Quasi-deity Improved Summoning Summoned
Genies and Genie kin have 200% more HD. Always active
Demi-deity Embodiment of Geniekind Immunities
ineffective vs. your magic (inc. Sp, Su, etc.). Always active
NB:This
applies to psionics, if any.
Lesser Deity Superior Wit. (Intelligence) [Effect] (x2) Assault your
enemies w/Unholy attacks. Varies
Int. Deity Uncanny Wit. (Intelligence) Mastery (x2) Assault your
enemies w/Unholy attacks. Varies
Greater Deity Greater Genie Soul Gain (R(FH, if
Con 0)) = your HD/L in/on your element. Always active
Elder One Genie Sultan You
automatically dominate all Genies/Genie kin of a Always active
lower
divine rank.
Cosmic Imperfection (Giant) Two artifacts
in the universe can overcome your cosmic Always active
string
ability.
Old One Inner Eye You use the
best possible die rolls. Always active
First One Evil Eye Enemies
within your divine aura use the worst possible Always active
die rolls.

NB:Genies frequently enslave giants as giants are incredibly useful as bodyguards


and laborers.

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.

Goats Template (Single Portfolio)


Appearance:Your manifestation, if not Goat-like, becomes so; if a Goat
or Goat-kin, becomes the quintessential Goat or Goat kin ideal.
Demeanor:These immortals become aggressive and stubborn. They
may also also become preoccupied w/consuming everything.

Goats Template (Double Portfolio)


Appearance:Your manifestation, if not Goat-like, becomes so; if a Goat
or Goat-kin, becomes the quintessential Goat or Goat kin ideal.
Demeanor:These immortals become aggressive and stubborn. They
may also also become preoccupied w/consuming everything.

(Single) Goats 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 Varies
(w/o
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.
Goat subtype You gain
the Goat subtype (unless an Goat). Always active
Chupacabra Vulnerability Chupacabras'
and Chupacabra-kins' Always active
attacks
are +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 Goat Kin You gain
Half-Goat Traits (unless an Goat or Goat kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability is replaced by Goat Lord.
Hero-deity Chupacabra Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Chupacabras and

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

Goats/Goat kin of a lower divine rank.


Cosmic Imperfection (Chupacabra) One artifact in
the universe can overcome your cosmic Always active
string
ability.
Old One Assimilate Absorb
aspects of opponents you consume. Always active

(Double) Goats Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Chupacabra Vulnerability Chupacabras'
and chupacabra-kins' Always active
attacks
are +100% effective vs. you.
Pig's Splendor You gain a
competence penalty to your Cha (= 2x your Always active
divine
rank. This can't lower your Cha to less than 10.
Prophet Goat Lord You gain
Goat Traits (unless an Goat or Goat kin). Always active
This
ability can't be lost or stolen or involuntarily

suppressed or nullified even by deities of


higher
divine rank.
This
ability replaces Goat Kin.
Hero-deity Chupacabra Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Chupacabras and

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.

Preservation Domain Spells


1. Sanctuary: Opponents can’t attack you, and you can’t attack.
2. Shield Other: You take half of subject’s damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of
energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures can’t approach you.
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

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.

Preservation template (Single)


Appearance: The immortal never seems to be dirty or damaged.
Behavior: These immortals are creatures of habit, and set in their ways.

Preservation template (Double)


Appearance: The immortal's manifestation is unchanging, never losing so much as
a hair or fingernail.
Behavior: These immortals are almost suicidally conservative.

(Single) Preservation 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 Varies
(w/o
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.
Compelled to Protect You cannot
refuse your protection to any compatibly aligned Always Active

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

reduction equal to your divine rank.


Demi-deity Instrument of Preservation You have a
50% chance to ignore critical hits. Always Active
Lesser Deity Superior Iatric [Effect] Bless your
allies with healing energy. Unlike the standard Varies
version,
this power also repairs objects.
Int. Deity Uncanny Iatric Mastery Bless your
allies with healing energy. Unlike the standard Varies
version,
this power also repairs objects.
Greater Deity Guardian Soul Gain
regeneration equal to 1/2 your HD when acting in the Always Active

immediate defense of a person, object, or cause, against


a threat
with a CR higher than your own.
Elder One Invincibility You can
make a Fortitude save vs. an opponent's HD/L to Always active
avoid
any type of assault (whether magical or physical).
Cosmic Imperfection (Decay) One artifact in
the universe can defeat your Cosmic String Always Active
ability.
Old One Decay Pariah Spells and
items that induce disease or decay cease to Always Active
function
in your divine realm.

(Double) Preservation Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Compelled to Protect You must
offer your protection to any compatibly aligned Always Active
creature
that might possibly need it.
Slow to Act
Competence penalty to Dexterity equal to your divine rank. Always Active
Prophet Greater Shield of Preservation You are immune
to Constitution damage/drain. Always Active
Hero-deity Scion of Preservation You gain a
bonus to attack rolls, damage, and AC equal to Always Active
twice
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 Greater Unyielding Brethren Any creatures
you summon gain impenetrable damage Always Active

reduction equal to double your divine rank.


Demi-deity Greater Instrument of Preservation Allies within your
divine aura may use your Fortitude save Always Active
bonus
in place of their own.
Lesser Deity Superior Iatric [Effect] (x2 HD) Bless your allies
with healing energy. Unlike the standard Varies
version,
this power also repairs objects.
Int. Deity Uncanny Iatric Mastery (x2 HD) Bless your allies
with healing energy. Unlike the standard Varies
version,
this power also repairs objects.
Greater Deity Guardian Soul Gain
regeneration equal to your HD when acting in the Always Active

immediate defense of a person, object, or cause,


against
a threat with a CR higher than your own.
Elder One Pugnacious Your damage
reduction is doubled. Always Active
Cosmic Imperfection (Decay) Two artifacts in
the universe can defeat your Cosmic String Always Active
ability.
Old One Legendary Constitution Your
Constitution is doubled. Always Active
First One Transilient Fortitude You cannot fail
Fortitude saving throws. 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.

Domain:Scalykind (dragon, venom).

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.

Reptiles Template (Single Portfolio)


Appearance:Your manifestation, if not reptilian, becomes so; if reptilian, becomes
more so; and, if a reptile, becomes the quintessential reptilian ideal.
Demeanor:These immortals become aggressive, reclusive, and territorial.

Reptiles Template (Double Portfolio)


Appearance:Your manifestation, if not reptilian, becomes so; if reptilian, becomes
more so; and, if a reptile, becomes the quintessential reptilian ideal.
Demeanor:These immortals become aggressive, reclusive, and territorial.

(Single) Reptiles 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 Varies
(w/o
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.
Dragon Type You gain
the Dragon type (unless a Construct, Dragon, etc.). Always active
Mammal Vulnerability Mammals'
and mammal-kins' attacks are +50% effective Always active
vs. you.
Lizard's Wit You gain a
competence penalty to your Int (= your divine Always active
rank.
This can't lower your Int to less than 10.
Prophet Reptile Kin You gain any
nonSuperior half-reptile template (unless a Always active
half-
reptile, Superior half-reptile, or true reptile, etc.),
as well
as Disease and Poison Immunity. This ability
can't be
lost or stolen or involuntarily suppressed
or
nullified even by deities of higher divine
rank.
However, the immunities can
be
P.Trumped normally.
This
ability is replaced by Reptile Lord.
Hero-deity Mammal Slayer Competence
bonus (= your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Mammals and

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

reptiles/reptile kin of a lower divine rank.


Cosmic Imperfection (Mammal) One artifact in
the universe can overcome your cosmic Always active
string
ability.
Old One Cosmic Font Your power
comes from within. Your magic (inc. Sp, Su, etc.). Always active
functions
normally in Antimagic and Dead Magic Zones.
NB:This
applies to psionics, if any.

(Double) Reptiles Portfolio


Divine Status Ability/weakness gained Benefit/penalty
Action
Disciple 'Subdomain and spell-like abilities. You gain up to +1
subdomain (w/o having to sacrifice any Varies
of your
domain's abilities, etc.) and you can use any (2
/round)
of your domain or subdomain spells as spell-
like
abilities at will.
Mammal Vulnerability Mammals'
and mammal-kins' attacks are +100% effective Always active
vs. you.
Lizard's Wit You gain a
competence penalty to your Int (= 2x your Always active
divine
rank. This can't lower your Int to less than 10.
Prophet Reptile Lord You gain the
traits of any true (nonepic/neotic, etc.) reptile Always active
of 1/6th
your HD/L (unless a true reptile, etc.), as well as
Disease
and Poison Immunity. This ability can't be lost
or
stolen or involuntarily suppressed or nullified even
by
deities of higher divine rank. However, the

immunities can be P.Trumped normally.


This
ability replaces Reptile Kin.
Hero-deity Mammal Slayer Competence
bonus (= 2x your divine rank) on attack rolls, Always active
damage
rolls, and armor class vs Mammals and

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

Prerequisites:Any Lawful alignment.

Classes

Carnifex

Consummate torturers, pitiless murderers, creatures weaned on the virtues of


cruelty and exploitation one and all... to be a Carnifex is to meditate on the frailties
of the body and mind, to cleanse oneself of mercy’s weakness and forever seek to
better one's ability to maim the flesh and degrade the spirit. 

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.

Carnifexes have the following game statistics.

Abilities: A Carnifex often depends on their strength to lay emphasis to their


assault, their dexterity to execute more devious and intricate maneuvers, or when
their cruelty leads them to favor lighter weapons, their wisdom to better target and
discern the weaknesses of their foes, and their charisma to cow and horrify others
with violent displays.

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).

Skill points at 1st level: (6 + Int modifier) x 4

Skill points at each additional level: 6 + Int modifier

Starting Wealth:6d4 x 10 gp (average 150 gp). In addition, each character begins


play with an outfit worth 10 gp or less.

Lvl BAB F R W Special


1st +1 +2 +0 +0 Baleful Prowess
2nd +2 +3 +0 +0 Bloodstained Reverie
3rd +3 +3 +1 +1 ---
4th +4 +4 +1 +1 Reaver’s Art, Fell Prodigy
5th +5 +4 +1 +1 ---
6th +6/+1 +5 +2 +2 Hand of Mercy, Hand of Torment,
Sanguine Detachment
7th +7/+2 +5 +2 +2 ---
8th +8/+3 +6 +2 +2 Reaver’s Art, Fell Prodigy
9th +9/+4 +6 +3 +3 ---
10th +10/+5 +7 +3 +3 Lurid Pangs, Virulent Edge
11th +11/+6/+1 +7 +3 +3 ---
12th +12/+7/+2 +8 +4 +4 Reaver’s Art, Fell Prodigy
13th +13/+8/+3 +8 +4 +4 ---
14th +14/+9/+4 +9 +4 +4 Lurid Pangs
15th +15/+10/+5 +9 +5 +5 ---
16th +16/+11/+6/+1 +10 +5 +5 Reaver’s Art, Virulent Edge
17th +17/+12/+7/+2 +10 +5 +5 ---
18th +18/+13/+8/+3 +11 +6 +6 Glacial Divide
19th +19/+14/+9/+4 +11 +6 +6 ---
20th +20/15/+10/+5 +12 +6 +6 Reaver’s Art, Resonant Infliction

Class Features

Carnifexes have the following 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 4th level, this awareness manifests as a heightened sensitivity to physical and


psychological symptoms of infirmity, such as a fear, exhaustion, and frailty. Against
opponents who are Shaken, Panicked, Cowering, Fatigued, Exhausted, or who have
a negative constitution modifier, the Carnifex may treat the sum of the target’s
penalty as an insight bonus on all attack, intimidation, and bluff rolls against them.
Only the highest penalty is to be taken into account for this bonus. Henceforth,
Carnifex levels count as rogue levels for the purposes of overcoming the Uncanny
Dodge traits.

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.

Role:A front line combatant above all else.

Alignment:Any.

Hit Die:d12

Starting Wealth:3d6 x 10 gp (average 105 gp). In addition, each character begins


play with an outfit worth 10 gp or less.

Class Skills

The Threat's class skills are Acrobatics (Dex),


Bluff (Cha), Climb (Str), Diplomacy (Cha), Gather
Information (Cha), Intimidate (Cha), Perception (Wis),
Ride (Dex), Search (Int), Sense Motive (Wis), Swim (Str).

Skill points at 1st level:(4 + Int modifier) x 4

Skill Ranks per Level:4 + Int modifier.

Lvl BAB F R W Special


1st +1 +2 +2 +0 Brawler, Fearless, Mighty Blow
2nd +2 +3 +3 +0 Numb +1, Unnatural Force I
3rd +3 +3 +3 +1 Uncanny Dodge, Unnatural Strength I
4th +4 +4 +4 +1 Armored Brute, Numb +2
5th +5 +4 +4 +1 -
6th +6/+1 +5 +5 +2 Numb +3, Unnatural Force II
7th +7/+2 +5 +5 +2 Unnatural Strength II
8th +8/+3 +6 +6 +2 Improved Uncanny Dodge, Numb +4
9th +9/+4 +6 +6 +3 Merciless
10th +10/+5 +7 +7 +3 Numb +5, Unnatural Force III
11th +11/+6/+1 +7 +7 +3 Endure, Unnatural Strength III
12th +12/+7/+2 +8 +8 +4 Numb +6
13th +13/+8/+3 +8 +8 +4 Unnatural Dodge
14th +14/+9/+4 +9 +9 +4 Numb +7, Unnatural Force IV
15th +15/+10/+5 +9 +9 +5 Unnatural Strength IV
16th +16/+11/+6/+1 +10 +10 +5 Numb +8
17th +17/+12/+7/+2 +10 +10 +5 Stubborn
18th +18/+13/+8/+3 +11 +11 +6 Numb +9, Unnatural Force V
19th +19/+14/+9/+4 +11 +11 +6 Unbreakable, Unnatural Strength V
20th +20/15/+10/+5 +12 +12 +6 Numb +10, Titan

The following are class features of the Threat.

Weapon and Armor Proficiency

A Threat is proficient with all simple and martial weapons and with all armor


(light, medium, and heavy) and shields (excluding tower shields).

- 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.).

- Mighty Blow (Ex):Starting at 1st level, a Threat can apply his Strength modifier as


an untyped damage bonus to any melee or thrown missile attack twice per day per
Threat level. This untyped bonus damage stacks with the damage from his Strength
modifier. A Threat can declare multiple attacks in a single round to be mighty
blows. He can't, however, gain the benefit of a mighty blow more than once per
attack.

- 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.).

- Unnatural Force (Ex):Starting at 2nd level, whenever a Threat is subject to a size


modifier or special size modifier for a Combat Maneuver Bonus or Combat
Maneuver Defense (such as during grapple checks, bull rush attempts, overrun
attempts, and trip attempts), he is treated as one size larger, if doing so is
advantageous to him. He is also considered to be one size larger when determining
whether a creature's special attacks based on size (such as grab or swallow whole)
can affect him. However, his space and reach remain those of a creature of his
actual size. This ability improves by +1 e.s.c. (effective size category) every four
levels thereafter (6th, 10th, etc.), reaching its maximum of +5 e.s.c.s at eighteenth
level. This ability does stack with Inherent Size Categories, Virtual Size Categories,
etc. This ability doesn't stack with the Powerful Build ability. However, if he
possesses the Powerful Build ability, he can use weapons designed for a creature
one size larger (this never increases) without penalty.

- 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 from a different class, he automatically


gains improved uncanny dodge (see below) instead.

- Unnatural Strength (Ex):Starting at 3rd level, any melee, natural (inc. unarmed


strike, etc.), or thrown missile weapon a Threat uses deals damage as if one size
category larger. The weapon is not really larger and is otherwise treated as a
weapon of its original size. This increase in damage only applies if the weapon is
used by him. This ability improves by +1 e.s.c. (effective size category) per 4 levels
thereafter (7th, 11th, etc.), reaching its maximum of +5 e.s.c.s at 19th level. This
ability does stack with Inherent Size Categories, Virtual Size Categories, etc.

- Armored Brute (Ex):Starting at 4th level, a Threat no longer suffers penalties to


his speed for wearing armor heavier than light. Every 4 levels thereafter, a Threat
gains a 5 ft. increase to his movement speed. This benefit applies when he is
wearing any armor, including heavy armor, but not while carrying a heavy load
(apply this bonus before modifying his speed because of any load carried). This
bonus stacks with any other bonuses to his land speed.

- Improved Uncanny Dodge (Ex):A Threat of 8th level or higher can no longer be


flanked. This defense denies a rogue the ability to sneak attack the character by
flanking him, unless the attacker has at least four more rogue levels than the target
has Threat levels.

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.

If a Threat already has improved uncanny dodge from a different class, he


automatically gains unnatural dodge (see below) instead.

- Merciless (Ex):Starting at 9th level, a Threat can, after declaring an attack a


mighty blow, expend another use of his mighty blow ability. If he does, the attack
deals double damage, in addition to the benefit of being a mighty blow.

- Endure (Ex):Starting at 11th level, a Threat is considered always under the effect


of an endure elements spell.

- Unnatural Dodge (Ex):Starting at 13th level, a Threat denied his Dexterity to


AC (such as he would be if stunned or blinded) gains an instinct bonus to AC equal
to his Dexterity modifier. He only gains this instinct bonus to AC if his Dexterity
modifier is actually denied. However, the Threat is still considered to have been
denied his Dexterity modifier to his AC, as he doesn't retain his Dexterity modifier
in all situations.

- Stubborn (Ex):At 17th level, a Threat gains immunity to all mind-affecting effects.

- Unbreakable (Ex):At 19th level, a Threat gains immunity to nonlethal damage,


with one exception: if he has regeneration, then he still takes nonlethal damage if it
would normally be lethal damage if it weren't for the regeneration.

- Titan (Ex):Starting at 20th level, a Threat can ignore damage


reduction and hardness. Furthermore, he gains a +5 inherent bonus to
his Strength score and immunity to exhaustion and fatigue.

Black Chorister

Black choristers, or just choristers in more benevolent communities, are called


such, not for being evil or having a grim manner (although many are indeed evil
and have a grim manner), but rather for their frequenting of funerals and other
somber occasions, and while the majority of black choristers are drawn from the
ranks of Archivists, esp. Black Sages, they're as varied in belief, motivation, and
personality as any member of any other class (although many are as corrupt as
they are insane).

Hit Die: d6.

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).

Skill Ranks Per Level: 6 + Int modifier.

Level BAB F R W Special


Spells
1st +0 +2 +0 +2 Bardic knowledge, bardic
performance, countersong, distraction, ---
fascinate, inspire courage +1, versatile
performance, well-versed
2nd +1 +3 +0 +3 Inspire competence +2
+1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Inspire courage +2, lore master 1/day,
suggestion, versatile ---
performance
4th +3 +4 +1 +4 Inspire competence +3, dirge of doom
+1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Inspire greatness, jack-of-all-trades, versatile
performance ---
6th +4 +5 +2 +5 Inspire competence +4, inspire courage +3, lore
master 2/day, +1 level of existing divine spellcasting class
soothing performance
7th +5 +5 +2 +5 Frightening tune, versatile performance
---
8th +6/+1 +6 +2 +6 Inspire competence +5, inspire heroics
+1 level of existing divine spellcasting class
9th +6/+1 +6 +3 +6 Inspire courage +4, lore master 3/day, mass
suggestion,  ---
versatile performance
10th +7/+2 +7 +3 +7 Inspire competence +6, deadly performance
+1 level of existing divine spellcasting class

Weapon and Armor Proficiency: As the standard bard.

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.

Epic Progression: Epic black chorister progression is as a standard epic bard's


progression.
i.e. treat an epic black chorister as being a standard bard of +10 levels for these
purposes.

Cyberdruid

Cyberdruids are urban druids that embrace technology as a part of nature.

The most common members of this prestige class are aleerins.

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.

Table 1-1:The Cyberdruid Hit Die:d8


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +2 +0 +2 Assimilation
2 +1 +3 +0 +3 Armored Defender
3 +1 +3 +1 +3 Expanded Implants
4 +2 +4 +1 +4 Hardened Implants
5 +2 +4 +1 +4 Unified Implants
Class Skills (2 + Int modifier per level): Computer Use, Concentration, Craft,
Diplomacy, Heal, Knowledge (arcana), Knowledge (nature), Profession , and
Spellcraft.

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.

Iron Master of Iron Bluff


Iron Bluff is a city built on its mines and foundries. In this climate man and dwarf
mingle freely, each sharing the knowledge of the metals they pull from the earth
and shape with loving care into various forms. The iron masters perfect their
understanding of iron and this gives them amazing abilities when working with it.

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.

Tunnel Maker of Iron Bluff


The master miners of Iron Bluff have one of the richest ore deposits in the world.
They have worked the mines for centuries and the mines show no signs of running
thin. Their long traditions of incorporating magic into their mining techniques has
culminated in this prestige class which blends earth magic with traditional mining
techniques.
Low level tunnel makers of Iron Bluff get rescue duty to find people caught
in cave-ins. High level tunnel makers are engineers and create new tunnels and
truly amazing underground structures.

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

Prerequisites: To qualify to become an Agent of Death, a character must meet all of


the following criteria:
Alignment: Any Nongood
Skills: Hide 23 ranks, Move Silently 23 ranks
Class Features: Sneak Attack +7d6 or Sudden Strike +7d6
Special: Must be responsible for the deaths of no fewer than 1,000 sentient
creatures.

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

Don’t Fight the Reaper [Epic]


Creatures who have seen you kill lose all will to fight you
Prerequisites: Cat and Mouse 1/encounter
Benefit: Any creature who has witnessed you slay at least one creature within an
encounter loses all morale bonuses to attack rolls, damage rolls, and/or saving
throws against you until the end of the encounter. Furthermore, that creature
suffers a -2 penalty to attack rolls and damage rolls against you for each sentient
creature that it has watched you kill within the encounter.

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.

Agent’s Mark [Epic]


Your most powerful strikes permanently cripple others.
Prerequisites: Crippling Strike 2/attack
Benefit: Whenever you score a critical hit (such as when making a coup de grace),
one of of the crippling strike abilities you possess and select (of your choice)
becomes permanent. Ability damage becomes ability drain and other options don’t
end until the target is treated with a regenerate effect or more powerful
regenerative magic. Creatures with regeneration are unaffected by this class
feature unless the attack deals lethal damage.

Hide the Body [Epic]


When you claim a creature’s soul, you can destroy their body as well.
Prerequisites: True Death (10)
Benefit: Whenever you use your true death class feature, you may choose to
destroy the body of a creature along with all nonmagical equipment on their
person. Such items and bodies are reduced to a few traces of dust noticeable only
in the cleanest of areas.

Madden With Fear [Epic]


Creatures you fill with fear are incapable of thinking coherently.
Prerequisites: Cat and Mouse 2/encounter
Benefit: Creatures who fail their saving throw against your cat and mouse class
feature are treated as flat-footed against all attack and are incapable of spellcasting
or performing any other action requiring focus, even if attempted in the name of
escape. Both of these penalties last for as long as the target is panicking.

Create Opening [Epic]


You create openings for your allies to attack.
Prerequisites: Canny Slaughter 1/round
Benefit: Whenever you successfully harm a creature, that creature provokes attacks
of opportunity.

Improved Create Opening [Epic]


When you slay a creature, you distract your enemies enough for your allies to act.
Prerequisites: Create Opening, Canny Slaughter 2/round
Benefit: Whenever you deliver the killing blow to a creature, all non-mindless
creatures possessing a line of sight with the slain creature provoke attacks of
opportunity.
Slay with Fear [Epic]
Others who witness your horrid deeds may just die where they stand out of fright.
Prerequisites: Cat and Mouse 3/encounter
Benefit: Whenever you use your cat and mouse ability, you may spend an
additional use before saving throws are rolled. If you do so, creatures who fail their
saving throw are forced to roll a Fortitude save agains the same DC. Those who
succeed on their Fortitude save take 3d6 damage but are otherwise affected
normally by your cast and mouse class feature. Those who fail, however, instantly
perish as their hearts stop. This is a mind-affecting fear effect.

Mutilation [Ambush, Epic]


You can sacrifice extra damage to hinder a foe.
Prerequisites: Crippling Strike 6/attack, Sneak Attack +10d6 or Sudden Strike
+10d6
Benefit: Whenever you would deal sneak attack or sudden strike damage, you may
subtract any number of dice of damage. For every 2d6 points of damage sacrificed,
you may choose an additional benefit with your crippling strike class feature.

Quick Slaughter [Epic]


You can end battles before they have even started
Prerequisites: Canny Slaughter 3/round, Crippling Strike 8/attack
Benefit: During a surprise round, you and your allies gain a +10 foot bonus to
speed, don’t provoke attacks of opportunity for your movement, and may take full
rounds of action even if you were the ones being surprised. Furthermore, any
enemy you or an ally damage during a surprise round automatically rolls a 1 for its
initiative (modified as normal). Finally, any time that an ally damages a creature
with a weapon (whether natural or manufactured) in a surprise round, that ally may
apply a single ability from your crippling strike class feature to the target. These
benefits are only extended to allies within 100 ft. of yourself.

Without a Trace [Epic]


When you seal away a creature’s soul, others forget all about that creature
Prerequisites: True Death (10,000)
Benefit: Whenever you use your true death class feature, all other creatures
familiar with the target must make a Will save (DC 20 + agent of death level + Int
modifier) or forget all about the target. Close friends, family, lovers, and similar
close acquaintances gain a +4 bonus on this roll. This ability does not remove
physical traces or written records of the target’s existence. If and when a target’s
soul is freed, this ability ends in relation to that soul.

Consult the Dead [Epic]


You can squeeze some info out of the souls you’ve trapped
Prerequisites: True Death (100)
Benefit: You may use speak with dead once on each soul that you have trapped
with your true death class feature. The save DC equals 20 + agent of death level +
Int modifier and the caster level equals your agent of death level + 20.

Eternal Killer [Epic]


You are sustained by the death you bring to others.
Prerequisites: Slay
Benefit: Whenever you deliver the killing blow to a creature, you may reduce your
current age by up to one week. You may not lower your age beyond the minimum
adult age for your race in this way.
Epic Avoidance [Epic]
You are skilled at dodging attacks.
Prerequisites: Dex 25
Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you
would lose your Dexterity bonus.
Special: You may select this feat multiple times. Its effects stack.

Epic Stealth [Epic]


You can escape notice even from the most extraordinary senses.
Prerequisites: Hide 30 ranks, Move Silently 30 ranks
Benefit: You are never detected through blindsight, blindsense, scent, or
tremorsense

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

Prerequisites: To become a cosmic descryer a character must fulfill all of the


following criteria.
Skills: Knowledge (the planes) 24 ranks.
Feats: Spell Focus (Conjuration), Augment Summoning.
Spells: Ability to cast gate and any planar ally or planar binding spell.
Special: Must have previously travelled to any other plane of existence.

Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Knowledge


(arcane), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive,
and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.

Cosmic Descryer
Level Base Attack Bonus Special
Spells

1st +0 Planeswalker, Superior Planar Summoning +5


--
2nd +1 Cosmic Form I
+1 level of existing spellcasting class
3rd +1 Bonus Feat
--
4th +2 Enduring Gate (1 day)
+1 level of existing spellcasting class
5th +2 Cosmic Will (1 creature)
--
6th +3 Superior Planar Summoning +10
+1 level of existing spellcasting class
7th +3 Cosmic Form II
--
8th +4 Bonus Feat
+1 level of existing spellcasting class
9th +4 Enduring Gate (2 days)
--
10th +5 Cosmic Will (2 creatures)
+1 level of existing spellcasting class [/table]
Class Features: All of the following are class features of the cosmic descryer.

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.

Planeswalker (Ex): A cosmic descryer is always treated as being a native to


whatever plane he or she is on for the purposes of spells like banishment and is
perpetually defended from planar effects as if by an avoid planar effects spell.
Lastly, a cosmic descrier can pass across planes through normally unseen
connections, acting as an extraordinary planeshift effect, except that the cosmic
descryer and all travelling with him or her arrive at the precise destination desired.
After using this ability a number of times equal to the cosmic descryer’s class level,
he or she must spend 1 hour meditating to re-establish the connection and regain
these usages.

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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New Feats

Master of the Planes [Epic]


Outsiders have a hard time acting against you.
Prerequisites: Planeswalker class feature
Benefits: Outsiders can’t attack you unless you attack them first or they succeed on
a Will save (DC 20 + cosmic descryer class level + Wis modifier). If an outsider is
the result of a (summoning) or (calling) spell or effect, it takes a -5 penalty to this
saving throw.

Cosmic Being [Epic]


You are no longer a being of mere flesh and bone.
Prerequisites: Cosmic Form I
Benefits: You become an outsider if not already one. Do not recalculate your hp,
skills, base attack bonus, or saving throws. You can be restored to life as if a
member of your previous type.

Share Spells [Epic]


You can share spell effects that you cast on yourself with summoned and called
creatures.
Prerequisites: Superior Planar Summoning +5
Benefits: Whenever you cast a spell and target yourself, you may extend its effects
to any number of creatures you have summoned and called within 10 feet of
yourself. These spell effects continue even if the creature later travels beyond this
range.

Perfect Summons [Epic]


The creatures that you summon or call are without parallel.
Prerequisites: Superior Planar Summoning +10
Benefits: Any creature that you summon or call appears with maximum possible hit
points for its HD and its attacks are treated as epic for the purposes of overcoming
damage reduction.

Paragon Summons [Epic]


You can call forth a true exemplar of a race to serve you.
Prerequisites: Perfect Summons
Benefits: Whenever you cast a spell that summons or calls exactly one monster,
you may choose to apply the paragon template to that creature if its CR (before
applying extra HD from Superior Planar Summoning) is equal or less than 5 + your
class level. After you use this ability once, you cannot use it again until you spend 8
hours in contemplation of the multiverse to recharge this ability.
special: You may select this feat multiple times. Each time you select it beyond the
first, double the number of times you can use this ability between recharges.

Versatile Call [Epic]


You are not limited to elementals and outsiders with your calling spells and effects.
Prerequisites: Superior Planar Summoning +15
Benefits: When using a calling spell or effect, you can call any extraplanar creature
rather than only summoning outsiders or elementals. Any restrictions placed on the
effect other than type (such as HD) still apply, however.

Summoned Swarm [Epic]


You can call large amounts of creatures over a period of time.
Prerequisites: Superior Planar Summoning +20
Benefits: When casting a spell that can gain the benefits of Superior Planar
Summoning, you can choose to make it a swarm spell. If you do so, you halve the
benefits of superior planar summoning (round down) but you summon 2d4
additional creatures of the same type. 10 minutes later, an additional 1d4 creatures
of the same type with 5 additional HD each appear as if summoned or called by the
same spell. 10 minutes afterwards, a single creature of the same type with 10
additional HD appears. Each creature summoned in this way lasts for the full
normal duration of the spell after appearing.

Descryer’s Spell Legion [Epic]


You can allow the minions you summon and call to access your spells.
Prerequisites: Superior Planar Summoning +25
Benefits: As a full-round action, you may select any number of sentient creatures
that you have summoned or called. For 1 round, all chosen creatures may cast
spells as if they were you, expending your spell slots or spells known and spending
your XP when applicable. Minions can only cast spells of a spell level up to half of
their HD, can’t cast a spell with an alignment descriptor opposed to at least one of
its subtypes, and can never cast epic spells in this way.

Cosmic Guidance [Epic]


The cosmos grant you guidance when you possess need of it.
Prerequisites: Cosmic Form II, Outsider type
Benefits: You can use contact other plane as a spell like ability with a caster level
equal to your class level. When doing so, there is no chance of having your
Intelligence or Charisma decreased by the effect. After using this ability once, you
must spend 8 hours in meditation to recharge the ability.
Special: You can select this feat multiple times. Each time you select it, double the
amount of times that the spell-like ability can be used between recharges.
Bonded Summons [Epic]
You bond your mind and senses to those of creatures you summon and control.
Prerequisites: Cosmic Will (1 Creature)
Benefits: All summoned creatures under your control and all called creatures
affected by your cosmic will class feature are bonded with you. You can observe the
world through the senses of bonded creatures and can communicated telepathically
with them over any distance.

Control Portal [Epic]


You can commandeer control over almost any planar portal.
Prerequisites: Enduring Gate (1 days)
Benefits: As a standard action, you can target a single planar portal with a diameter
of up to 100 feet at its widest point within 100 feet of yourself. You may choose to
activate the portal if it is inactive, deactivate the portal if it is active, or stabilize a
malfunctioning portal. If the portal is already under the control of another cosmic
descryer with this feat, you must make an opposed caster level check against them
to gain control over a portal in this way. You retain control of the portal for as long
as you concentrate + 1 round.

Planar Sensitivity [Epic]


You can detect breaks in the boundaries between planes.
Prerequisites: Planeswalker Class Feature
Benefit: You can detect the presence of all planar portals within 100 feet of
yourself, whether or not they are currently active. Similarly, whenever planar travel
or teleportation occurs within 100 feet of a planeswalker, you are instantly made
aware of that fact. Lastly, while within 10 feet of a planar portal, you detect what
plane of existence the other end rests upon.

Planar Dampening [Epic]


You can halt the utilization of planar energies and travel with your very presence.
Prerequisites: Planar Sensitivity, Enduring Gate (2 days)
Benefit: All spells that allow or force travel onto other planes of existence, that
teleport creatures or objects, that create extradimensional space, and that contact
planar entities (such as commune or contact other plane) can only be cast within 30
feet of yourself + 10 feet per class level if you allow it or if the caster succeeds on
caster level check against a DC of 30 + class level. Similar permission is required to
use calling spells, summoning spells, and spells of the shadow subschool. Effects
that banish creatures and possess other effects (such as holy word) require your
permission for the banishment to occur but otherwise function normally. If multiple
cosmic descryers with this feat are within range of a single caster, the permission of
all of them is required to utilize such spells.
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Enduring Gate (Su): Starting at 4th level, as a full-round action, the cosmic


descryer can make any casting of the gate spell remain for a full day, rather than
disappearing after 1 round per caster level. Every five levels thereafter, the cosmic
descryer can increase the duration of gate by one additional day.

Cosmic Will (Su): Starting at 5th level, whenever a cosmic descryer successfully


use a (calling) effect to call a creature, that creature must make a Will save (DC 20
+ Class Level + Wis modifier) or fall under his or her total control (as dominate
monster with no maximum duration) as the cosmic descryer exerts their will as an
extension of that of the multiverse. This ability can affect up to one creature at 5th
level and one additional creature every 5 levels afterwards. Creatures freed from
this effect have no memories of the time spent under the control of the cosmic
descryer. This is a piercing mind-affecting compulsion effect.

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.

Hit Die: d10

Prerequisites: To qualify to become a Dragon Overlord, a character must meet all of


the following criteria:
Skills: Knowledge (Arcana OR Nature) 23 ranks
Spells/Class Features: Must be able to cast 7th-level arcane spells OR possess a
breath weapon through class levels that deals at least 8d6 damage.
Special: Must have followed one of the two following conditions:
1. Must have enslaved at least 10 true dragons (whether by force, magic, or other
means) of different types and of at least ancient age for 1 consecutive month each.
You need not enslave all of these dragons simultaneously
2. Must have received the permission of at least 10 true dragons (without
compulsion or duress) of different types and of at least ancient age to become a
dragon overlord. As this permission cannot be later revoked, it is granted rarely and
often only in times of great need.

Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy,


Intimidate, Knowledge (Arcana), Knowledge (Nature), Listen, Ride, Sense Motive,
Spellcraft, Spot, Use Magic Device
Skill Points at Each Level: 2 + Int mod

Dragon Overlord

Level Base Attack Bonus Special


Spells
1st +0 Draconic Magic I, Ruler of Dragonkind
--
2nd +1 Presence of the Dragon 1/encounter
+1 level of existing arcane spellcasting class
3rd +1 Bonus Feat
--
4th +2 Commandeer Spell 1/round
+1 level of existing arcane spellcasting class
5th +2 Draconic Fury (1)
--
6th +3 Draconic Magic II
+1 level of existing arcane spellcasting class
7th +3 Presence of the Dragon 2/encounter
--
8th +4 Bonus Feat
+1 level of existing arcane spellcasting class
9th +4 Commandeer Spell 2/round
--
10th +5 Draconic Fury (2)
+1 level of existing arcane spellcasting class

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.

Ruler of Dragonkind (Su/Sp): A dragon overlord embodies complete rulership over


all dragons, embodying the hated orbs of dragonkind. A dragon overlord can use
the breath weapon of each type of chromatic and metallic dragon (as an ancient
dragon) 3 times per day (Reflex DC = 20 + class level + Cha modifier) and is
immune to the breath effects of all chromatic and metallic dragons. The bearer of
an Orb can dominate any sort of metallic or chromatic dragon dragon within 500 ft.
(as dominate monster), the dragon being forced to make a DC 20 + class level +
Cha modifier Will save to resist (spell resistance does not help against this effect).
This is a piercing mind-affecting compulsion effect.

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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New Feats

Epic Breath Weapon [Epic]


Your breath weapon is more powerful than it has ever been.
Prerequisites: Breath weapon dealing at least 8d6 damage.
Benefit: Your breath weapon deals an additional 1d6 points of damage.
Special:You can gain this feat multiple times. It's effects stack.

Epic Mounted Combat [Epic]


Any mount you utilize is pushed to the limits of its abilities.
Prerequisites: Mounted Combat, Base Attack Bonus +20
Benefit: While mounted, your mount may use any of your physical ability scores if
they are superior to their own, may make use of any of your feats that it meets all
prerequisites for, and can make any or all of its natural attacks without forcing you
to make additional ride checks.

Threatening Presence [Epic]


Others are often terrified by your presence on the battlefield.
Prerequisites: Epic Skill Focus (Intimidate)
Benefit: Enemies within 10 ft. of you are shaken (no save). This is a fear effect.
Whenever you make a successful attack, the target of the attack must make a Will
save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a
piercing fear effect.

Control Impure Dragons [Epic]


You hold sway over all dragons and dragon-blooded creatures
Prerequisites: Ruler of Dragonkind
Benefit: You may use your ruler of dragonkind class feature to detect and control
dragons other than true dragons as well as creatures with the dragonblood subtype.

Detect Hoard [Epic]


You can naturally detect the presence of treasure in your surroundings.
Prerequisites: Appraise 30 ranks, Ruler of Dragonkind
Benefit: You automatically detect all precious stones and precious metals within 100
ft. of yourself, all art objects worth at least 100 gp within 50 ft. of yourself, and all
magic items within 25 ft. of yourself.

Dragon Senses [Epic]


Your senses are just as strong as a dragon.
Prerequisites: Ruler of Dragonkind
Benefit: You gain blindsense out to 60 ft., superior low-light vision, and darkvision
out to 120 ft.. If you already possess blindsense or darkvision, increase its range by
the distance listed above. If you already possess superior low-light vision, double
the range at which you can see in dim light.

Expanded Dragon Mastery [Epic]


You possess more influence over draconic energies.
Prerequisites: Ruler of Dragonkind, Draconic Fury (1)
Benefit: Choose one form of non-epic true dragon and a spell-like ability that it
obtains of 5th-level or lower. If you couldn’t already, you can control, detect, and
use the breath weapon of the chosen dragon with your Ruler of Dragonkind class
feature. Your Ruler of Dragonkind class feature grants you the chosen spell-like
ability at will (determining caster level and save DCs in the same way).

Gem Dragon Mastery [Epic]


You can control the psionic energies of gem dragons.
Prerequisites: Ruler of Dragonkind, Draconic Fury (2)
Benefit: You can control, detect, and use the breath weapons of gem dragons as
well as chromatic and metallic dragons. Furthermore, your Ruler of Dragonkind
class feature grants you the following as additional spell-like abilities usable at will
(determine caster levels and save DCs in the same way): Invisibility, dominate
person, nondetection, move earth, and control winds.
Wyrm's Fury [Epic]
The incorporeal dragon spirits you call are older and stronger than normal.
Prerequisites: Draconic Fury (2)
Benefit: The dragons you call with your draconic fury class feature are now of the
wyrm age category instead of merely being ancient.
Special: This feat can be taken twice. If taken a second time, dragons called with
your draconic fury class feature are now of the great wyrm age category.

Planar Dragon Mastery [Epic]


Your control over dragons extends to those on other planes of existence.
Prerequisites: Ruler of Dragonkind, Draconic Fury (3)
Benefit: You can control, detect, and use the breath weapons of planar dragons as
well as chromatic and metallic dragons. Furthermore, your Ruler of Dragonkind
class feature grants you the following as additional spell-like abilities usable at will
(determine caster levels and save DCs in the same way): Heroes’ feast,
dimensional anchor, wind wall, control water, shout, daylight, wall of iron, mind
fog, and resilient sphere.

Oriental Dragon Mastery [Epic]


Your control over dragons extends to those on other planes of existence.
Prerequisites: Ruler of Dragonkind, Draconic Fury (4)
Benefit: You can control, detect, and use the breath weapons of oriental dragons as
well as chromatic and metallic dragons. Furthermore, your Ruler of Dragonkind
class feature grants you the following as additional spell-like abilities usable at will
(determine caster levels and save DCs in the same way): Augury, bane, bestow
curse, bless, control weather, dispel chaos/evil/good/law, divination, planeshift,
remove curse, and stone shape.

Eye of the Storm [Epic]


You exclude your allies from the burst of draconic energies you release.
Prerequisites: Presence of the Dragon 1/encounter
Benefit: When you use presence of the dragon, you may exclude any number of
allies from its effects.

Dragon Skin [Epic]


Your flesh protects you from weaponry much like that of a dragon.
Prerequisites: Presence of the Dragon 2/encounter
Benefit: You are immune to damage from nonmagical weaponry.

Awe Dragonkind [Epic]


Even the smallest display of your powers stops all dragons that would oppose you
in their tracks.
Prerequisites: Presence of the Dragon 3/encounter
Benefit: Whenever you use presence of the dragon, all dragons within 100 ft. of
yourself are paralyzed for one round, ignoring any racial immunities they may
possess. The first time that a creature is subjected to this feats effects in a 24 hour
period, it is not permitted a saving throw. Afterwards, it may negate this effect with
a successful Fortitude save (DC 20 + Dragon Overlord level + Con modifier). This is
treated as a piercing effect against other sources of immunity.

Dragon Wings [Epic]


You grow fantastic dragonic wings that allow you to travel through the air quickly, if
a bit clumsily.
Prerequisites: Presence of the Dragon 3/encounter
Benefit: You gain a fly speed of 200 ft. with clumsy maneuverability. If you already
possess a fly speed, increase that speed by +200 ft. and use the higher of the two
maneuverabilities.

Devour Magic [Epic]


Even as you redirect the magic of others, you can save a bit of it for yourself
Prerequisites: The Ability to cast 9th level arcane spells spontaneously,
Commandeer Spell 2/round
Benefit: Whenever you successfully use your commandeer spell class feature, you
regain a spent spell slot (if any) of a level up to the commandeered spell’s level – 4.

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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.

Class Skills: Concentration, Craft, Decipher Script, Intimidate, Knowledge (Arcana),


Knowledge (Religion), Profession, Ride, Spellcraft.
Skill Points at Each Level: 2 + Int Modifier

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

Debilitating Touch [Epic]


Your touch is filled with necromantic energies.
Prerequisites: Unending Legions.
Benefit: You gain a melee touch attack that deals 10d8 points of negative energy
damage to the living (healing undead instead). Whenever you make a successful
touch attack in this way, you may cast a non-epic necromancy spell with a range of
touch as part of the same action, provoking no attacks of opportunity in the
process.

Deep Corruption [Epic]


Your necromancy pierces through the most staunch of defenses.
Prerequisites: Dark Tactician 2/encounter.
Benefit: All non-epic death spells you cast become piercing. Furthermore, non-epic
necromancy spells you cast that bestow curses, trap souls, bestow disease, or work
through poison also become piercing.

Threatening Presence [Epic]


Others are often terrified by your presence on the battlefield.
Prerequisites: Epic Skill Focus (Intimidate).
Benefit: Enemies within 10 ft. of you are shaken (no save). This is a fear effect.
Whenever you make a successful attack, the target of the attack must make a Will
save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a
piercing fear effect.

Debilitating Swarm [Epic]


Given enough time, your undead horde can tire and wear out any opponent.
Prerequisites: Overwhelming Swarm -2.
Benefit: Your overwhelming swarm class feature also affects attack rolls, skill
checks, and saving throws.

Life from the Lifeless [Epic]


You can draw life force from your undying minions to preserve your own existence.
Prerequisites: Dark Tactician 5/encounter.
Benefit: Whenever you would be damaged, you may transfer some or all of that
damage to any number of undead you control within a 1-mile radius. You may not
transfer more damage to an undead in this way than would be necessary to slay it.

Eternal Horde [Epic]


Your undead never stay down for too long before rising once more.
Prerequisites: Dark Tactician 4/encounter.
Benefit: Each night at midnight (or its rough equivalent), all undead you control on
the same plane of existence as yourself that have perished within the past 24 hours
are instantly restored to existence and to full health so long as you possess positive
hit points. Effects that would prevent undead such as lich’s or ghosts from returning
back to life function normally against this ability.

Superior Legions [Epic]


The undead you control are far more effective than most.
Prerequisites: Improved Legions.
Benefit: You can animate zombies and skeletons that would possess more than 20
HD. In all other ways, they function normally as undead.

Improved Legions [Epic]


The undead you control are far more elite than most.
Prerequisites: Unending Legions.
Benefit: Undead that you animate through your spells and class features gain
maximum hit points per hit dice and are affected as if by an awaken undead effect,
except that they remain completely under your control.

Epic Undead Leadership [Epic]


You control great hordes of undead.
Prerequisites: Undead Leadership.
Benefit: This functions as the epic leadership feat except as noted under the
description of the undead leadership feat.
Special: This feat can be used in place of Epic Leadership to meet the prerequisites
of the legendary commander feat.

Dread Spellscribe [Epic]


Prerequisites: Dark Tactician 3/encounter.
Benefit: With 24 hours of work and 1,000 gp of materials, you can apply the
spellstitched template to any undead under your control with one major exception.
Whenever a creature casts a spell-like ability granted to them in this way, you lose
a spell slot or random spell prepared of the same spell level. If you have none left,
that spell-like ability fails to function.

Link Senses [Epic]


You can link your senses with those of the undead you have created.
Prerequisites: Dark Tactician 1/encounter.
Benefit: As a swift action, you can link your senses with a single undead you control
on the same plane of existence for 1 round. You may use your own skills to observe
the scene and can telepathically control the undead during this round but are
limited to the senses of the undead.

Desecration Aura [Epic]


You release an aura of malign energies that empower the undead.
Prerequisites: Unending Legions.
Benefit: You gain an aura out to 20 ft. that imitates the effects of a desecrate spell.
For all purposes, you count as a shrine to an evil deity and thus double the effects
of the spell.

Atropal’s Aura [Epic]


You release dark energies that harm the living and heal the undead.
Prerequisites: Desecration Aura.
Benefit: You possess an aura out to 10 ft. that grants all other living creatures one
negative level for as long as they remain (this negative level never results in level
loss) and that grants yourself and all undead within range fast healing 8. You may
suppress or resume this aura as a standard action.
Special: You may select this feat multiple times. Its effects stack (though the area
of the aura does not increase).

Quick Transformation [Epic]


The plague you release can quickly turn others into undead.
Prerequisites: Emperor’s Plague 2d6.
Benefit: Any creature who fails three consecutive saving throws against emperor’s
plague inflicted by an undead under your control transforms into an undead under
your control.

Commandeer Undead [Epic]


You can permenently steal the free will of a pre-existing undead.
Prerequisites: Undying Avatar (2).
Benefit: As a standard action, you can force an undead within 100 ft. to make a Will
save (DC 20 + Dread Emperor class level + Cha modifier) or fall under your control,
counting normally towards your maximum hd of controlled undead.

Vile Entity [Epic, Vile]


Your very essence is filled with dark power that you express with every spell.
Prerequisites: Five or more vile feats.
Benefit: All damage that you deal with your spells or attacks is treated as vile
damage.

Divine Spell Knowledge [Epic]


Your access to spells is larger than that of most divine casters.
Prerequisites: Ability to cast spells of the maximum normal spell level of a divine
spellcasting class.
Benefit: You learn two new divine spells of any level up to the maximum level you
can cast. This feat does not grant any additional spell slots.
special: You can select this feat multiple times.

Master of Necromancy [Epic]


You gain mastery over the forces of death.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Necromancy
spell.
Benefit: All undead you create with necromancy spells are automatically under your
control (counting towards your normal maximum) and your necromancy spells
bypass any immunities granted by the undead type or by death ward effects. Once
per encounter, you can reanimate any number of dead creatures within 100 ft. of
yourself as skeletons or zombies (depending on the state of the bodies) with a total
HD of up to your caster level. These undead only last until the end of the encounter
before falling apart.

Selective Spell [Epic, Metamagic]


You can prevent your spells from harming your allies.
Benefit: This feat can only be applied to spells that create areas. When casting a
spell modified by this metamagic effect, you may select any number of targets
within its area. Only the chosen creatures are affected by the spell. A selective spell
uses up a spell slot six levels higher than the spell’s actual level.
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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

Prerequisites: To qualify to become a Godking, a character must meet all of the


following criteria
Skills: Diplomacy 23 ranks or Knowledge (nobility and royalty) 23 ranks
Feats: Leadership

Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather


Information, Intimidate, Knowledge (nobility and royalty), Listen, Sense Motive,
Speak Language, Spellcraft, Spot, Use Magic Device
Skill Points at Each Level: 4 + Int modifier

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)

Class Features: The following are class features of the Godking.

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.

Bolster Allies [Epic]


Your presence increases the fortitude of allies.
Prerequisites: Godking’s Subjects
Benefit: All allies within 100 ft. of yourself gain temporary hit points equal to twice
your godking level at the start of each round. These temporary hit points last for 1
round.

King of the Wild [Epic]


You exercise command over even less intelligent creatures.
Prerequisites: Godking’s Subjects, Wild Empathy, Diplomacy 20 ranks
Benefit: You may make diplomacy checks against animals and can communicate
with them as if affected by a perpetual speak with animals effect.

Warrior King [Epic]


You have managed to maintain your skill at arms even with your attentions turned
to ruling others.
Prerequisites: Godking’s Subjects, Base Attack Bonus +20
Benefit: You gain a stacking +1 morale bonus to attack rolls for each ally within
100 ft. of yourself (up to +1 per godking level). Whenever you successfully hit a
creature with an attack, all allies gain a morale bonus on attack rolls against the
same foe equal to your Charisma bonus (minimum +1).

Mage King [Epic]


You have learned how to use the assistance of others to help you cast spells.
Prerequisites: Godking’s Subjects, Caster 20th
Benefit: Any number of creatures can spend a full-round action to grant you a +1
bonus to your caster level for 1 round. When casting a spell with multiple targets
(like haste or mass bull’s strength), you may select any number of your followers
within range without counting them towards the limit of targets chosen.

Legendary Diplomat [Epic]


You possess untold skill with persuasion.
Prerequisites: Epic Skill Focus (Diplomacy)
Benefit: Targets you render fanatic remain so until you take actions that would
change this attitude rather than the normal 1 day + 1 day per point of Charisma
bonus.

Skilled Subjects [Epic]


Your subjects are masterful with a skill of your choosing.
Prerequisites: Godking’s Subjects
Benefit: Select one skill. All of your cohorts and followers treat that skill as a
trained skill for all of their classes and gain skill focus in that skill as a bonus feat.
Special: This feat can be selected multiple times, choosing a new feat each time.

Martial Subjects [Epic]


Your subjects are capable of defending themselves if requires.
Prerequisites: Godking’s Subjects
Benefit: Select one weapon. All of your cohorts and followers gain proficiency with
that weapon if they lacked it as well as with light armor (if they lacked such
proficiencies) and gain weapon focus in the selected weapon as a bonus feat.
Special: This feat can be selected multiple times, choosing a new weapon each
time.

Chain of Command [Epic]


You control staggering forces through a chain of command.
Prerequisites: Attract the Masses x6
Benefit: Your Godking’s Subjects class feature applies to all cohorts and followers of
your cohorts and followers and to their cohorts and followers and so forth.
Special: If you possess the martial subjects and/or skilled subjects, their effects are
shared in the same way.

True Leader [Epic]


Others either can’t see or can see past your faults as a leader.
Prerequisites: Godking’s Subjects
Benefit: Ignore any penalty that would be applied to your leadership score,
including penalties for possessing a poor Charisma score. Preexisting penalties to
your leadership score are removed. Lowering your level still lowers your leadership
score as normal.

Halting Authority [Epic]


You can stop others from acting with your very presence
Prerequisites: Absolute Authority 2/round
Benefit: You can use your absolute authority class feature to prevent a creature
from performing any single action you choose.

Staggering Authority [Epic]


You know how to knock the wind from a target’s sails with nothing but words
Prerequisites: Absolute Authority 3/round
Benefit: Whenever you successfully use Absolute Authority to stop an enemy’s
action, you may spend an additional usage to render them dazed for 1 round.

Godly Realm [Epic]


You can assert your right to rule over the world around you.
Prerequisites: Godking’s Blessing (3 levels)
Benefit: On divinely morphic planes, you gain a godly realm centered on yourself as
a deity with a divine rank of (Godking level + 1)/5.

Loyalty Past Death [Epic]


Your followers and cohorts remain loyal to you long after your death
Prerequisites: Godking’s Blessing (2 levels)
Benefit: Even if you die or vanish, your followers and cohorts will remain loyal to
you for the rest of their lives (or until controlled to the contrary). Unless
commanded not to, your followers will do everything in their power to recover you
if lost or revive you if slain, giving up their lives in the effort if necessary.
Furthermore, your Godking’s Subjects and Godking’s Blessing class features
continue functioning even after your demise.

Versatile Blessing [Epic]


You can help grant strength to others in a wide variety of ways.
Prerequisites: Godking’s Blessing (1 level)
Benefit: You can grant levels of any NPC class with your godking’s blessing class
feature.
Hardened Ruler [Epic]
You have toughened yourself to better resist assassination attempts
Prerequisites: Absolute Authority 2/round
Benefit: You are immune to critical hits.

Bow to None [Epic]


Your mind can’t be bent by others
Prerequisites: Absolute Authority 3/round
Benefit: You are immune to mind-affecting effects.
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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

Prerequisites: To qualify to become a Harbinger of Endings, a character must meet


all of the following criteria
Alignment: Any Evil
Skills: Spellcraft 23 ranks
Spells: Ability to cast spells up to 6th level, including at least 2 spells with the evil
descriptor
Special: Must worship an elder evil or cause the deaths of at least 100 individuals
for no other purpose than to become a Harbinger of endings (you need not kill
these individuals directly).

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.

Destruction’s Embrace (Su): Starting at 2nd level, a Harbinger of endings can


embrace the destructive energies of the multiverse, finding succor in what brings
others pain. Once per round, when a Harbinger of endings would take hit point
damage from any source, he or she may choose to instead be healed by an equal
number of hit points. At 7th level and every 5 levels afterwards, this ability can be
use an additional time each round.

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

Usher in Doomsday [Epic]


You can perform elaborate rituals to bring about the darkest of effects
Prerequisites: Apocalyptic Might (5 epic spells)
Benefit: With 24 hours of research, supplication, and concentration, you can
research an epic spell. This research requires gold pieces and experience points
each equal to one tenth of the normal cost that would be required to research that
spell. At the end of the 24 hours, you make a Spellcraft check to attempt to cast it
once. After this casting, you do not add this epic spell to your list of epic spells
known but you may repeat the process or properly research the same spell in the
future. If this ritual is interrupted, all gold pieces and experience points are spent
without effect.

Elder Ward [Epic]


Your conviction in your dark mission protects you from divine magic.
Prerequisites: Destruction’s Embrace 3/round
Benefit: Divine spells that allow for spell resistance fail to affect you as if they had
failed to overcome your spell resistance.
Special: You cannot select Elder Ward if you already possess Arcane Control. You
may not select both feats at the same level.

Threatening Presence [Epic]


Others are often terrified by your presence on the battlefield.
Prerequisites: Epic Skill Focus (Intimidate)
Benefit: enemies within 10 ft. of you are shaken (no save). This is a fear effect.
Whenever you make a successful attack, the target of the attack must make a Will
save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a
piercing fear effect.

Arcane Control [Epic]


Your total mastery over arcane magic protects you from it.
Prerequisites: Destruction’s Embrace 3/round
Benefit: Arcane spells that allow for spell resistance fail to affect you as if they had
failed to overcome your spell resistance.
Special: You cannot select Arcane Control if you already possess Elder Ward. You
may not select both feats at the same level.

Eventual Return [Epic]


Prerequisites: Destruction’s Embrace 4/round or Dark Tactician 4/encounter
Benefit: Whenever you are slain, your body is forced back to life 1d10 months later
as per true resurrection. Only effects that would otherwise destroy or seal away
your soul can prevent you from returning in this way.

Lasting Impressions [Epic]


Even the small glimpse you grant of the end can leave lasting impressions on
others.
Prerequisites: Glimpse the End 1/encounter
Benefit: Any enemy successfully panicked by your glimpse the end class feature at
any point in the past is shaken for as long as it remains within your presence. Any
enemy successfully nauseated by your glimpse the end class feature at any point in
the past is sickened for as long as it remains in your presence. These effects have
no maximum duration.

Subtle End [Epic]


None can tell that you are present until it is far too late
Prerequisites: Envoy of the End
Benefit: You may suppress or reactivate your envoy of the end class feature as a
full-round action.

Final End [Epic]


You destroy the souls of those that you slay.
Prerequisites: Glimpse the End 1/encounter
Benefit: All creatures that you slay have their souls destroyed. They can’t be
revived by any divine magic short of a miracle or wish and even such magic
possesses a 50% chance of failing.

Diabolic Plot [Epic]


When you take the time to plan ahead, success is almost guaranteed.
Prerequisites: Envoy of the End or Puppet Master
Benefit: As a full-round action, you may choose to embark upon a diabolical plot.
You may select a number of attack rolls, saving throws, and/or skill checks up to
your Intelligence modifier. When selecting a saving throw, you must specifically
designate what save will be made and specifically what that save will be made
against (getting as specific as what caster will cast what specific spell if you select a
spell or what specific trap in what specific location will provoke the saving throw). If
selecting a skill check, you must specify exactly what skill will be used to
accomplish exactly what end (and against which specific creature, if applicable). If
selecting an attack roll, you must specify who the attack roll will be against and
what specific weapon or spell will be used for the attack.
At any time within the next 24 hours, when you would make one of your specified
rolls, you may instead treat the dice result as a 20 and add an additional +2 bonus
for each other specified roll you have already used. You may use each specified roll
only once in this manner (though you can choose a single roll more than once) and
this feat does not allow you to automatically succeed on attack rolls or saving
throws. You may only use this feat once per day.

Drag to the Grave [Epic]


The twisted outsider that you summon can drag others back into oblivion with
them.
Prerequisites: Twisted Servitude (1 outsiders)
Benefit: Whenever a creature you summon through twisted servitude dies, all living
creatures within 5 ft. of it (other than you) must make a Fortitude save (DC 20 +
Harbinger of Endings level + Cha mod) against a destruction effect (Caster level
equals Harbinger of Endings level + 20). This is a piercing effect.

Vile Entity [Epic, Vile]


Your very essence is filled with dark power that you express with every spell.
Prerequisites: Five or more vile feats
Benefit: All damage that you deal with your spells or attacks is treated as vile
damage.

Drain Life [Epic]


The life you regain from embracing destruction is stolen from the one to harm you
Prerequisites: Destruction’s Embrace 2/round
Benefit: Whenever you use Destruction’s Embrace, any creature who would have
dealt you that damage takes half as much damage itself. This is a necromancy
effect.

Chorus of Entropy [Epic]


The twisted creatures you summon flourish when exposed to energies of the end
times.
Prerequisites: Twisted Servitude (3 outsiders), Glimpse the End 2/encounter
Benefit: Outsiders you summon through your twisted servitude class features aren’t
negatively affected by your glimpse the end class feature. In fact, they gain a +4
enhancement bonus to all of their ability scores and don’t gain any negative levels
on any round in which you use glimpse the end.

Words of Death [Epic]


You can bring death to others with the greatest of ease.
Prerequisites: Twisted Servitude (3 outsiders)
Benefit: As a standard action, you can use Power Word Kill or Wail of the Banshee
as a spell like ability with a Caster Level equal to your Harbinger of endings level +
20 (Save DCs are Charisma-based). After using either ability once, you must spend
one hour in meditation, supplication, or concentration to recharge this ability before
you can use either spell-like ability again.
Special: You may select this feat multiple times. Each time you select it after the
first, double the number of times you can use these spell-like abilities (in any
combination) before needing to recharge.

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.

Herald of the Outer Spheres

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

Prerequisites: To qualify to become a Herald of the Outer Planes, a character must


meet all of the following criteria
Skills: Knowledge (The Planes) 23 ranks
Spells: Must be capable of casting 4th level spells or lesser invocations.
Special: Must have made peaceful contact with a creature from the far realms or
have been driven insane in the past (you need not have been cured since then).

Class Skills: Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy,


Disguise, Gather Information, Intimidate, Knowledge (The Planes), Perform,
Profession, Speak Language, Spellcraft, Use Magic Device
Skill Points at Each Level: 2 + Int modifier

Herald of the Outer Planes


Level Base Attack Bonus Special Spells
1st +0 Cage of Flesh, Herald of Madness I --
2nd +1 Alien Geometry 1/round +1
level of existing spellcasting class
3rd +1 Bonus Feat --
4th +2 Dread Influence (1 mile) +1
level of existing spellcasting class
5th +2 Otherworldly Summons 1/encounter --
6th +3 Herald of Madness II +1
level of existing spellcasting class
7th +3 Alien Geometry 2/round --
8th +4 Bonus Feat +1
level of existing spellcasting class
9th +4 Dread Influence (10 miles) --
10th +5 Otherworldly Summons 2/encounter +1 level
of existing spellcasting class [/table]

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).

Herald of Madness (Su): The madness of the outer spheres is forever carried


around with the herald of outer spheres, often lurking just beyond the perception of
mortals. As a swift action, a herald may call one of the many elements of this
madness to the surface where others are exposed to it. The element of madness
remains in place so long as the herald of the outer spheres spends a swift action
each round to maintain it. Unless otherwise noted, a herald of madness must decide
when calling forth an element of madness whether it should target creatures of
madness (aberrations, creatures from the far realms, and creatures suffering from
insanity) or sane creatures (all other living creatures). While some heralds of the
outer spheres live to hunt and torment other beings of madness, others torment
the living exclusively or simply harms whatever is close at hand.

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:

Essence of Endless Flesh: Affected creatures are affected as if by a freedom of


movement effect, gain an extra tentacle natural attack sized appropriately for
them, and gain fast healing 5. At 6th level and every 5 levels afterwards, targets
gain an additional tentacle attack with this class feature and the value of the fast
healing is increased by 5.
Essence of Madness Unleashed: Affected creatures are confused and take two
points of Intelligence, Wisdom, and Charisma damage each round. Each round,
such a creature may make a Will save to negate the confusion for 1 round. Any
creature with an ability score reduced to 0 in this way remains conscious, are freed
from the confusion effect, and under the control of the herald (as dominate
monster) for the duration of this element of madness, At 6th level and every 5
levels afterwards, increase the amount of ability damage to each mental ability
score by two per round.
Essence of Recurrent Oblivion: Affected creature gain two negative levels per
round and are both dazed and paralyzed as their bodies twist and consume
themselves. At the start of each round, such a creature may make a Fortitude save
to break free from the daze and paralysis for 1 round. Any creature slain by this
element leaves nothing more than a puddle on the ground where they once stood.
At 6th level and every 5 levels afterward, this element grants an additional two
negative levels each round.

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

Edge of Perception [Epic]


The madness you unleash into the world lurks at the edge of the senses, thankfully
missed by many.
Prerequisites: Herald of Madness I
Benefits: Whenever you use your herald of madness class feature, you may select
any number of creatures that you are aware of. All chosen creatures are immune to
that usage and remain immune if you continue that usage.

Broken Barriers [Epic]


You can shatter boundaries that were never made to be crossed
Prerequisites: Herald of Madness V
Benefits: Once per day, as a full-round action, you can open a permanent gate to
the far realms, as per the gate spell. These gates can only be used for travel,
however, and not for calling creatures.

Shattered Geometry [Epic]


Few weapons used to attack you surive the process to do so again.
Prerequisites: Alien Geometry 2/round
Benefits: Whenever a creature succeeds on a saving throw against your alien
geometry class feature when attacking you with a manufactured weapon, that
weapon must succeed on a Fortitude Save (DC 20 + Herald of the Outer Spheres
level + Cha modifier) or be shattered immediately afterwards as the alien geometry
around you twists the weapon into impossible shapes. Artifacts are immune to this
ability.

Unearthly Circulation [Epic]


You can use your otherworldly geometry to capture and harness effects rather than
simply avoid them.
Prerequisites: Alien Geometry 3/round
Benefits: Whenever a creature fails on a saving throw against your alien geometry
class feature when targeting you with a spell or effect, you may store that spell or
effect away. Within the next 10 minutes, as a full-round action, you may call up
that spell or effect, targeting a legal target within 100 feet. For this purpose, use
the same save DC, caster level, and attack roll results as applicable. You may only
store one spell or effect at a time in this way and trying to store another results in
the first being lost.

Dimensional Jaunt [Epic]


You can move small distances without ever having been seen to move.
Prerequisites: Alien Geometry 1/round
Benefits: Whenever a creature fails on a saving throw against you alien geometry
class feature, you may teleport a distance up to half of your speed.

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.

Persona of Madness [Epic]


Even the uttering your name means running the risk of attracting your mad
attentions.
Prerequisites: Herald of Madness IV
Benefits: Whenever a creature utters your name aloud and with the intention of
referring to you, you instantly learn of this fact and may subject that creature to
your herald of madness class feature as an immediate action. You may sustain this
usage as normal but no other targets are affected. Each time this feat is activated,
you only learn the identity of the creature to speak your name if you are
exceedingly familiar with that creature (such an an old friend or family member).

Eternal Herald [Epic]


Death has little hold over you.
Prerequisites: Herald of Madness III
Benefits: You can not be slain through hit point damage. While below -10 hit points,
you are unconscious even if a feat or ability like diehard would otherwise keep you
conscious at negative hit points. While at or under -10 hit points, you need not
breathe and you heal one hit point each year.

Sire Madness [Epic]


Your progeny are forever marked by the far realms.
Prerequisites: Herald of Madness I
Benefits: All offspring that you have after gaining this feat are born with the half-
farspawn template (Lords of Madness p. 151).

Influence Goals [Epic]


You can use your influence over the world around you to bend the will of others.
Prerequisites: Dread Influence (1 mile)
Benefits: Once per day, you may use your Dread Influence class feature to grant all
creatures within range a single suggestion effect as a standard action, using the
normal save DC as for your Dread Influence class feature. The maximum duration
of this suggestion is 24 hours.

Forced Conversion [Epic]


You can transform a creature of flesh into a being of madness, putting him or her
under your control.
Prerequisites: Herald of Madness III
Benefits: By spending 1 hour with a willing or immobilized target, you may attempt
to forcefully convert it into a less mundane creature, requiring that the creature
make a Fortitude save (DC 20 + Herald of the Outer Spheres level + Cha modifier)
or gain the pseudonatural template (Lords of Madness p. 161). Such creatures
retain little of their original personalities and few of their memories but start with
an attitude of friendly towards you (this does not stack with your cage of flesh class
feature).
Glare of the Void [Epic]
When others seek to learn about you, you end up learning about them.
Prerequisites: Cage of Flesh
Benefits: Whenever a creature attempts to use a divination spell or effect in a way
that would trigger your cage of flesh class feature, you automatically view, detect,
or learn about that creature (and only that creature) as if you were using the same
divination spell or effect with the same spellcaster level and save DC.

Mad Scribe [Epic]


All that you write and draw carries a bit of your madness.
Prerequisites: Herald of Madness II
Benefits: All text that you write and artworks you produce absorb your madness,
becoming a symbol of insanity with a caster level equal to your class level (Save DC
20 + Herald of the Outer Spheres level + Cha modifier) 10 minutes after the writing
has been completed.

Threatening Presence [Epic]


Others are often terrified by your presence on the battlefield.
Prerequisites: Epic Skill Focus (Intimidate)
Benefit: enemies within 10 feet of you are shaken (no save). This is a fear effect.
Whenever you make a successful attack, the target of the attack must make a Will
save (DC 10 + your class level) or become frightened for 1d4 rounds. This is a
piercing fear effect.
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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:

Influence Sleepers: All sleeping and dreaming creatures within range are


instantly subjected to a dream or nightmare effect with a caster level equal to the
herald of the outer spheres’ class level + 20. All targets must be affected by the
same effect and must receive the same nightmare or dream.
Influence Emotion: All waking creatures within range are either thrown into fear
or anger if they fail their Will save. Creatures thrown into fear are Panicked for 1d4
rounds. Creatures thrown into Anger are forced to spend each round attempting to
kill the nearest living thing (or searching for a living thing to kill if none are
available) using the most efficient methods available to them for 1d4 rounds. All
targets must be affected by the same emotion.
Influence Geometry: The herald of the outer spheres messes with either
movement or connection for 1 round. If messing with movement, creatures move 5
feet in a random direction for every 10 feet of movement they would otherwise
take. If messing with connections, each portal (such as doors or windows) connect
not to their destination but to the destination of another random portal within 100
feet (if any). Which side of the portal it leads to is determined randomly.
Influence Magic: The herald of the outer spheres can either suppress or
randomize magic within range for 1 round. If suppressing magic, all spell effects
within range with a caster level equal to or lower than the herald’s class level + 10
are suppressed for 1 round. If randomizing magic, all spells cast during that 1
round have all decisions required for those spells (such as selecting a target)
determined at random from among all possible eligible choices.
Influence Details: The herald of the outer spheres can make any cosmetic
change to the area so long as it carries no mechanical effect such as cracking all
mirrors in the area, coloring the bark of all trees green, or causing a momentary
chill to fill the area. This effect is instantaneous.

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

Prerequisites: To qualify to become a mastermind, a character must meet all of the


following criteria
Skills: 23 ranks in any two of the following: bluff, diplomacy disguise, intimidate
Feats: Greater Spell Focus (illusion or enchantment), Greater Spell Penetration
(illusion or enchantment)
Spells: The ability to spontaneously cast arcane spells up to 6th level.
Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy,
Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge
(all skills, taken individually), Listen, Move Silently, Perform, Profession, Ride,
Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Tumble,
Use Magic Device
Skill Points at Each Level: 6 + Int modifier

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

Class Features: The following are class features of the Mastermind.

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.

The Puppet Master: A mastermind’s techniques are insidious works of genius,


nearly impossible to detect or to resist. The spells that a mastermind casts can’t be
detected by effects that normally detect magic such as detect magic or arcane sight
unless he or she wishes it.

As a full-round action, a mastermind can cast an illusion, divination, or mind-


affecting enchantment spell with a casting time of 1 standard action or less as a
puppet master spell. Casting a puppet master spell never requires verbal or somatic
components. Puppet master spells are piercing abilities. Furthermore, puppet
master illusions aren't pierced by true seeing and similar effects, wards on areas
that prevent divination (like mage's private sanctum) don't stop puppet master
divinations, and sense motive checks can't detect the influence of puppet master
enchantments (when applicable). After casting a number of puppet master spells
equal to the mastermind’s class level, he or she can’t do so again until he or she
meditates for 1 hour.

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.

Never There (Sp): It is difficult to ever tell whether a mastermind is actually


present or not, often acting through illusions or disguised intermediaries. Starting
at 2nd level, whenever a mastermind would be dealt damage, they may choose to
have never been there in the first place, appearing up to 100 ft. away in a square
possessing cover or concealment as it is revealed that an intermediary or illusion
(depending on circumstances) was attacked (dispersing the illusion or killing the
intermediary). If there are no squares within 100 ft. in which a mastermind could
hide, this ability can’t be used. 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 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

False Positive [Epic]


Your ward allows you to provide false information to magical queries.
Prerequisites: Mastermind’s Ward (personal)
Benefit: Whenever a creature affected by your mastermind’s ward would have a
divination effect detect their alignment, thoughts, or some similar aspect regarding
its thoughts, philosophy, allegiances, and/or memories, that creature automatically
learns what information is detected by that divination effect and may supply false
information.

Play Along [Epic]


Your ward allows you to play at being manipulated by another.
Prerequisites: Mastermind’s Ward (personal)
Benefit: Whenever a creature affected by your mastermind’s ward would otherwise
be subjected to a mind-affecting effect, that creature automatically learns its effects
and can choose to play along. While playing along, the creature gains a magical
aura (if appropriate) as though affected, is detected as dominated through the
sense motive skill if appropriate, and extra effects from the spell (such as the
sensory link formed through dominate person) function as though the spell were
successful. If a creature would be slain or rendered sleeping or comatose through
the spell, they fall prone and only a successful Heal check opposed by the
creature’s bluff skill reveals them to be conscious. As a free action, the creature can
stop playing along all together.

What They Don’t Know [Epic]


You can obscure the mundane and magical senses of others.
Prerequisites: Puppet Master
Benefit: You can use screen as a spell-like ability with a caster level equal to your
mastermind level + 20 (Save DC 20 + Mastermind level + Int modifier). After using
this ability once, you must spend one hour in contemplation to recharge this ability
before you can use it again.
spoiler: You may select this ability multiple times. Each time you take this ability
beyond the first, double the number of times you can use this ability between
recharges.

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).

Combat Puppetry [Epic]


Even in the midst of combat, you can get others to act exactly as you wish.
Prerequisites: Layered Truth III
Benefit: You may spend a move action, standard action, or full round action to force
an adjacent ally to take a single action of equal length of your choice during its next
round with you making all decisions necessary for that action. Instructions that
either can’t be carried out or that would directly bring harm to the target (including
walking off of a cliff or into magma or through a wall of fire but not including
attacking a foe, provoking attacks of opportunity, or walking in front of a raging
dragon) are ignored. This effect allows no saving throw
Web of Deception [Epic]
Others quickly fall into your web of lies if they stay around you for too long.
Prerequisites: Layered Truth II
Benefit: Any creature who is affected by your layered truth class feature for three
consecutive checks falls into your web of lies and is considered charmed by you (as
charm person, no save). This effect lasts until the target makes an appropriate
check but isn’t affected by your layered truth class feature, until he or she receives
definite evidence that at least one false truth you provided is false, or until the
creature spends 24 hours away from you.

True Deception [Epic]


You can lie as well as anyone could ever hope to.
Prerequisites: Layered Truth I
Benefit: When others use the sense motive skill to get a hunch about you, the DC is
equal to your bluff check bonus (if any) + 10. Furthermore, you are immune to any
non-epic effect that would force you to tell the truth or that can detect lies other
than the sense motive skill.

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.

True Thrall [Epic]


Your magic trains others to follow your commands long after the magic itself has
gone.
Prerequisites: Thrall, Layered Truth V
Benefit: If your thrall remains under the effect of its compulsion effect for at least
24 hours, it reprograms the brain of its target. Even if the spell or effect is dispelled
or suppressed, the target continues to act as though under its effects. Similarly,
protection from evil and similar effects don’t prevent new orders from being given
(if applicable). This effect can only be removed with a carefully worded wish or
miracle after the compulsion effect has been dispelled. When ordered to take
actions against the target’s nature, they continue using the Save DC for the ended
compulsion effect. Choosing a second thrall still frees any prior thrall, even if the
actual compulsion on the first thrall isn’t active.

Always Prepared [Epic]


You always seem to possess just what you need.
Prerequisites: Never There 1/encounter or Prepare for Everything (1 action)
Benefit: At any time, you may spend up to 10,000 gp in coins, gems, or similar
valuables in order to retroactively possess any item at least two size categories
smaller than you that weighs nor more than the valuables spent on it (50 coins = 1
pound). You may not spend valuables gained since the last time you had an
opportunity to freely purchase items in this way.

Assess Defenses [Epic]


You can identify a creature’s defenses just by looking at it.
Prerequisites: Never There 3/encounter
Benefit: As a swift action, you can identify all defenses a creature within your line of
sight possesses. You learn what immunities, resistances, damage reduction,
regeneration, fast healing, and spell (or power) resistance the target possesses. At
the same time, you learn of any special vulnerabilities the target possesses.

Think Ahead [Epic]


You work to keep your past self aware of what is about to occur, letting them react
faster.
Prerequisites: Confer with Future (1 week) or Countermeasures 1/round
Benefit: You can ready a move or standard action as a swift action.

Instant Response [Epic]


You are quick to act where others might be caught by surprise
Prerequisites: Superior Initiative, Dex or Wis 25
Benefit: You always act during surprise rounds and may take a full-round of actions
during such rounds.

Diabolic Plot [Epic]


When you take the time to plan ahead, success is almost guaranteed.
Prerequisites: Envoy of the End or Puppet Master
Benefit: As a full-round action, you may choose to embark upon a diabolical plot.
You may select a number of attack rolls, saving throws, and/or skill checks up to
your Intelligence modifier. When selecting a saving throw, you must specifically
designate what save will be made and specifically what that save will be made
against (getting as specific as what caster will cast what specific spell if you select a
spell or what specific trap in what specific location will provoke the saving throw). If
selecting a skill check, you must specify exactly what skill will be used to
accomplish exactly what end (and against which specific creature, if applicable). If
selecting an attack roll, you must specify who the attack roll will be against and
what specific weapon or spell will be used for the attack.
At any time within the next 24 hours, when you would make one of your specified
rolls, you may instead treat the dice result as a 20 and add an additional +2 bonus
for each other specified roll you have already used. You may use each specified roll
only once in this manner (though you can choose a single roll more than once) and
this feat does not allow you to automatically succeed on attack rolls or saving
throws. You may only use this feat once per day.

Epic Stealth [Epic]


You can escape notice even from the most extraordinary senses.
Prerequisites: Hide 30 ranks, Move Silently 30 ranks
Benefit: You are never detected through blindsight, blindsense, scent or
tremorsense

Master of Divination [Epic]


You can act exactly as you need to in order to succeed at almost any task.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Divination spell
Benefit: All emanations that your divination spells create are doubled in size and
you are aware when there is information that your divination spells is unable to
detect, though you don’t automatically learn what knowledge you are kept from.
Once per encounter, you can add your caster level as a bonus to an attack roll,
saving throw, or skill check. Using this feat requires no action.
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
Benefit: 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 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.

Countermeasures (Ex): Starting at 5th level, a mastermind is prepared to deal with


almost any situation that they might come across. Once per round, a mastermind
may cast a non-epic spell with a casting time of 1 standard action or less at any
time. The mastermind can use this ability twice per round at 10th level and one
additional time per round every 5 levels afterwards. The total spell level of all spells
cast in this way in a single round may not exceed the mastermind’s class level.

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

Class Skills: Autohypnosis, Concentration, Craft, Intimidate, Knowledge (Psionics),


Profession, Psicraft, Sense Motive, Speak Language, Use Psionic Device Use Magic
Device
Skill Points at Each Level: 2 + Int modifier

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

Class Features: The following are class features of the Omnimind.

Epic Spellcasting: An omnimind gains epic manifestation as a bonus feat, even if he


or she doesn't meet the prerequisites for it.

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.

Mental Prowess (Su): Omniminds are masters of mentalism, possessing psychic


talent that dwarves others. He or she may regain his or her psionic focus once per
round as a free action and is immune to mind affecting effects while he or she
possesses psionic focus. In addition, the omnimind gains telepathy out to 50
feet/class level and can detect and pinpoint all non-mindless creatures within this
range. Lastly, the omnimind need not possess a line of sight or line of effect with a
creature detected in this way so long as it remains in range of the power.

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

Superior Cognizance [Epic, Psionic]


You consider problems from every possible angle.
Prerequisites: Mental Prowess
Benefits: By expending your psionic focus, you can take 20 on any Intelligence-,
Wisdom-, or Charisma-based skill check.

Improved Combat Manifestation [Epic, Psionic]


You have not difficulty manifesting powers in the midst of combat
Prerequisites: Combat Manifestation
Benefits: You never provoke attacks of opportunity for manifesting powers.

Improved Wild Surge [Epic, Psionic]


Your mind can withstand more than others would suspect
Prerequisites: Wild Surge +5
Benefits: Whenever you use your wild surge class feature on a power, increase the
manifester level bonus by +1 (this does not increase the odds of psychic
innervations) and you gain a further +1 bonus on power penetration checks made
using that power.
Special: This feat can be selected multiple times. Its effects stack.

Exceed Limitations [Epic, Psionic]


You can press your mind beyond its limits at the cost of your body.
Benefits: You may spend power points on powers as if your manifester level were 2
higher.
Special: This feat can be selected multiple times. Its effects stack.

Discern Intentions [Epic, Psionic]


You can get a basic idea of what creatures around you mean you ill will.
Prerequisites: Mental Prowess
Benefits: You treat all creatures within the area of your mental prowess class
feature as if they were in the area of a detect hostile intent effect.

Discern Thoughts [Epic, Psionic]


You can dive deep into the thoughts of those nearby.
Prerequisites: Discern Intentions
Benefits: As a full-round action, you may submit any single creature within the area
of your mental prowess class feature to a probe mind effect with a manifester level
equal to your omnimind level + 20 and a Save DC of 20 + Omnimind level + your
highest mental ability score modifier. A creature who succeeds on its saving throw
against this effect can’t be affected by this feat again for the next 24 hours.

Intensify Power [Metapsionic]


You can draw out incredible strength from your powers.
Prerequisties: Empower Power, Maximize Power, Psicraft 30 ranks, ability to
manifest 9th level powers
Benefits: To use this feat, you must expend your psionic focus. All variable, numeric
effects of an intensified power are maximized, then doubled. An intensified power
deals twice maximum damage, cures twice the maximum number of hit points,
affects twice the maximum number of targets, and so forth, as appropriate. Saving
throws and opposed rolls are not affected, nor are powers without random
variables. Augmented powers can be intensified; a maximized augmented power
deals twice the maximum damage (or cures twice the maximum hit points, and so
on) of the augmented power. You can’t combine the effects of this feat with any
other feat that affects the variable, numeric effects of a spell. Using this feat
increases the power point cost of the power by 7. The power’s total cost cannot
exceed your manifester level.

Improved Body Fuel [Epic, Psionic]


You can extract more psionic power ouf of your body.
Prerequisites: Body Fuel
Benefits: You regain 10 power points per point of ability burn you suffer to each
physical ability score with your body fuel feat.

Astral Master [Epic, Psionic]


You can personalize your astral constructs to a greater degree
Prerequisites: The ability to cast the astral construct power
Benefits: Whenever you manifest astral construct, you may choose an additional
ability from any menu and apply it to that construct with no additional cost.
[b]Special:{/b] This feat can be taken multiple times. Its effects stack.

Improved Mind over Matter [Epic, Psionic]


You can prevent many afflictions that would befall you through raw will.
Prerequisites: Mind Over Matter (Halve)
Benefits: You may prevent any or all ability damage, ability drain, and/or negative
levels you would acquire at a cost of two power points per point of ability damage,
four power points per point of ability drain, and eight power points per negative
level to be preventing.

Pierce Mind [Epic, Psionic]


You can exert your mental focus to crush the defenses around a target’s mind.
Prerequisites: Mental Prowess, Psicraft 30 ranks
Benefits: By expending your psionic focus, you may have a single power you
manifest, ignore both immunities against mind-affecting effects and power
resistance.

Overrule Power [Epic, Psionic]


You can commandeer an enemy’s power with your superior mind
Prerequisites: Mind Over Matter (Third)
Benefits: You may ready an action to commandeer the next power you witness
another creature manifest. When that creature next attempts to manifest that
power, you make an opposed psicraft check against it. If you are successful, you
may choose to either cancel that power (all power points and XP spent on it are still
lost) or to make all decisions for it as if you were the manifester (although it still
emanates from the original manifester’s square).

Web of Metacreativity [Epic, Psionic]


The objects and creature you create emanate the same psychic aura as yourself.
Prerequisites: ability to manifest five or more powers of the metacreativity
discipline.
Benefits: You may manifest powers as if occupied the same square as any object or
creature you create with metacreativity powers. If the duration of such a power is
instantaneous or permanent, you may only manifest powers in this way within 5
rounds of first manifesting the power to create that object or creatures.

Reactive Psychometabolism [Epic, Psionic]


Your body is quite capable of responding to physical harm when required.
Prerequisites: ability to manifest five or more powers of the psychometabolism
discipline.
Benefits: Whenever an enemy successfully attacks you and deals hit point damage,
you may manifest a power of the psychometabolism discipline as an immediate
action.

Quick Psychoportation [Epic, Psionic]


Utilizing psychoportation is as easy for you as moving through space.
Prerequisites: ability to manifest five or more powers of the psychoportation
discipline.
Benefits: You may manifest a single power of the psychoportation discipline as part
of any other move action.

Aggressive Psychokinesis [Epic, Psionic]


You attack with your psychokinesis with the greatest of ease.
Prerequisites: ability to manifest five or more powers of the psychokinesis discipline
Benefits: In place of any attack you would otherwise make, you may manifest a
single power of the psychokinesis discipline.

Subtle Telepathy [Epic, Psionic]


You can sneak a telepathic power onto another power that you cast.
Prerequisites: ability to manifest five or more powers of the telepathy discipline.
Benefits: Whenever you manifest a target of a discipline other than telepathy that
targets a single creature, you may simultaneously manifest a power of the
telepathy discipline with a single target, targeting the exact same creature.

True Clairsentience [Epic, Psionic]


You think far more efficiently than most creatures in existence.
Prerequisites: ability to manifest five or more powers of the clairsentience
discipline.
Benefits: As a full-round action, you may manifest any number of powers of the
clairsentience discipline.

Assume Mantle [Epic, Psionic]


You possess access to a wider array of mantles.
Prerequisites: Access to at least 2 mantles.
Benefits: You gain access to an additional mantle. If you would normally be
restricted in which mantles you could select (such as a divine mind), you may
ignore such restrictions.

Extra Augments [Epic, Psionic]


You are more skilled at augmenting your psionic sneak attacks.
Prerequisites: Lurk Augments (3 at once)
Benefit: You may use an additional lurk augment with each swift action. You may
use lurk augments an additional number of times per day equal to your intelligence
modifier.
Special: You may select this feat multiple times. Its effects stack.
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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).

Numbed to Affliction [Epic]


Your unending life has exposed you to enough hardship that little phases you any
more.
Prerequisites: Unending Existence I
Benefits: So long as you possess fast healing with your unending existence class
feature, you are protected by an endure elements effect and are immune to ability
damage and drain as well as negative levels.

Burden of Life [Epic]


Life is more of a curse than a blessing for you, a curse quite hard to remove.
Prerequisites: Numbed to Affliction, Unending Existence II
Benefits: So long as you possess fast healing with your unending existence class
feature, you are immune to death effects. Furthermore, whenever you fail a
Constitution check to hold your breath, you merely fall unconscious until oxygen
becomes available.

Crush Will [Epic]


You can crush the will of an enemy to continue fighting.
Prerequisites: Blade of Broken Dreams 1/encounter
Benefits: Whenever a sentient creature fails its saving throw against your blade of
broken dreams class feature, that creature must make an additional Will save (DC
20 + Scion of Sorrow class level + Cha modifier) or lose the will to continue the
fight for the rest of the encounter or until an aggressive action is next taken against
him or her. Whenever a creature affected by your futility class feature misses you
with an attack roll, fails to cast a spell against you, or fails on a skill check made
against you, they must make this same saving throw or be affected for 1d4 rounds.
This is a penetrating mind-affecting effect.

Tortured Psyche [Epic]


Woe to those who try to pry their way into your thoughts
Prerequisites: Futility 1/round
Benefits: Whenever a creature attempts to read your thoughts or target you with a
mind-affecting ability, you can spend a use of your futility class feature to force that
creature to make a Will save (DC 20 + Scion of Sorrow class level + Cha modifier)
or become tortured with grief for 1d4 rounds (treat as dazed). A creature who fails
its saving throw fails to read or influence your mind with whatever spell or ability it
was using. This is a penetrating mind-affecting effect.

Claim Woes [Epic]


You can claim the pains and woes of others for yourself, bringing your targets
solace.
Prerequisites: Entity of Loss
Benefits: By touching a creature as a standard action, you gain transfer any
number of hit points from yourself to that creature. Furthermore, you may transfer
any spell or ability with a single target that functions by creating or manipulating
pain (DM’s Discretion) from the touched target to yourself. If the spell or ability
allows a saving throw, you are allowed to make one against the same DC as if you
were being newly targeted although the remaining duration is not reset.

Glimpse of Solace [Epic]


When you use your power to forever alter the world, you catch a glimpse of what
can never be.
Prerequisites: What’s Done is Done, Unending Existence IV
Benefits: Whenever you use your what’s done is done class feature, you may
choose to briefly glimpse the world that could never be. For each creature of at
least 1 HD whose life was ended or irrevocably changed (whether for good or ill) by
your use of the class feature, you vanish from existence for 1 round, occupying a
fleeting glimpse of a world in which your great tragedy never occurred. Nothing
done in this other world leaves any lasting effects on you or the real world. When
you return to the real-world, your short-lived joy spills out as power far greater
than the sorrows you harness. In effect, you may cast an epic spell with a spellcraft
DC of up to 1% of the number of rounds you spent in the other world (up to a
maximum of your scion of sorrow class level x 10).

Refuge of Dreams [Epic]


Sleep is your last refuge from the dark realities of the world.
Prerequisites: What’s Done is Done, The ability to sleep
Benefits: So long as you have obtained at least 8 hours of sleep within the past 24
hours, you are immune to all fear effects and may roll 2d20 for each will save you
make and take the better result. After receiving at least 2 hours of sleep, if you are
awakened before receiving a full 8 hours, you add your Charisma bonus as a morale
bonus to all attack and damage rolls against any creatures responsible for your
awakening for the next 10 minutes. Lastly, you are immune to any effect that
manipulates dreams or that specifically target sleeping creatures.

Claim Calamity [Epic]


You can prevent events of great destruction at the cost of great personal sorrow.
Prerequisites: What’s Done is Done, Unending Existence III
Benefits: As a full-round action, you may halt any single natural distaster (whether
an erupting volcano, storm, tidal wave, earthquake, wildfire, or so forth) within a 1
mile/scion of sorrow level radius of yourself. If the event takes place over a larger
area, the area within a 1 mile/scion of sorrow level radius is unaffected by the
entirety of the disaster (even if you subsequently leave that area). This ability
functions against non-epic spells and abilities used to cause such a disaster and has
a 50% chance of functioning against epic spells and abilities used to cause such a
disaster. If multiple applicable disasters are within range, you halt one of them that
you are aware of of your choice. After using this ability, the next great tragedy that
occurs in your life is rendered irrevocable as if by your what’s done is done class
feature. Until this occurs, you may not use this feat again.

Beyond Prediction [Epic]


None could hope to predict your actions.
Prerequisites: Futility 3/round
Benefits: Effects that attempt to predict the future (including the portfolio sense of
deities and the know death salient divine ability) can never predict your future and
fail to take your presence and actions into account when predicting the future. You
gain Spell Resistance 30 + Scion of Sorrow level against all other divination effects.

Wield the Shattered Blade [Epic]


Prerequisites: Blade of Broken Dreams 2/encounter
Benefits: Whenever one of your weapons is either destroyed and/or permanently
disenchanted by an enemy in combat, you may choose to make that weapon your
shattered blade (replacing any previously chosen shattered blade). As a swift
action, you can call forth a ghostly copy of your shattered blade, intact if the
original was destroyed and enchanted if the original lost its power. If you lose
contact with this weapon, it vanishes at the end of that action. The weapon can
damage incorporeal and ethereal creatures as a force effect and it can’t be
damaged, dispelled, or disjointed (although it is suppressed in an antimagic field or
dead magic zone). For every 5 scion of sorrow levels you possess, you gain a +1
bonus to attack and damage rolls against creatures who have damaged you in the
past (no matter how long ago). No matter how many times you call upon this
weapon, abilities with limited uses only recharge at their normal rate.
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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.

Hit Die: d10


Prerequisites: To qualify to become a Temporal Wanderer, a character must meet
all of the following criteria
Effective Character Level: 20 or more
Special: You must have interacted with the time stream in some meaningful and
unusual way, such as the following:
Must have travelled through time using methods other than planar travel.
Must have encountered a creature closely related to the timestream (such as a
phane).
Must have visited the temporal energy plane at least once.

Class Skills: Concentration, Craft, Knowledge (history), Knowledge (the planes),


Spellcraft, Use Magic Device. Upon taking your first level of temporal wanderer, you
may add up to four additional class skills of your choice to this list. This decision
can’t be changed later.
Skill Points at Each Level: 4 + Int modifier

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.

More impressively, a temporal wanderer possesses a limited ability to travel


through the past, present, and future. At the end of any round, a temporal
wanderer may choose to travel into the past, restarting the round (only the
temporal wanderer and his or her allies are aware of what has occurred).
Alternatively, a temporal wanderer may choose to follow their normal action with an
additional set of actions taken as if using a timestop effect. Finally, a temporal
wanderer may choose at any time to leap 1 round into the future and reappear in
the same space (or nearest empty space) at the conclusion of this round (if this
jump is taken in response to an attack, targeted effect, or area effect, the temporal
wanderer escapes that effect [though an area effect with an ongoing duration may
still affect him or her]). Once one of these three abilities has been used, none can
be used again for 1d4+1 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

Change the Past [Epic]


You can embark on the most difficult of travels, a travel backwards through time.
Prerequisites: Browse Timelines (5 timelines)
Benefits: With one hour of concentration, you and up to eight other willing
creatures within 100 feet can travel back in time by any duration. You do not
change your physical location, however, and if this travel would deposit one or
more of you into a solid object, you instead appear in the nearest space capable of
holding you. Your actions in the past alter the future appropriately with one major
exception. You and those you bring back with you are detached from the timeline
by this ability. Any actions that those travelling back in time would result in one or
more of you not being born, being slain early, or that would prevent this ability
from being used in the first place fail to affect your current conditions. Sadly, this
ability comes with a price. Changing the past requires the temporal wanderer to
unravel the future they called home. As a result, this travel only works one way
(unless you possess the Into the Future feat).
Note: Barring epic spells that destroy the multiverse, Change the Past and Into the
Future are the most disruptive abilities that you could allow in your campaign.
These feats require DM permission to utilize and their implications should be
considered carefully before allowing them.

Into the Future [Epic]


You can embark on a journey through time into the future
Prerequisites: Browse Timelines (4 timelines)
Benefits: With one hour of concentration, you and up to eight other willing
creatures within 100 feet can travel forward in time by any duration. You do not
change your physical location, however, and if this travel would deposit one or
more of you into a solid object, you instead appear in the nearest space capable of
holding you. This travel works in only one directly, however (unless you possess the
Change the Past feat).
Note: Barring epic spells that destroy the multiverse, Change the Past and Into the
Future are the most disruptive abilities that you could allow in your campaign.
These feats require DM permission to utilize and their implications should be
considered carefully before allowing them.

Wild Card [Epic]


Those who peer into the future never take you into account.
Prerequisites: Browse Timelines (3 timelines)
Benefits: Spells and abilities that look into the future (including the portfolio sense
of deities) never take you or your actions into account.

Advantageous Divergence [Epic]


You take advantage of divergences in the timelines of others.
Prerequisites: Browse Timelines (2 timelines)
Benefits: As a swift action, you may select a creature. During that creature’s next
action, it takes two separate sets of actions that may not be identical. 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 (including
the target) are only aware of what occurs in the main timeline.

Eye to the Past [Epic]


You can see what has happened in the past of an area.
Prerequisites: eternal wanderer
Benefits: You may use hindsight as a spell-like ability with a caster level equal to
your temporal wanderer level + 20. After using this ability once, you must spend 1
hour in concentration to recharge this ability before you can use it again.
Special: You may select this feat multiple times. Each time you select it after the
first, double the number of times you can use this feat between recharges.

Indefinite Delay [Epic]


You can delay an affliction indefinitely
Prerequisites: Delay the Inevitable 1/encounter
Benefits: Whenever you use your delay the inevitable class feature, you may
choose to instead use an indefinite delay. Damage and/or effects put on an
indefinite delay don’t take effect for 5 rounds or until you use this ability again,
whichever comes last.

Time Heals All [Epic]


Given enough time, any affliction is wiped away by time.
Prerequisites: Indefinite Delay
Benefits: If damage and/or an effect if put on an indefinite delay and remains so for
24 hours, the target is freed from whatever you delaying and no longer risks facing
it later.

Frequent Delays [Epic]


You can delay harm to yourself and others with great frequency
Prerequisites: Delay the Inevitable 3/encounter
Benefits: Your uses of delay the inevitable are now measured per round instead of
per encounter. For the purpose of meeting prerequisites, however, these usages
are still measured per encounter.

Freeze Foes [Epic]


You can freeze foes in temporal stasis.
Prerequisites: Delay the Inevitable 3/encounter
Benefits: By making a successful melee attack or melee touch attack against a
creature as a standard action, you can subject it to a temporal stasis effect with a
caster level equal to your temporal wanderer class level + 20. After using this
ability once, you must concentrate for 1 hour to recharge this ability before you can
use it again.
special: You may select this feat multiple times. Each time you select it after the
first, double the number of times you can use this feat between recharges.

Know Vulnerabilities [Epic]


You are sure to inform your past self on what forms of a attack prove effective
against your foes.
Prerequisites: Confer with Future (2 weeks)
Benefits: You are automatically aware of all damage reduction, energy resistance,
spell resistance, and immunities that your opponents possess. If your enemies
possess any special vulnerabilities, you also learn this information.

Think Ahead [Epic]


You work to keep your past self aware of what is about to occur, letting them react
faster.
Prerequisites: Confer with Future (1 week) or Countermeasures 1/round
Benefits: You can ready a move or standard action as a swift action.

Spring of Youth [Epic]


You can pass on your timelessness to others through touch.
Prerequisites: Eternal Wanderer
Benefits: As a standard action, you can touch a willing creature and reduce its age
by 1 month.
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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.

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise,


Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge
(religion), Knowledge (the planes), Listen, Move Silently, Open Lock, Ride, Search,
Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use
Rope

Skill Points at Each Level: 6 + Int modifier

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)

Class Features: The following are class features of the Unmage.

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.

Momentary Suppression (Su): As a standard action, an unmage can temporarily


suppress the effects of a single spell effect or magic item. Primarily used for
disabling magic items without ruining them and for bypassing wards without
alerting others, this functions much as the unmage’s unravel dweomer effect except
that it only targets one spell effect or magic item and that the magic is only lost for
5 rounds or until the unmage uses this ability again or reinstates the magic as a
move action. At 6th level at every 5 levels afterwards, this ability can last for an
additional 5 rounds and can target an additional magic item or spell effect at a
given time.

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

Superior Counterspell [Epic]


You can counterspell an opponent with unparalleled ease.
Prerequisites: Improved Counterspell
Benefits: You need not ready an action in order to counter an opponent’s spell.

Mystic Feedback [Epic]


Your attacks are more dangerous to spellcasters as your turn their magic against
them.
Prerequisites: Unravel Dweomers
Benefits: Whenever you successully attack a spellcaster, that spellcaster loses one
spell slot (or one random prepared spell) of the highest spell level still available to
him or her and takes 1d6 additional points of damage per spell level of the lost
spell/spell slot.

Inescapable Aura [Epic]


You exude an aura that makes it difficult for others to escape from you through
magical means.
Prerequisites: Momentary Suppression (1)
Benefits: Within 30 feet of you, spells and spell-like abilities that grant alternate
forms of movement or that increase existing forms of movement can’t be utilized.
You may suppress or reactivate this aura as a free action.

Anchoring Aura [Epic]


You exude an aura that stops teleportation effects cold in their tracks.
Prerequisites: Momentary Suppression (2), Inescapable Aura
Benefits: Within 20 feet of you, spells and spell-like abilities of the teleportation
subschool fail to function. You may suppress or reactivate this aura as a free action.

Dimensional Aura [Epic]


You exude an aura that prevents others from escaping the plane at all.
Prerequisites: Momentary Suppression (3), Anchoring Aura
Benefits: Within 10 feet of you, spells and spell-like abilities that involve
extradimensional travel (such as shadow walk, etherealness, and blink) fail to
function. You may suppress or reactive this aura as a free action.

Expanded Aura [Epic]


Your auras affect more people at once.
Prerequisites: Inescapable Aura
Benefits: The range of your inescapable aura is doubled. If you possess the
anchoring aura and/or dimensional aura feats, their range is also doubled.
Special: This feat can be selected multiple times. Its effects stack.

Ignore Hindrance [Epic]


You ignore magic that attempts to restrict your movement.
Prerequisites: Spell Immunity 1/round
Benefits: You gain the benefits of a freedom of movement effect except that it only
protects against magical effects.

Withstand Death [Epic]


Magical death effects slide off of you without any problem.
Prerequisites: Spell Immunity 2/round
Benefits: You gain the benefits of a death ward effect except that it only protects
against magical effects.

Reveal Deceptions [Epic]


You can easily see through magic designed to fool your senses.
Prerequisites: Spell Immunity 3/round
Benefits: You gain the benefits of a true seeing effect.

Conceal Mind [Epic]


Your mind is hidden from all wishing to detect or manipulate it magically.
Prerequisites: Spell Immunity 4/round
Benefits: You gain the benefits of a mind blank effect.

Mageslayer Juggernaut [Epic]


It is hard to injure you directly through the use of magic
Prerequisites: Spell Immunity 2/round
Benefits: Whenever you would take damage from any magical source, halve that
damage before applying damage reduction, energy resistance, and similar abilities

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.

Share Immunity [Epic]


You can share your defense against magic with allies.
Prerequisites: Spell Immunity 1/round
Benefits:You may spend a use of your spell immunity class feature for the round to
grant a willing creature within 100 feet the benefits of that class feature against a
single spell effect.

Pressure Casters [Epic]


Your very presence causes enemy spellcasters to slip up and make careless
mistakes.
Prerequisites: True Counterspell 3/encounter
Benefits: Any enemy spellcaster that is aware of your presence can’t cast spells
defensively, can’t use free, swift, or immediate actions for spellcasting, and can’t
take 10 on spellcraft checks when casting epic spells.

Antimagic Burst [Epic]


You can release bursts of antimagic to protect against magical effects.
Prerequisites: True Counterspell 4/encounter
Benefits: By expending two uses of your True Counterspell class feature, you may
create an anti-magic field centered around yourself for 1 round. For each additional
use spent beyond the first two, the radius of the effect increases by 20 feet and the
duration increases by 1 round. You may dismiss this effect early as a swift action
and this anti-magic field doesn’t suppress unmage class features.

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.

Spellkill Ascetic [epic]


You have mastered the art of ending spells while travelling to their origin.
Prerequisites: Unravel Dweomers, Quavering Palm
Benefits: Your unmage class level stacks with your monk level for the purposes of
your AC bonus, fast movement, and diamond soul class features.

Spellkill Magebreaker [epic]


You have turned the art of stealing magic from foes into a science.
Prerequisites: True Counterspell 1/encounter, Steal Spell (9th level)
Benefits: Your unmage class level stacks with your spellthief level for the purposes
of your sneak attack class feature. Whenever you counter a spell with your true
counterspell class feature, you can steal it as if you had used your steal spell class
feature.

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.

Epic Avoidance [Epic]


You are skilled at dodging attacks.
Prerequisites: Dex 25
Benefit: You gain a +1 dodge bonus to your AC. You lose this bonus whenever you
would lose your Dexterity bonus.
Special: You may select this feat multiple times. Its effects stack.

Guarded Abjuration [Epic]


Your protective spells are almost impossible to remove.
Prerequisites: Unravel Dweomers, Ability to Cast 9th-level Spells
Benefits: Spells you cast of the abjuration school that target you or have a range of
personal can’t be dispelled and are immune to mage’s disjunction

Dismiss Outsiders [Epic]


You can send extraplanar creatures back to their home planes.
Prerequisites: True Counterspell 2/encounter.
Benefits: If you make a successful melee touch attack against an extraplanar
creature, you can send it back to its home plane (no save). After you use this
ability once, you can’t use it again until you have spend an hour resting to recharge
it.
Special: You may select this feat multiple times. Each time you select it, double the
number of times you can use it before you need to recharge it.

Forced Deanimation [Epic]


You can remove the unnatural animating spark from constructs and the undead.
Prerequisites: True Counterspell 2/encounter
Special: If you make a successful melee touch attack against a construct or undead
creature, you can force it to make a Fortitude Save (DC 20 + Class Level) or
instantly lose its animating spark, effectively becoming destroyed while its body
remains intact. After you use this ability once, you can’t use it again until you have
spend an hour resting to recharge it.
Special: You may select this feat multiple times. Each time you select it, double the
number of times you can use it before you need to recharge it.

Seeping Suppression [Epic]


Weaker magic is all but impossible around you.
Prerequisite: Unravel Dweomers
Benefit: The area within a 100 foot radius of yourself is treated as an antimagic
field for all spells up to 3rd level.
Special: You may select this feat multiple times, doubling the range of its effects
each time.
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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.

Instant Reversion (Su): Even when a spell seems to occur instantaneously, an


unmage can reverse the effects. As a standard action, an unmage of at least 5th
level can reverse the effects of a single instantaneous spell or spell-like ability that
he or she has witnessed within the last round. Creatures who have teleported
return to their positions, creatures who have been healed or damaged return to
their prior state (coming back to life or dying once more if necessary). Effects
created vanish back into nothingness and knowledge learned through such effects is
instantly and irrevocably forgotten. Other occurrences that occurred due to such a
spell effect (such as an attack made after teleporting or falling prone due to dying)
are likewise instantaneously reversed. At 10th level and every 5 levels afterwards,
this ability can target an additional instantaneous effect with a single use.

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

Prerequisites: To qualify to become an unreal , a character must meet all of the


following criteria:
Skills: Knowledge (the planes) 23 ranks.
Spells: The ability to cast any 6 illusion spells as spells or spell-like abilities,
including at last one of 6th level or higher.

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

Class Features: The following are class features of the unreal.

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

Partial Illusion [Epic]


Even if an object seems too large to dismiss entirely, you can view part of it as an
illusion.
Prerequisites: All An Illusion.
Benefit:When using your all an illusion class feature, you may designate a 15-foot
cube of a larger object or creature instead of selecting a gargantuan or smaller
target.

Disbelieve Weaponry [Epic]


Much of what assails you doesn’t truly exist at all.
Prerequisites: Disbelieve Harm 1/round.
Benefit: When you use your disbelieve harm class feature to successfully negate all
damage from a manufactured weapon, that weapon becomes a mere figment that
floats in mid-air for 1 minute. The save DC to disbelieve the weapon equals 10 +
Unreal class level + Int modifier.

Disbelieve Spells [Epic]


Much of the magic that others weave is nothing more than smoke and mirrors.
Prerequisites: Disbelieve Harm 2/round.
Benefit: When you use your disbelieve harm class feature to successfully negate all
hit point damage that a spell would deal you, that spell becomes a mere figment for
its normal duration. The save DC to disbelieve the spell equals 10 + Unreal class
level + Int modifier.

Delayed Actualization [Epic]


You can provide substance to your illusions after casting them.
Prerequisites: Actualize I.
Benefit: You need not make the decision to actualize an illusion when casting it. As
a standard action, you may actualize any appropriate illusion already in effect.

Sudden Actualization [Epic]


What was once an illusion may suddenly gain a sense of reality behind it.
Prerequisites: Delayed Actualization.
Benefit: You may use your delayed actualization feat as an immediate action
instead of as a standard action.

Awaken Fiction [Epic]


You may allow those that you transform into illusions to remain sentient and move
about.
Prerequisites: Fictionalize I.
Benefit: When you fictionalize a creature, you may choose to awaken it. An illusion
awakened in this way gains your mental ability scores and personality and controls
its own movement through the environment. It may perform no other action apart
from movement and the production of mundane sounds, however.

Pierce Illusions [Epic]


Having mastered the art of illusion, you know how to recognize them at a glance.
Prerequisites: Disbelieve Harm 3/round.
Benefit: You automatically recognize all illusions that you perceive and
automatically succeed on all saving throws against them.

Extended Control [Epic]


You control the perceptions of others within a larger range.
Prerequisites: Sensory Control (2 sets of perceptions).
Benefit: The range of your sensory control class feature is increased by 50 ft..
Special: This feat can be selected multiple times. Its effects stack.

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.

Lethal Illusion [Epic]


The process of disbelieving your illusions is harmful for most minds.
Prerequisites: Sensory Control (3 sets of perceptions).
Benefit: Whenever a creature would disbelieve or pierce through one of your
illusions through mundane or magical means, it must make a will save (DC 20 +
Unreal level + Int modifier) or fall dead. For each successful saving throw that a
creature makes against this effect, it gains a stacking +1 bonus on further saving
throws against this effect for the next 24 hours. This is a mind-affecting phantasm
effect.

Infallible Illusion [Epic]


Your illusions can’t be pierced through most means.
Prerequisites: Sensory Control (4 sets of perceptions).
Benefit:Creatures vulnerable to mind-affecting effects can’t disbelieve your illusions
through will saves (even when presented with irrefutable proof) and can’t pierce
through your illusions without the aid of epic spells, effects, or items. Even if the
illusion isn’t actualized and lacks physical substance, the mind of a creature fills in
all resulting logic gaps.

Strengthen Spell [Epic, Metamagic]


You can affect more powerful creatures with your magic.
Benefit: A spell with this metamagic feat applied to it treats all creatures as if they
had two fewer hit dice for all purposes (this does affect the saving throws of
creatures). A strengthened spell occupies a spell slot one higher than its normal
spell level.
Special: Unlike most metamagic effects, a single spell can be strengthened multiple
time. Increases to the spell level accrued in this way stack with themselves.

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 along with an illusory sense of weight. 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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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

Prerequisites: To qualify to become a Veneficus Optima, a character must meet all


of the following criteria
Skills: Knowledge (arcana) 23 ranks, Spellcraft 23 ranks
Feats: Any two metamagic feats.
Spells: The ability to cast 9th-level arcane spells

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 Conjuration [Epic]


Your possess energies that allow you to summon and move creatures about.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Conjuration
spell
Benefits: All conjuration spells with a casting time of 1 round have their casting
times reduced to 1 standard action. Summoned and called monsters need not be
brought forth into environments capable of supporting them. Once per encounter,
you can teleport one creature within 100 feet of yourself into any other square
within 100 feet of yourself. A successful Will save (DC 10 + caster level +
Intelligence modifier) negates this movement.

Master of Divination [Epic]


You can act exactly as you need to in order to succeed at almost any task.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Divination spell
Benefits: All emanations that your divination spells create are doubled in size and
you are aware when there is information that your divination spells is unable to
detect, though you don’t automatically learn what knowledge you are kept from.
Once per encounter, you can add your caster level as a bonus to an attack roll,
saving throw, or skill check. Using this feat requires no action.

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.

Master of Necromancy [Epic]


You gain mastery over the forces of death.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Necromancy
spell
Benefits: All undead you create with necromancy spells are automatically under
your control (counting towards your normal maximum) and your necromancy spells
bypass any immunities granted by the undead type or by death ward effects. Once
per encounter, you can reanimate any number of dead creatures within 100 feet of
yourself as skeletons or zombies (depending on the state of the bodies) with a total
HD of up to your caster level. These undead only lasts until the end of the
encounter before falling apart.

Master of Transmutation [Epic]


You twist the forms of others in magnificent ways.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Transmutation
spell.
Benefits: You gain the supernatural abilities of any creature you transform into
using transmutation spells. Any bonuses to ability scores granted by your
transmutation spells are doubled. Once per encounter, you may grant yourself a
burrow speed, fly speed (with perfect maneuverability), or swim speed equal to
your land speed or double your land speed until the end of the encounter.

Epic Spellbook [Epic]


Even your spellbook has become an artifact of legend.
Prerequisites: Must prepare spells from a spellbook, True Arcanist
Benefits: Select one spellbook you possess. That spellbook is treated as a minor
artifact for all purposes and you may call it to your empty hand (ignoring all non-
epic effects that would prevent teleportation) as a standard action. The chosen
spellbook possesses infinite pages and produces its own ink as it is pressed upon
with a dry quill, requiring no cost for scribing spells.

Spontaneous Spell Knowledge [Epic]


You possess erratic and ever-shifting access to magic.
Prerequisites: Ability to cast 9th-level spells spontaneously, True Arcanist
Benefits: Select an arcane spell from any spell list. You add that spell to your list of
spells known. As a swift action, you may expend a spell slot to replace the chosen
spell with another of that spell slot’s spell level or lower.

Superior Spellcaster [Epic]


Your spells are more powerful than those of others
Prerequisites: Caster level 30th
Benefits: You gain a +2 bonus to your caster level.
Special: This feat can be selected multiple times. Its effects stack.
Superior Counterspell [Epic]
You can counterspell an opponent with unparalleled ease.
Prerequisites: Improved Counterspell
Benefits: You need not ready an action in order to counter an opponent’s spell.

Selective Spell [Epic, Metamagic]


You can prevent your spells from harming your allies.
Benefits: This feat can only be applied to spells that create areas. When casting a
spell modified by this metamagic effect, you may select any number of targets
within its area. Only the chosen creatures are affected by the spell. A selective spell
uses up a spell slot three levels higher than the spell’s actual level.
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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

Prerequisites: To qualify to become a venerated sage , a character must meet all of


the following criteria
Age Category: Old or older
Skills: Knowledge (Any four) 23 ranks
Spells: Must be capable of casting at least six divinations spells, at least one of
which must be sixth level or higher.

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

True Certainty [Epic]


You always know which option to take.
Prerequisites: Prepare for Everything (5 actions)
Benefit: Whenever you attempt to make a choice or solve a riddle or problem that
possesses one or more objectively correct answers or solutions and one or more
objectively wrong answers or solutions, you instinctively know whether each
solution or answer you come up with is correct, incorrect, or neither. This feat
doesn’t point out correct options that you have yet to consider.

Opportune Action [Epic]


You always act at just the right moment.
Prerequisites: Prepare for Everything (4 actions)
Benefit: You need not roll initiative. Instead, you may take your action each round
at any time, even in the middle of another creature’s action. If you don’t take your
action by the end of a round, you act last in that round. If more than one creature
with this feat doesn’t act by the end of a round, they roll initiative amongst
themselves to dictate the order they act in that round.

Adaptable Preparations [Epic]


Prerequisites: Prepare for Everything (3 actions)
Benefit: Whenever you ready actions, you need not specify under what conditions
you will use those actions. Instead, you may simply use a readied action at any
time.

Uncanny Foresight [Epic]


You are impossible to truly surprise.
Prerequisites: Prepare for Everything (2 actions)
Benefit: You gain the benefits of a foresight effect at all times.

Always Prepared [Epic]


You always seem to possess just what you need.
Prerequisites: Never There 1/encounter or Prepare for Everything (1 action)
Benefit: At any time, you may spend up to 10,000 gp in coins, gems, or similar
valuables in order to retroactively possess any item at least two size categories
smaller than you that weighs no more than the valuables spent on it (50 coins = 1
pound). You may not spend valuables gained since the last time you had an
opportunity to freely purchase items in this way.

Analyze Item [Epic]


You can recognize most magic items by sight.
Prerequisite: Master of Knowledge
Benefit: You automatically recognize and identify any magic item that you observe
as if it were subjected to an identify effect.

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.

Maddening Truth [Epic]


The truths of the world that you reveal to others can threaten their sanity.
Prerequisites: Harmful Truths 2/round
Benefit: Any creature you knock unconscious using your harmful truths class
feature is driven permanently insane (as an insanity with a caster level of 20). This
effect allows no saving throw.

Widened Senses [Epic]


You can harness more of your unearthly senses at a given time.
Prerequisties: Uncanny Senses 100 ft.
Benefit: At any time, you may possess two senses provided by your uncanny
senses class feature.

Universal Truths [Epic]


The truths of the world that you reveal are often of importance to more than one
opponent.
Prerequisites: Harmful Truths 1/round
Benefit: With each use of your harmful truths class feature, you may target one
additional creature.
Special: You may select this feat multiple times. Its effects stack.

Quick Analysis [Epic]


You can analyze the battle around you quite quickly.
Prerequisites: Combat Evaluation +8
Benefit: You may grant yourself the benefits of your combat evalutation class
feature as a move action or share them with others as a standard action.

Educated Dungeoneer [Epic]


With your encyclopedic knowledge of dungeons, you can predict a good deal about
them with a glance.
Prerequisites: Knowledge (dungeoneering) 23 ranks, Master of Knowledge
Benefit: After seeing the interior of a dungeon (whether man-made or naturally
occurring) or even hearing a detailed description of its interior, you can identify
every type of creature (aberration, animal, humanoid [elf], etc.) that resides within
that dungeon. Furthermore, you automatically recognize all traps (whether
mechanical or mundane) by sight, requiring no search check. This gives you no
special ability to disarm traps, however.

Masterful Architect [Epic]


You know exactly how buildings and other structures fit together and how others
would build them.
Prerequisites: Knowledge (architecture and engineering) 23 ranks, Master of
Knowledge
Benefit: After seeing the interior of a building or even hearing a detailed description
of its interior, you learn the entirety of its layout, including sealed-off spaces and
secret rooms and corridors. Furthermore, may take 20 on all ability checks and skill
checks made to break, manipulate, or maneuver around architectural features.

Gifted Cartographer [Epic]


You know the landscape like the back of your hand.
Prerequisites: Knowledge (geography) 23 ranks, Master of Knowledge.
Benefit: You always recognize the geography around you, knowing all roads and
paths within a mile of yourself as well as where they go. Even when there are no
such paths within range, you always know exactly where you are and never risk
getting lost. You and any creatures travelling with you through non-urban
environments double your overland speed.

Royal Recorder [Epic]


You have studied royalty long enough to learn about power structures and the art
of supplication.
Prerequisites: Knowledge (Nobility and Royalty) 23 ranks, Master of Knowledge
Benefit: You can tell approximately how many other creatures any creature
commands simply by looking at the way they behave. If you have seen both one
creature and another that he or she is either subservient to or that is subservient to
him or her, you realize this connection (you need not see both creatures at the
same time to do so). Furthermore, you may take 20 on any skill check made to
interact with royalty or similar community leaders.

Studious Archaeologist [Epic]


You frequently put your extensive knowledge of history to the test.
Prerequisites: Knowledge (History) 23 ranks, Master of Knowledge
Benefit: You can identify the age of any object or place that you see or have heard
a detailed description of. You can also tell how any object was utilized, what race
crafted it, and when it was last used. You are fluent with all ancient dialects of any
languages you speak. Furthermore, you halve the time required to repair a magical
object and double your progress when using the craft skill to repair mundane
objects.

Planar Scholar [Epic]


You possess extensive knowledge regarding planes and planar connections.
Prerequisites: Knowledge (The Planes) 23 ranks, Master of Knowledge
Benefit: If you can see or possess a detailed description of a magical portal, you
know what plane of existence it leads to and learn of any special qualities it
possesses. You can recognize what plane of existence a creature comes from by
sight. Furthermore, whenever you witness a creature travel to another plane of
existence, you learn which plane of existence was accessed (after travelling through
the astral plane if the astral plane wasn’t the end destination).

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.

Master of Divination [Epic]


You can act exactly as you need to in order to succeed at almost any task.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Divination spell
Benefit: All emanations that your divination spells create are doubled in size and
you are aware when there is information that your divination spells is unable to
detect, though you don’t automatically learn what knowledge you are kept from.
Once per encounter, you can add your caster level as a bonus to an attack roll,
saving throw, or skill check. Using this feat requires no action.
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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.

Battle Ascendant (By Belzamus, Revisions:By me.)

In the swarming carnage of a battlefield, surrounded by the bodies of his fallen


comrades, a warrior is forced to surpass his limits. If he is to survive, he must
become something more than mortal, an apotheosis of skill at arms that cannot be
equaled.

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.

1 Ages of Battle, Soldier's Death


2 Transcendent Edge
3 Reverie of War
4 War God
5 Bonus Feat
6 Battle Mastery
7 Superior Critical
8 Martial Lord
9 Reaping the Slaughterous Harvest 1/day
10 Bonus Feat
11 Superior Critical Multiplier
12 Battle Supremacy
13 Ten Thousand Years of Battle
14 Messiah of War
15 Bonus Feat
16 Martial Titan
17 Threatening Critical
18 Battle Ascendancy
19 Reaping the Slaughterous Harvest 2/day
20 Bonus Feat, Theomach

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.

Battle Supremacy: At 12th level, a Battle Ascendant becomes a paragon of his


chosen style. Their ability from Battle Mastery improves as follows:
- Sacrificial Blow: A Battle Ascendant fighting with a two-handed weapon may take
a maximum penalty on attack rolls when using Power Attack equal to four times his
Base Attack Bonus.
- Blade Sirocco: A Battle Ascendant fighting with multiple weapons adds +1d12
damage per class level to all attacks.
- Arrow Gale: A Battle Ascendant fighting with a ranged weapon may make 4
Manyshot attacks as a Standard Action.

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.

Theomach: At 20th level, a Battle Ascendant can begin acquiring Divine/Cosmic


abilities as esoteric abilities in lieu of feats at a 1/1 (Max = 1/6, 1/20 > 18th level,
20th level, respectively) rate of exchange. If the Battle Ascendant is an Immortal
(Immortal), he does Not gain this ability. He can, however, gain Cosmic abilities as
normal (nonesoteric) abilities. Transcendental abilities do Not become esoteric
abilities for him by
virtue of this ability.

At 100th level, a Battle Ascendant can begin acquiring Transcendental abilities as


esoteric abilities in lieu of Cosmic abilities at a 1/1 (Max = 1/20 > 100th level) rate
of exchange. If the Battle Ascendant is an Immortal (Sidereal), he does Not gain
this ability. He can, however, gain Transcendental abilities as normal (nonesoteric)
abilities. Omnific abilities do Not become esoteric abilities for him by virtue of this
ability.

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.

Godslayer (By Belzamus)

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.

1 Anathema Cloak, Antidivinity, God Hunter +4


2 Divine Spell Resistance, Smite Immortal 1/day
3 God Hunter +8
4 Smite Immortal 2/day
5 God Hunter +12, Eldritch Curse
6 Smite Immortal 3/day
7 Atheist Paroxysm, God Hunter +16
8 Smite Immortal 4/day
9 Godslaughter, God Hunter +20
10 Godblight, Smite Immortal 5/day

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.

Divine Spell Resistance: A Godslayer is preternaturally inured to divine magic


thanks to his despicable training. He gains a Spell Resistance of 10+his Hit
Dice+his Godslayer level against all spells cast by Immortals.
Smite Immortal: A Godslayer can infuse his strikes with anathematic energies
1/day at level 2, when using this ability, he gains a bonus to his Attack Rolls equal
to his opponent’s Divine Rank and deals extra Permanent Damage on his Damage
Rolls equal to his Godslayer class levels x his opponent's Divine Rank against any
Immortal. He gains one extra use of this ability per day every two 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.

Godslaughter: A 9th level Godslayer is so mightily steeped in the lore of deicide


that he can openly defy and challenge divine entities as can no other mortal. He
possesses an Divine Rank equal to 1/2 his Godslayer Class Level for purposes of
overcoming an opponent’s Cosmic String.

Godblight: At 10th level, a Godslayer becomes a true bane of the divine, a


theological nightmare that warps the nature of Divinity itself. All Immortals within
100 ft. +50 ft per Godslayer level lose their Divine Bonus.

New Rules

Piercing Effects:

Certain effects are either referred to as piercing effects or retroactively make other
spells or abilities piercing effects.

Piercing effects ignore most immunities, although a target receives a +6 bonus to


its saving throw (if any) for each source of immunity against that effect it would
otherwise possess (multiple identical sources [such as two magic items both
granting mind blank effects] don’t stack).

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 Sage [Archivist]

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.

The Black Sage is an archetype of the Archivist class.

Spellcasting:A Black Sage's "spells" (referred to (more accurately and more


appropriately) as "occult secrets", by Black Sages and the
more learned of scholars) are differentiated (arcane, etc.), semidifferentiated
(arcane and divine, etc.), or undifferentiated (arcane,
divine, and psionic), counting as arcane/divine/psionic (chosen during preparation
(if prepared) or at the moment of casting (if
spontaneous)) and can be drawn from any list, be it arcane, divine, or even psionic.
A Black Sage's spells are learned, recorded, and cast either in the traditional
manner (i.e. the manner of an arcanist (P.R.G.:A.C.D., Pg.
8-14), inc. # of spells per day, etc.) or in the manner of an erudite w/convert spell
to power (except; said spells remain spells). This
is chosen during character creation/retraining and is irreversible w/o a miracle,
reality revision, or wish; or retraining.
His Intelligence remains his casting attribute.
NB:If a Black Sage gains one or more Domains (via Bonus Domain, etc.), it gains
Domain granted powers, Domain spells, and*can cast
+1 Domain spell per spell level of spell levels 1-9.*If using Unearthed Arcana's spell
point system, a Black Sage gains Domain spell
points and unique domain spells per day equal to 1/4 their base spell points and
1/4 their unique spells per day.

Arcane and divine spells cast as differentiated, semidifferentiated, or


undifferentiated spells retain their usual components and foci.
Psionic powers cast as differentiated, semidifferentiated, or undifferentiated spells
exchange their auditory/mental displays for verbal components, material displays
for material components, and olfactory/visual displays for somatic components.
Their schools are of
their discipline's corresponding school.
Special:If a psionic power can be augmented, its augmented versions become spells
of correspondingly higher spell levels.
i.e. +1 spell level per +2 power points the augmentation costs (round up).

NB:Archivists can independently research spells. A Black Sage retains and


frequently uses this ability. He's also eligible for arcane and
divine prestige classes, etc. (but not psionic prestige classes, etc.) by virtue of this
archetype. If the campaign uses Dark Sun-style
defilers/preservers, he can opt to defile/preserve as well, even if he's not aware of,
from, or in the Dark Sun setting.

Black Bloodline:As a result of a Black Sage's ancestry/associations/obsessions, he


gains the bloodline arcana and powers of a bloodline
of an Evil race of his choice, treating his archivist level as his sorcerer level. He
doesn't gain the class skill, bonus feats, or bonus spells
from his bloodline. If he gains/has levels in another class that grants a bloodline,
his Black Bloodline replaces the other bloodline.

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.

This ability replaces the bonus feat gained at 10th level.

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.

This ability replaces the bonus feat gained at 20th level.


Black Sage [Druid]

As previous, except spellcasting is either in the manner of a druid, etc., or in the


manner of an erudite, etc. (see previous) and no feats
are sacrificed at 10th or 20th level. Furthermore, all ethical, moral, and ethos-
based restrictions are lifted from the black sage (i.e. their
class features are no longer affected by alignment, the wearing of metal armor,
etc.).
Special:If a Black Sage [Archivist] becomes a Black Sage [Druid], he gains a
second Black Bloodline. This second Black Bloodline should
reflect their experiences, interests, and studies. This second Black Bloodline mustn't
conflict with the first Black Bloodline (i.e. no
Demon bloodline for those possessed of the Devil bloodline, etc.; unless DM permits
(due to extraordinary circumstances).).

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.

Alternate Class Features

Convert Spell to Power

Your training has included basic magical theory as well as the usual psionic training.

Replaces: You lose your 1st-level bonus feat.

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.

Spell Level Power Point Cost


0 0*
1 1
2 3
3 5
4 7
5 9
6 11
7 13
8 15
9 17

* 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.

For example, a fireball deals a number of dice of damage based on the erudite's


manifester level, so when manifested it deals 5d6 points of damage (as if cast by a
5th-level wizard, which is the minimum level of wizard capable of casting fireball).

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.

The Monastic Order of The Beast (Pathfinder)


The Monastic Order of The Beast takes only disciples with demonic blood.
Bonus Language:Abyssal (replaces skill bonus).
2nd-Level Feat:Dark Speech.
10th-Level Feat:Nightmare Fuel.
18th-Level Feat:Vile Ki Strike.
18th-Level Bonus Ability:Monks of The Monastic Order of The Beast can treat
any/all natural attacks (bite, etc.) they are possessed of; by
virtue of race, class(s), and/or feat(s) (not spells, etc.); as unarmed strikes for
any/all purposes (inc. enhanced damage, etc.), if desired.
Prerequisites:Intimidate 1 rank, Linguistics 1 rank.

New Bloodline

Vermin Bloodline

Class Skill:Climb.

Bonus Spells:Negate aroma (PRG:Advanced Player's Guide) (3rd), insect scouts


(PPC:Spymaster's Handbook), (5th), wall of vermin (Complete Scoundrel v3.5)
(7th), repel vermin (PRG:Core Rulebook) (9th), awaken (vermin) (PRG:Core
Rulebook) (11th), cloud of stingers (In One’s Blood) (13th), were-doom
(entothrope (any), personal) (Book of Vile Darkness v3.0) (15th), were-doom
(entothrope (any), single target) (Book of Vile Darkness v3.0) (17th), were-doom
(entothropes (any)) (Book of Vile Darkness v3.0) (19th).

Bonus Feats:Great Fortitude, Improved Unarmed Strike, Skill Focus (Climb), Skill


Focus (Fly), Skill Focus (Handle Animal), Skill Focus (Swim), Verminfriend, Versatile
Unarmed Strike

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.

At 7th level, vermin become susceptible to your mind-affecting spells. They are


treated as animals for the purposes of determining which mind-affecting spells
affect them.

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.

At 15th level, you become immune to the nauseated condition and to the


debilitating effects of disease (but you can still be a carrier of diseases). Add., you
can alter a poison so that it does not have an onset time, but you can trigger it as
a swift action to take effect at any time, regardless of distance. If you do not trigger
this poison within 1 week of poisoning a target, the poison dissipates harmlessly.
The poison can be detected and removed before it is triggered using any normal
methods of detecting and removing poison.

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).

New Epic Destinies

Grim [Epic Destiny]


Requirements:21st level, any evil alignment.

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..

Life-Mocking Assembly (Su):Your mastery of undeath is peerless. Whenever you


animate an undead creature w/a spell, it gains an additional number of HD equal to
half your character level and a profane bonus to Strength and Dexterity equal to
the level of the spell used to create it.
Additionally, you gain the ability to create more forms of undead w/your spells. You
can create any form of mindless undead w/animate dead, any form of intelligent,
corporeal undead w/create undead, and any form of intelligent, incorporeal undead
w/create greater undead.
However, you can never create an undead creature whose HD exceed your caster
level.

Void Metamagic (Su):Your deep understanding of necromancy simplifies modifying


such spells. All your necromancy spells lose their somatic and verbal components
and have their duration extended. Additionally, any metamagic feat you apply to a
necromancy spell has its level adjustment reduced by 1, to a minimum of 0.
At 27th level, level adjustments are reduced by 2, and at 30th level, level
adjustments are reduced by 3.

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.

Supreme Perfection of Necromancy (Su):You are necromancy incarnate. Your


necromancy spells can't be dispelled (except by artifacts,
deities, epic spells, and spells cast by other Grims with this ability) or suppressed
by antimagic fields/similar effects (unless created by
similar sources); and ignore spell resistance (except spell resistance greater than
twice your caster level/possessed by deities).
Any undead you create can't be turned or rebuked; gain immunity to damage from
positive energy; and gain damage reduction 10/ - ,
energy (acid, cold, electricity, fire, and sonic) resistance 20, and spell resistance
equal to 10 + your caster level. 

Immortality:Grim Reaper

Grim Reaper:Your existence is legend, your reality ephemeral, and all souls,
evermore, await their harvesting at your hands.

New Rogue Talents

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)

Akashic Occultist [Ghost]


Prerequisites:Int 13, can prepare spells from a (spell-/prayer-)book, Akashic
Witness.
Benefit::You can prepare from memory any spell which was recorded in your
(spell-/prayer-)book, without the (spell-/prayer-)
book itself. All other aspects of spell preparation and casting are unchanged. At
each new spellcaster level, you gain 2 new
spells of any spell level or levels that you can cast (based on your new level) to
your memorized list. You cannot add spells
to your memorized list by any other means.

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.

Aquatic Occultist [General]


You know how to cast spells, etc. equally well in or out of water.
Prerequisites:Ability to cast spells, manifest powers, and/or use psychic skills.
Benefit:Water doesn't impede your spells, powers, psychic skills, spell-like abilities,
and/or psi-like abilities. Creatures partially or completely submerged do not gain
cover or total cover when you cast a spell, manifest a power, use a psychic skill,
use a spell-like ability, or use a psi-like ability from outside the water. The surface
doesn't block line of effect for any spell, power, psychic skill, spell-like ability, or
psi-like ability including spells, powers, psychic skills, spell-like abilities, and psi-like
abilities with the fire descriptor. You need not make a Spellcraft check to cast,
manifest, or use a fire spell, power, psychic skill, spell-like ability, or psi-like ability
underwater.

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.

- Silken Aristeia [General]


Your weapon is as beautiful, elegant, and inescapable as a snow flurry.
Prerequisite:Str 15, Dex 17, BAB +12, Aristeia, Cleave, Combat Expertise, Dodge,
Great Cleave, Mobility, Power Attack, Spring Attack, Weapon Finesse, Whirlwind
Attack.
Benefit:You only need to deal your opponent's maximum hit points if you are
wielding a finessable weapon with the Aristeia feat.
Normal:A character without this feat must deal twice their opponent's maximum hit
points in order to slay an opponent as a free action with the Aristeia feat.
Special:A fighter can select Silken Aristeia as one of their fighter Bonus Feats.

Armed Deflection [General]


You can deflect arrows, etc. with your m.w(s).
Prerequisite:Dex 13, Weapon Focus (m.w(s).o.c.).
Benefit:You gain the use of Deflect Arrows with your melee weapon(s) of choice.
Special:This feat can replace Deflect Arrows as a prerequisite for later feats, etc.
However, unless you have Deflect Arrows, you remain reliant on your m.w(s). to
make use of said feats, etc.

Art of the Gods [Epic]


Prerequisites:Int 25, Artist level 1st, Craft (any) 27 ranks.
Benefit:Your art can affect even those normally immune
to mind-affecting effects. However, they gain a +10
bonus on their Will saves to resist such effects.

Ascendant Power [Metapsionic]


You have learned how to emulate mythic powers using non-mythic forces.
Benefit:You can modify a power to imitate the mythic version of that power. An
ascendant power uses the mythic version of the power, but doesn't count as a
mythic power for the purposes of effects that interact with the power, unless you
are a mythic creature. You can't use the augmented version of the mythic power, or
use powers' effects that require you to expend uses of mythic power (even if you
have uses of mythic power available).
Using this feat increases the power point cost of the power by 10. The power’s total
cost cannot exceed your manifester level.

Ascendant Talent [Metapsychic]


You have learned how to emulate mythic psionic skills using non-mythic forces.
Benefit:You can modify a psychic skill to imitate the mythic version of that psychic
skill. An ascendant psychic skill uses the mythic version of the psychic skill, but
doesn't count as a mythic psychic skill for the purposes of effects that interact with
the psychic skill, unless you are a mythic creature. You can't use the augmented
version of the mythic psychic skill, or use psychic skills' effects that require you to
expend uses of mythic power (even if you have uses of mythic power available).
Using this feat quadruples the normal amount of strain (or +3, if the cost is 0).

Automatic Learning [Epic, Psionic] 


Any power you see in action is automatically learned. 
Prerequisites:Int 25, Encode Stone. 
Benefit:As soon as you see a power in operation; either in the act of being
manifested or its ongoing effects, you automatically are able to manifest
such a power. (i.e. you automatically/permanently learn said power.)

Automatic Learning [Epic] 


Any spell you see in action is automatically learned. 
Prerequisites:Int 25, Scribe Scroll. 
Benefit:As soon as you see a spell in operation; either in the act of being
cast or its ongoing effects, you automatically are able to cast such a
spell. (i.e. you automatically/permanently learn said spell.)

Automatic Metapsychic Capacity [Epic]


You can use psychic skills that exceed the normal limits of psychic skill use.
Prerequisites:Ability to use psychic skills, four metapsychic feats.
Benefit:When you gain this feat you gain one free level (i.e. ignore x1 (+x1/2 per
instance
of this feat (round up)) strain (or 1/2 strain per instance of this feat, if the cost is 0
(round
up)).) of metapsychics per round, which you can spontaneously apply to any
psychic
skill you can use.
Special:You can gain this feat multiple times. Its effects stack.

- Metapsychic Freedom [Epic]


You can stack the same metapsychic feat multiple times.
Prerequisites:Four metapsychic feats, Spellcraft 21 ranks.
Benefit:You can apply the same metapsychic feat any number of times to the same
psychic skill.
Special:A psychic skill can only be quickened more than once a round with the free
levels of metapsychics granted by Automatic
Metapsychic Capacity. In any given round, you may use one psychic skill that is not
quickened, one psychic skill that is quickened,
and any number of quickened psychic skills, each using 4 free levels of
metapsychics from your Automatic Metapsychic Capacity
quota for that round. Multiple quickened psychic skills happen simultaneously, so
you cannot teleport to a location, use a psychic
skill and then teleport away again.

Batman In Plain Sight [General]


"How does he keep doing that?"
Prerequisites:Hide in Plain Sight.
Benefit:You are able to use your Hide in Plain Sight ability even out of the allowed
element (natural terrain
or shadows usually) as long as someone is speaking to you. At any point during
their speaking, you can
make a Hide check, vanishing even if you're standing in front of them. You can
move up to your speed
in the next round to an actual hiding place, otherwise people will notice you again.
In addition, if you come out of hiding and gain a surprise round against targets, you
may make an
intimidate check as a free action to all creatures which can see you. 

Blackened Heart [Vile]


When compared to the depth of your evil, all others seem benevolent.
Benefit:For the purposes of your spells, powers, etc.; and abilities, all
(even Evil subtyped, fiends, etc.) creatures w/o this feat are treated
as having the Good alignment/subtype, if/when it would benefit
you. Add., you gain a +2 Vile bonus on Diplomacy and
Intimidate checks vs. evil targets.

Bone Art [Metamagic]


You can create weapons, armor and possibly siege equipment for your undead
minions.
Prerequisite:Ability to summon or create undead, Knowledge (Architecture and
Engineering) 2 ranks.
Benefit:When you cast a Bone Art spell that summons or creates undead, you may
give the created undead equipment. This equipment performs just like standard
equipment of the appropriate type. The undead are proficient with whatever gear
they are created with. The gear created this way is actually a part of the undead
creature and has an obvious sheen of undeath; it will wither to dust in an hour if
more than ten feet away from the creature it was created for. A Bone Art spell uses
a spell slot of higher than normal level, depending on the equipment created for the
undead; all modifiers are cumulative.

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.

Bringer of Agony [Torture, Vile]


Prerequisites:Evil Alignment, Intimidate 1 rank, Craft (Alchemy) 1 rank.
Benefit:You can now brew up gorgon blood, scathe bile, and blister juice with the
Craft (Alchemy) skill. Also, you can now use the Intimidate skill use Torture:

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.

Intimidate DC Example Information


*Example Period of Tortures
0 Something the target would have told you anyways.
1 minute.
15 Something that the target was trying to hold onto for shallow
reasons. 1 hour.
25 Something that the target was keeping secret because someone
close to them asked them to keep it secret. 12 hours.
30 Something the target was keeping secret in order to protect
their home. 1 day.
40 Something the target was keeping secret in order to protect a
loved one. 3 days.
45 Something about the target that they only ever shared with
those who were extremely close with them. 1 week.
60 Something about the target that they would never tell anyone,
no matter how close they were to each other. 1 month.
*This amount of time can vary vastly, depending on the resolve of the target in
question.

Intimidate DC Modifier Condition


-1 Target fatigued
-6 Target exhausted
-1 Per previous period of torture

- Suppressed Memories [Torture, Vile]


Prerequisites:Evil Alignment, Intimidate 1 rank, Craft (Alchemy) 1 rank. Bringer of
Agony.
Benefit:Whenever you successfully force a person to give you a piece of information
via the Torture intimidate skill use, they completely block the period of time during
which they were being tortured from their mind. They have absolutely no
recollection of the event, and, if at all possible, will actually block out your face
from their mind. Additionally, due to the mental trauma that you caused them, they
also have nightmares almost every night. Every time the person who you tortured
falls asleep, there's a 80% chance that, at some time while they rest, they have a
nightmare. This acts like the nightmare spell (DC 17 + your Cha modifier, the
target uses their normal Will save, without the modifiers listed in the nightmare
spell description), except the nightmare has no actual 'caster', is extraordinary, and
is caused by the target's own mind.

Buoyancy Balance [General]


Prerequisites:Wis 14, Swim 4 ranks.
Benefit:Your racial buoyancy becomes zero, and you no longer have
to worry about sinking or floating, unless you're carrying equipment
with a buoyancy rating, even while unconscious.

Bypass Host [Metamagic]


You can affect infecting/infesting/inhabiting/possessing creature(s)
w/o affecting (its/their) container(s), host(s), etc. (inc. locale(s), etc.).
Benefit:When you target a spell to (a target/targets) that (is/are) infected
/infested/inhabited/possessed, the spell ignores said target(s) and deals
its full effect to the infecting/infesting/inhabiting/possessing creature(s).
Level Increase:+1 (A bypassing spell uses up a spell slot one level
higher than the spell's actual level.)

Bypass Host [Metapsionic]


You can affect infecting/infesting/inhabiting/possessing creature(s)
w/o affecting (its/their) container(s), host(s), etc. (inc. locale(s), etc.).
Benefit:When you target a power to (a target/targets) that (is/are) infected
/infested/inhabited/possessed, the power ignores said target(s) and deals
its full effect to the infecting/infesting/inhabiting/possessing creature(s).
Using this feat increases the power point cost of the power by 2. The
power’s total cost cannot exceed your manifester level.

Bypass Host [Metapsychic]


You can affect infecting/infesting/inhabiting/possessing creature(s)
w/o affecting (its/their) container(s), host(s), etc. (inc. locale(s), etc.).
Benefit:When you target a psychic skill to (a target/targets) that (is/are) infected
/infested/inhabited/possessed, the psychic skill ignores said target(s) and deals
its full effect to the infecting/infesting/inhabiting/possessing creature(s).
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

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.

Cerebral Dominance [Psionic]


Your mind is so powerful that it can live on even if your body is dead.
Prerequisites:Sum of your Intelligence, Wisdom, and Charisma scores must be 50
or greater, manifester level 12.
Benefit:When you are killed, you may attempt a DC 20 Fortitude save to have your
mind survive the death of your body. You automatically pass this save if you were
killed by a vorpal weapon, and automatically fail if slain through an effect that
targets your brain specifically. If you succeed, your body is dead—you cannot
move, talk, or take any physical actions. Your Strength, Dexterity, and Constitution
are considered to be 0. Worn magic items cease affecting you. However, you may
still take purely mental actions, such as manifesting psionic powers (though most
psychometabolism powers won’t affect you). Indeed, you are wholly dependant on
your psionic abilities to accomplish anything. You can even “rest” for 8 hours to
recover your power point reserve like normal.
While in this state, you are very delicate. You are helpless and melee attacks
against you get a +4 bonus to hit. However, your brain is considered a target two
size categories smaller than you. You now have a number of hit points equal to
your Wisdom bonus times your manifester level (minimum equal to your manifester
level). You have the same immunities as an undead, except for the immunity to
critical hits and mind-affecting effects. If killed in this form, you die normally.
Your body can be restored to life with a regenerate or miracle spell or the reality
revision power, brining you to 1 hp and giving you the ability to act normally once
again. You suffer no experience loss for being restored like this. Alternatively (and
very much at the DM’s discretion), your brain could even be transferred to a jar,
another body, or even a golem.

---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------
---------
[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.
---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------
---------
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.

Exalted Sifu [Chi, Epic]


Your mastery of wuxia principles improves.
Prerequisites:Wis 25, BAB +18, Flurry of Blows (or Two-weapon Fighting), Barrage
of Fists, Exalted Bursts of Wind,
Fiery Fist, Glorious Mystic Fist, Glorious Solar Wind, Improved Unarmed Strike,
Intuitive Attack, Ki Blast, Ki Strike
(Magic), Mastery of Wuxia Principles, Mythic Sorcerer Katas, Ring The Golden Bell,
Stunning Fist, Weapon
Focus (unarmed strike), Wise-Fisted Sifu, Knowledge (Arcana) 25 ranks, Tumble 25
ranks.
Benefit:Your Ki Blasts inflict [Force] damage equal to your Fiery Fist damage
(adding your *Wisdom modifier, rather than
your Strength modifier, to the damage) + 2d6 [Force] damage, can benefit from
any/all feats that affect your Fiery Fist
(inc. the application of Barrage of Fists, Eldritch Essence Invocations, etc.) and,
resultantly, Stunning Fist feat(s),
and can be used interchangeably with your itterative attacks.
Special:This feat counts towards the limit on the number of times you can take
Glorious Mystic Fist, and counts as
taking Glorious Mystic Fist for the purpose of feats that scale with the number of
times that you have taken
Glorious Mystic Fist. *This damage modifier is eff. doubled (via Wise-Fisted Sifu
(see previous)).
Add., Ring The Golden Bell can be simllarly altered.

Glorious Mystic Fist [Chi]


Some would suspect that you are descended from a fiend somewhere along the
line; it would explain some things...
Prerequisites: Ki Strike (Magic), Fiery Fist, Improved Unarmed Strike, Stunning Fist,
Knowledge (Arcana) 9 ranks.
Benefit: Select a single Eldritch Essence Invocation that a Warlock of equal level to
yours could learn; whenever you use your Fiery Fist feat, you deal an additional
+1d6 damage, and may apply any Eldritch Essence that you know to your attack,
applying any changes to damage type to the Fire damage from your Fiery Fist feat,
changing all references to Charisma in the Invocation to Wisdom, and using the
saving throw DC for your Stunning Fist feat instead of the normal DC for the
Invocation.
Special: You may take this feat up to 3 times, selecting a different Eldritch Essence,
and increasing the damage dealt by the feat by +1d6 each time. You are treated as
if you had a number of Eldritch Blast dice equal to the additional damage that would
be dealt by your Fiery Fist feat.
If you use these virtual Eldritch Blast dice to enter a prestige class, any class
feature that would add dice or effects to your Eldritch Blast instead applies them to
your Fiery Fist feat, and any level that would advance your Caster level or
Invocation user level may instead be used to advance your Monk level for the
purpose of your Unarmed Damage, your armor bonus, the number of Stunning Fist
uses you get each day, and your enhancement bonus to speed. In addition, your
Fiery Fist feat's damage counts as an Eldritch Blast for the purpose of items that
would enhance an Eldritch Blast in any way.
If you have the Fiery Ki Defense feat, the benefits of this feat apply to it as well.

- Mythic Sorcerer Katas [Chi]


You take a very different path in how you approach striking your foes.
Prerequisites: Ki Strike (Magic), Fiery Fist, Glorious Mystic Fist, Improved Unarmed
Strike, Stunning Fist, Knowledge (Arcana) 9 ranks.
Benefit: You learn a number of Invocations, which cannot be Eldritch Essence or
Blast Shape invocations, equal to the number of times that you've taken Glorious
Mystic Fist at this point. Any future time that you take Glorious Mystic Fist, you
learn an additional Invocation. You may not learn any Invocation that a Warlock of
your level would not be able to learn. You use your Monk level; for the purpose of
your Unarmored Speed Bonus (see Glorious Mystic (see previous) and Stately
Ancient Sifu (see below)); as if it were your Caster Level for any Invocation that
has effects that vary by Caster Level.
There are important changes to your Invocations, however; you must expend a
usage of your Stunning Fist ability as a free action to use them, and they only last
for either 1 minute or their original duration, whichever is shorter. Finally, you use
the DC for your Stunning Fist feat instead of the normal DC for that Invocation.
Special: This feat counts towards the limit on the number of times you can take
Glorious Mystic Fist, and counts as taking Glorious Mystic Fist for the purpose of
feats that scale with the number of times that you have taken Glorious Mystic Fist.

- Mastery of Wuxia Principles [Chi]


You have mastered the principles of mystical combat to an absurd degree.
Prerequisites: Wisdom 21, Ki Strike (Magic), Fiery Fist, Glorious Mystic Fist,
Improved
Unarmed Strike, Mythic Sorcerer Katas, Stunning Fist, Knowledge (Arcana) 25
ranks.
Benefit: The restriction on the duration of the Invocations that you learned from
Mythic Sorcerer Katas is removed; use the normal duration for that Invocation. In
addition, you no longer have to spend a usage of Stunning Fist to activate any of
your Invocations.
In addition, any time you use your Fiery Fist feat to apply an Eldritch Essence to
your attack, you may treat any one attack that round as if it were a Stunning Fist
attempt for the purposes of feats that add effects to your Stunning Fist attempts. If
you have Barrage of Fists, you may instead treat all of your attacks in a Full Attack
as if they were Stunning Fist Attempts if you have Fiery Fist applied that round.
Special: This feat counts towards the limit on the number of times you can take
Glorious Mystic Fist, and counts as taking Glorious Mystic Fist for the purpose of
feats that scale with the number of times that you have taken Glorious Mystic Fist.

Pressure-Point Knowledge [Chi]


You are highly cognizant of all the pressure points on a creature; so much so, that
your strikes are boosted.
Prerequisite: Wis 15, Improved Unarmed Strike, Stunning Fist.
Benefit: If you have an Extraordinary ability that adds an effect to your natural
attacks that allows a save (for example, a Poison ability), you may expend a
Stunning Fist usage to have it's use count as a Stunning Fist attempt for the
purposes of other effects and abilities; Ability Focus (Stunning Fist) would increase
the save DC, abilities that add rider effects would add them after the attempt, and
so on and so forth.
Special: If your Stunning Fist attempts are blocked by immunity to Stunning, any
Extraordinary ability enhanced through these means is also negated by immunity to
Stunning.

Simple Snake Understanding [Chi]


Your blows are precise, and bypass any defenses that another might have
Prerequisites: Improved Unarmed Strike, Stunning Fist, Poison Use.
Benefit: Your ki resonates in a complicated way with the pressure points of your
opponent; your Stunning Fist attempts bypass any immunity to Stunning that your
target might have, though they do receive a +4 bonus to the save.
In addition, if you have applied a poison to your Unarmed Attack, you may use the
better save DC between your Stunning Fist and the poison for both of them.

Wise-Fisted Sifu [Chi]


You are so wise, you have learned to strike unerringly. Your blows hurt, too.
Prerequisites: Wis 15, Intuitive Attack, Stunning Fist.
Benefit: Whenever you make a Stunning Fist attempt, you add your Wisdom bonus
to your attack and damage rolls; this stacks with Intuitive Attack, and takes place
even if your opponent successfully saves.
Alternatively, you may instead elect to only deal a single point of damage with the
attack that you are applying a Stunning Fist attempt to; if you do this, you make
your attack as a Touch attack instead of a normal attack.

- Exalted Bursts of Wind [Chi]


You are no longer limited in the force of your fists, to the point that you can project
them as far as you wish.
Prerequisites: Wis 17, BAB +5, Intuitive Attack, Ring the Golden Bell, Stunning Fist,
Weapon Focus (unarmed strike), Wise-Fisted Sifu.
Benefits: You are no longer limited in the number of times you can use Ring the
Golden Bell per day, and you may add +1 to the DC of your Stunning Fist attempts
for each 2 range increments that you attack from, as the force of your strike
gathers momentum as it travels through the air.

- Foe-Teaching Slap [Chi]


Opponents that feel your strike find themselves instructed in many lessons,
including pain.
<SLAP!> Bring Sifu his tea!
Prerequisites: Wis 17, Intuitive Attack, Stunning Fist, Wise-Fisted Sifu, Sense
Motive 9 ranks.
Benefit: When an opponent that you strike fails a save against your Stunning Fist
attempt, they learn a single Trick as if they had were an animal that had been
taught that trick through the Handle Animal skill. For the next minute after the
strike, you may use the Sense Motive skill as a Move action as if it were the Handle
Animal skill, but only for the purpose of causing the creature stricken to undertake
the action you "taught them."
A creature loses the knowledge of a Trick after the minute is up, and may only
"know" a number of Tricks equal to one-fourth of your ECL.
In addition, if the creature that you slapped is, within the span of time during which
they "know" a Trick from this feat, fails a save against any effect with a duration
other than Instantaneous, you may, at any time within that period, cause them to
forget a single trick to allow them to reroll their saves, with any bonuses to the DC
of your Stunning Fist attempts as a bonus to their save; you do not need to be
adjacent to them to use this part of this feat, but they must be able to hear you or
see you.

- Deep-Rooted Teaching [Chi]


You are scary when you are teaching people, man...
Prerequisites: Wis 17, Foe-Teaching Slap, Intuitive Attack, Stunning Fist, Wise-
Fisted Sifu, Sense Motive 9 ranks.
Benefit: The duration of time during which a creature that you affected with Foe-
Teaching Slap is extended to 1 day. If that creature is willing, the duration is
instead indefinite.
- Glorious Solar Wind [Chi]
You have learned that combat is a dance, that you have mastered exquisitely.
Prerequisites: Monk level 5 (or BAB +10), Flurry of Blows (or Two-weapon
Fighting), Barrage of Fists, Improved Unarmed Strike, Intuitive Attack, Stunning
Fist, Wise-Fisted Sifu, Tumble 12 ranks.
Benefit: Whenever you make a Stunning Fist attempt, you may take a 5' step; this
does not count towards your limit of a single 5' per round, and may be used even if
you already took a Move action this round.

ACF: Stately Ancient Sifu


Replaces: Unarmored Speed Bonus
Benefit: At any level at which you would normally gain an increase to your
Unarmored Speed Bonus, you instead gain a single bonus [Chi] feat that you are
qualified for.
Special: If any feat or prestige class would stack with your Monk level when
determining your Unarmored Speed Bonus, or uses that level to determine how
powerful it is, it instead stacks with or uses your Monk level for the purpose of this
class feature instead.
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Combat Concentration [General]


You are adept at casting spells, etc. when threatened or distracted.
Prerequisites:Ability to cast spells, manifest powers, and/or use psychic skills.
Benefit:You get a +4 bonus on Concentration checks made to cast a spell, manifest
a power, use a psychic skill, use a spell-like ability, and/or use a psi-like ability
when casting on the defensive or while grappled.
Special:This feat replaces Combat Casting, etc. for all porposes.

- Epic Combat Concentration [Epic]


You can cast spells, manifest powers, and/or use psionic skills without opening
yourself to attack.
Prerequisite:Combat Concentration, Concentration 22 ranks.
Benefit:You don't incur attacks of opportunity for casting spells, manifesting
powers, using psychic skills, using spell-like abilities, and/or using psi-like abilities
when threatened.
Special:This feat replaces Improved Combat Casting, etc. for all purposes.

Combat Vomit [Digestive, General]


Prerequisites:A digestive system.
Benefit:During any round in which the possessor of this feat is sickened or
nauseated, it can vomit on any one creature within 5' as a standard action. This
provokes an attack of opportunity. The target creature must make a Fortitude save
against a DC of 10 + (twice creature's Dex bonus [if any] because accuracy counts)
+ (creature's Con modifier because a sturdy digestion counts). The victim is dazed,
blinded and disgusted for 1d4 rounds. The GM may apply a modifier to the Combat
Vomit attack depending on how recently the creature has eaten and what it has
eaten. A light or empty stomach may result in a -1 or -2 circumstance penalty to
the DC, while a stomach full of foul matter might award a +1 or +2 circumstance
bonus to the save DC. (Although, for a creature to eat something so foul as to gain
a +2 bonus usually requires that it have a feat like Great Fortitude, Eat Anything,
Cast Iron Stomach, or be *undead [imagine a day when a ghoul doesn't get a +2
bonus].)
Special:*If you are immune to the sickened or nauseated condition, you can still
vomit as a full round action.
*At 3rd level, you need not be sickened or nauseated to use this feat as a standard
action.

- Acid Stomach [Digestive, General]


Prerequisites:Combat Vomit.
Benefit:In addition to effects, the puke is laced with hydrochloric acid. 1d4 acid
damage to vomiter and victim.
Side-Effects:The acid tends to damage the teeth of any creature that does not have
resistance to acid, a healing power like fast healing, or is the regular recipient of
cure spells. At the GM's option, the creature might suffer a -1 circumstance penalty
to Cha-based checks and bite damage rolls from the damage.

- Cast Iron Stomach [Digestive, General]


Benefit:The creature can consume and derive nourishment from just about any
organic matter. The character gains a +2 bonus on Fortitude saves to resist
ingested poisons or diseases, or any disease that affects or spreads through the
digestive system.

- Dry-Heave [Digestive, General]


Prerequisites:Combat Vomit, Bluff 2 ranks, Intimidate 2 ranks.
Benefit:As a standard action, the character, through a show of violent gesticulation
and retching noises, can make his opponent believe he's going to get showered
horribly. By making a Bluff check (opposed by Sense Motive) the character can
inflict a -1 morale penalty to AC, attack rolls and skill checks for 1d2 rounds to the
designated victim.

- Eat Anything [Digestive, General]


Prerequisites:Creature type is Aberration, Dragon, Magical Beast, or Outsider.
Benefit:The creature can derive nourishment from anything and is immune to
ingested poison and disease, or disease that affects the digestive track.

- Improved Combat Vomit [Digestive, General]


Prerequisites:Combat Vomit, Great Fortitude.
Benefit:The range of the vomit attack is the same as the creature's natural reach.
The DC is increased by ½ the creature's racial hit dice, if any, or +2, whichever is
greater.

- Quickened Vomit [Digestive, General]


Prerequisites:Combat Vomit.
Benefit:Use of the Combat Vomit attack is a free action, and the attack no longer
provokes attacks of opportunity.

- Spew [Digestive, General]


Prerequisites:Combat Vomit.
Benefit:Combat-vomiting now has a conical area of effect. Without the Improved
Combat Vomit feat, the area of effect is one 5-foot square adjacent to the vomiter.

Command Undead I [Necromantic]


Prerequisite:Necrology 5 ranks.
Benefit:You may Channel Energy and Command Undead as an evil cleric of half
your character level. No holy symbol or icon is required, as the direct power of
negative energy is harnessed instead to force the undead into submission. If you
are a Cleric, this replaces your Channel Energy ability.
Special:This feat stacks with Unholy Majesty.

- Command Undead II [Necromantic]


Prerequisite:Necrology 10 ranks.
Benefit:You may Channel Energy and Command Undead as an evil cleric of your
character level. No holy symbol or icon is required, as the direct power of negative
energy is harnessed instead to force the undead into submission. If you are a
Cleric, this replaces your Channel Energy ability.
Special:This feat stacks with Unholy Majesty.

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. 

Craft Epic Artifact [Epic, Item Creation] 


You can craft artifacts of epic power.
Prerequisite:Craft Artifact, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.
Benefit:You can craft artifacts that exceed the normal limits for such items.

Craft Epic Relic [Epic, Item Creation] 


You can craft relics of epic power.
Prerequisite:Craft Relic, Knowledge (arcana) 30 ranks, Spellcraft 30 ranks.
Benefit:You can craft relics that exceed the normal limits for such items.

Craft Epic Construct [Epic, Item Creation]


You can create epic construct creatures like collossi.
Prerequisites:Craft Construct, Craft Epic Magic Arms and Armor, Craft Epic
Wondrous Item, Craft Magic Arms and Armor, Craft Wondrous Item, Knowledge
(arcana) 25 ranks, Spellcraft 25 ranks.
Benefit:You can craft constructs which exceed the normal limits for such items.

Crafting Mastery [Epic]


Prerequisites:Knowledge (arcana) 22 ranks, Spellcraft 22 ranks, Efficient Item
Creation.
Benefit:Your Efficient Item Creation feat and feats, abilities, etc. reliant upon your
Efficient
Item Creation feat apply to all your "item creation feats" (inc. all craft, create, etc.
feats)
and abilities (inc. the various Artist class features, etc.). Works of art (as well as
any
/all items with no specific gp value) have their creation times reduced by 9/10ths.
Special:You can retrain all your related excess feats, even those derived from
racial traits, classes, etc..
NB:This feat is kindred to Weapon Mastery.
Create Creature [Item Creation]
You have learned the art of creating new flesh from old.
Prerequisite:CL (or ML) 5th.
Benefit:You can create any subepic nonconstruct, nonoutsider, nonundead, or
nonundying creature creature whose prerequisites you meet. However, the creature
created is not necessarily under your control.
To begin, you need access to an alchemist’s lab worth at least 500 gp. The process
involves subjecting a similar creature or creatures to various spells and grafting
techniques. There is a chance that the experiment will be a failure.
To create a creature, you must succeed with both Knowledge (arcana (or psionics))
and Knowledge (nature) checks (DC 20 + CR of attempted creature). You gain a +1
circumstance bonus for every attempt at a specific creature that you have
previously made, whether successful or not.
If both Knowledge skill checks are failed the creature dies a horrible death. If one
Knowledge skill check fails and the other succeeds, the resulting creation is horribly
deformed in some way and is hostile to you.
The base price of a creature is its CR value squared times 1,000 gp (CR x CR x
1,000 gp). Creating a creature takes 1 day/1,000 gp in its base price. To create a
creature, you must supply raw materials costing 1/2 its base price.
The minimum CL (or ML) for creating a creature is 2 times the CR (2 x CR) of the
intended creature until you reach 10th level; thereafter, it’s your level minus 5. The
appropriate spells (or powers) must be used to add extraordinary (Ex), spell-like
(Sp) (or psi-like (Ps)), and supernatural (Su) abilities to the creature.
Special:If a charm monster spell (or psionic charm (augmented, if necessary)
power) is cast (or manifested) every day of the creation process, a successfully
created creature will be entirely loyal to you, although not under your direct
control. If a limited wish (or bend reality) is used in the creation process, a
successfully created creature will be loyal and will follow a life goal you choose for
it. If a wish (or reality revision) is used in the creation process, a successfully
created creature and all its descendants will follow a single life goal of your choice.

- Create Undead Creature [Item Creation]


You have learned the art of creating undead.
Prerequisites:CL (or ML) 5th, Create Creature.
Benefit:You add Undead to the list of creature Types you can create using the
Create Creature feat.

- Create Epic Creature [Epic, Item Creation]


You have mastered the art of creating new flesh from old.
Prerequisite:Create Creature, Knowledge (arcana (or psionics)) 25 ranks,
Knowledge (nature) 25 ranks, Spellcraft 25 ranks.
Benefit:You can create any epic nonconstruct, nonoutsider, nonundead, or
nonundying creature whose prerequisites you meet. However, the creature created
is not necessarily under your control.
To begin, you need access to an alchemist’s lab worth at least 500 gp. The process
involves subjecting a similar creature or creatures to various spells and grafting
techniques. There is a chance that the experiment will be a failure.
To create a creature, you must succeed with both Knowledge (arcana (or psionics))
and Knowledge (nature) checks (DC 20 + CR of attempted creature). You gain a +1
circumstance bonus for every attempt at a specific creature that you have
previously made, whether successful or not.
If both Knowledge skill checks are failed the creature dies a horrible death. If one
Knowledge skill check fails and the other succeeds, the resulting creation is horribly
deformed in some way and is hostile to you.
The base price of a creature is its CR value squared times 1,000 gp (CR x CR x
1,000 gp). Creating a creature takes 1 day/1,000 gp in its base price. To create a
creature, you must supply raw materials costing 1/2 its base price.
The minimum CL (or ML) for creating a creature is 2 times the CR (2 x CR) of the
intended creature until you reach 10th level; thereafter, it’s your level minus 5. The
appropriate spells (or powers) must be used to add extraordinary (Ex), spell-like
(Sp) (or psi-like (Ps)), and supernatural (Su) abilities to the creature.
Special:If a charm monster spell (or psionic charm (augmented, if necessary)
power) is cast (or manifested) every day of the creation process, a successfully
created creature will be entirely loyal to you, although not under your direct
control. If a limited wish (or bend reality) is used in the creation process, a
successfully created creature will be loyal and will follow a life goal you choose for
it. If a wish (or reality revision) is used in the creation process, a successfully
created creature and all its descendants will follow a single life goal of your choice.

- Create Epic Undead Creature [Epic, Item Creation]


You have mastered the art of creating epic undead.
Prerequisites:Create Creature, Create Undead Creature, Knowledge (arcana (or
psionics)) 25 ranks, Knowledge (nature) 25 ranks, Spellcraft 25 ranks.
Benefit:You add Undead to the list of creature Types you can create using the
Create Epic Creature feat.

Create Device [General]


Your scientific knowledge and creativity allow you to invent devices that mimic the
effects of certain magic items.
Prerequisites:Int 15.
Benefit:Choose an item creation feat for which your character level equals or
exceeds the required caster level. You can create nonmagical equivalents of the
magic items that the selected feat would normally allow you to create. For the
purpose of creating these items, you are considered to be a spellcaster of the
appropriate type with a caster level equal to your character level; you may ignore
the spells normally required to create the items, but you cannot crate an item that
would produce spell effects beyond the capacity of your effective caster level.
(Thus, a 5th-level character could produce the scientific equivalent of a wand of
fireball, a 3rd-level spell, but not a wand of dimension door (a 4th-level spell).
The cost of creation and the time required for each device are the same as for the
equivalent magic item. The devices so created duplicate the effects of the items
they mimic. All other aspects of the item (including color, shape, method of
function and design) are under your control, at the DM’s discretion.
Items created with this feat always require the use of a power supply (see Tech
Items below) to function. This requirement doesn't change the cost to create a
charged item; the power supply is an additional cost.
Special:You can gain this feat multiple times. Each time you gain this feat, it applies
to a new item creation feat.
NB:Necromantic Creation feats count as Item Creation Feats for the purposes of
this feat.

- Create Epic Device [Epic]


Prerequisites:Int 25, Create Device.
Benefit:Choose an epic item creation feat for which your Craft skill ranks equal
or exceeds the required Knowledge (arcana/psionics) and Spellcraft ranks.
You can craft items that exceed the normal limits for such items.

- Superior Alchemy [General]


Through your studies of alchemy, you have developed an in-depth understanding of
alchemical processes.
Prerequisites:Int 15, Craft (alchemy) 2 ranks, Skill Focus (Craft [alchemy]).
Benefit:You gain a +4 bonus on all Craft (alchemy) checks. Furthermore, you can
use the Craft (alchemy)
skill to make any of the following items (see below for actual descriptions of these
items).

Superior Alchemy Item Craft (Alchemy) DC


Oil of Agony 20
Oil of Animation 25
Oil of Preservation 25

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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.

- Battery (Chemistry):This type of power source usually resembles a bundle of 8 to


12 leathercovered glass cylinders, each about 18 inches long and as wide as two
human fingers. The cylinders sit upright on a leather base, and leather straps keep
the bundle together. A leather or wooden handle allows a character to carry the
assembly like a bucket. The cylinders have glass and copper tops connected by
electrodes and wires, and a central electrode rises from the heart of the bundle.
A battery usually contains 10 charges upon creation, but 1d4 additional
charges may be coaxed from it by spending 1 minute and making a successful DC
15 Craft (alchemy) check. The DM should roll the number of extra charges in
secret. Once those run out, the character can once again attempt to coax 1d4
charges, but the DC for each subsequent attempt to coax out charges increases by
5. If such a check fails by 4 or less, the character tinkers with battery for 1 minute
without result but can try again starting 1d4 rounds later. If a check fails by 5 or
more, the battery overloads and explodes.
Damage from an exploding battery is acid and slashing.
CL 4th; Create Device (Wondrous Item), Craft (alchemy) 7 ranks; Price 3,000 gp;
Weight 8 lb.

- Static Collector (Physics):A static collector usually resembles a metal sphere


about the size of a grapefruit, with dozens of short electrodes sticking out of its
surface and several long copper chains dangling from it. It also has two short loops
for attaching it to a belt or fitting it with a shoulder strap.
A static collector holds 1 charge. However, once discharged, it recharges
itself in 1d4 rounds, provided that the user moves around or places it somewhere
that’s charged with static, such as a room with dry air, or just about anywhere
during a thunderstorm. A static collector cannot recharge itself underwater or in a
still, clammy area, such as a fog bank.
Damage from an exploding static collector is electricity and piercing.
CL 5th; Create Device (Wondrous Item), Craft (metalworking) 8 ranks; Price 6,500
gp; Weight 3 lb.

- Hand Generator (Physics):A hand generator is similar to a static collector, except


that the user supplies the energy himself by turning a crank. A hand generator
usually resembles a metal baton about 1 ft. long and 2 inches thick. It has a metal
crank with a wooden handle on one end and a crystal dome surrounded by
electrodes at the other. Like a static collector, it can be hooked on a belt or slung
from a strap.
When cranked for 1 full round, the device produces 1 charge per round for
the next 2d4 rounds (rolled secretly by the DM), storing any unused charges for up
to 1 full minute. Any charges remaining unused at the end of that time are lost. The
dome glows and gives a general clue as to how much power is left in the device;
when the duration expires, the light winks out. When lit, the dome sheds as much
light as a candle, though the user can easily cover it and block the light.
It is possible to over-crank the device so that it produces 2 charges per
round for 2d4 rounds. Cranking in this way requires 2 full rounds, and the charges
are stored for 2 minutes before dissipating. The user must also make a Wisdom
check (DC 15 + the total charges produced by this instance of over-cranking). If
the check fails by 4 or less, the character cranks for 2 rounds and the device shorts
out, producing no power, but is otherwise unharmed. If the check fails by 5 or
more, the device explodes.
An exploding hand generator deals electricity, slashing and sonic damage.
CL 8th; Create Device (Wondrous Item), Craft (metalworking) 11 ranks; Price
10,000 gp; Weight 5 lb.

- Biocharger (Biology):This device taps into biological and physiological energy. It


consists of a collar or skullcap studded with electrodes and sprouting wires, like
some bizarre wig or stole. When worn by a living creature with Intelligence and
Charisma scores of at least 10 each, the device produces 1 charge every 1d4
rounds. The wearer can feel the device humming with energy when it holds a
charge. Once charged, the device stays charged indefinitely until the charge is
expended or the device is removed.
A wearer can also attempt a Charisma check as a full-round action to forcibly
charge the device. The DC for doing so is 15 + the number of attempts the wearer
has made to recharge the device in the past hour. If the check fails by 4 or less, the
character uses a full-round action and provides no power to the device, but takes 1
point of Charisma damage and 1 point of Constitution damage. If the check fails by
5 or more, the device explodes, dealing 1d4 points of both Charisma and
Constitution damage to the wearer, in addition to the 1d6 points of damage
normally dealt by any exploding power source.
An exploding biocharger deals electricity and slashing damage. The wearer
receives no saving throw against this damage.
CL 10th; Create Device (Wondrous Item), Craft (metalworking) 12 ranks; Price
10,000 gp; Weight 2 lb.
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Creepy Kid [Archetype]


Prerequisites:Intimidate 1 rank or Nongood Alignment.
Benefit:Archetype Feat benefits are based on Character Level:
Character Level 1st:You need not be close to disturb others. You can intimidate
a single target out to 30 ft, and intimidation lasts for 1 round/level. You gain a +2
to Intimidate, and -2 to Handle Animal and Diplomacy.
Character Level 3rd:Your fell aura disturbs the natural order. Animals and
vermin will not willingly attack you, effectively giving you a constant sanctuary
effect against Animal and Vermin type creatures. If forced to attack out of self-
defense or being pushed (and if they make their save) they attack at -2 penalty.
You gain a +2 to Intimidate, and -2 to Handle Animal and Diplomacy. The
sanctuary effect is a supernatural ability, with a DC of 10 + 1/2 HD + Charisma
modifier.
Character Level 8th:Your hollow soulless glare unnerves everything around you.
You can mass intimidate all creatures within 30 ft as a standard action, or a single
creature in 5 ft as an immediate action. You radiate evil, regardless of alignment,
and may count yourself as evil when beneficial. You gain a +2 to Intimidate, and -2
to Handle Animal and Diplomacy.
Character Level 15th:Your terror bypasses even those beyond fear. Your fear
effects bypass immunity to fear (though immune creatures gain a +4 bonus on
their saves). In addition when someone is under a fear effect, you may take a
standard action to use phantasmal killer as a supernatural ability, at will. A
successful save renders the creature immune for 1 minute. You gain a +2 to
Intimidate, and -2 to Handle Animal and Diplomacy.
Special: If you ever stop qualifying for this feat, you can trade it for another
archetype feat you meet the prerequisites.

Crowd Control [Epic]


Prerequisites:Str 25, Great Cleave.
Benefit:Whenever you kill a target with a physical melee attack, any damage you
inflict beyond the target's hit point total carries over to your next physical melee
attack provided that attack occurs before the end of your turn on which you killed
the original target, either as a result of a cleave, extra attacks in a full attack
action, or some other method. If the next attack misses, the extra damage is still
considered to have been expended.

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.

Cypher Script [General]


Through researching lengthy, ancient, arcane scripts, you have discovered a more
efficient method of recording spells.
Prerequisite:Knowledge (religion/arcana) 1 rank, Linguistics 1 rank, Spellcraft 1
rank.
Benefit:Any spell you scribe in your (spell-/prayer-)book costs half as much and
takes up only half the room it normally would (round all fractions up). In addition, it
only takes you 10 minutes per spell level to scribe a spell into your
(spell-/prayer-)book (5 minutes for orisons/cantrips).

Dark Lord [Archetype]


You are a heavily-armored evil lord, between your dark familiar and dark magic no
one can stand in your way.
Prerequisites:Arcane Caster Level 1st, Nongood Alignment.
Benefit:Archetype Feat benefits are based on Character Level:
Character Level 1st:You have started you ascension as a dark lord, firstly
gaining the ability to summon a familiar as a wizard of your character level with the
benefits of Expendable Familiar. If you already possessed the ability to summon a
familiar you count as 4 level higher for the purpose of the familiar you can have.
Secondly you are an intimidating figure in dark armor, granting you proficiency with
light and medium armor. If you were already proficient in such armor you become
proficient in heavy armor, and if you were already proficient with those you instead
gain a single exotic armor proficient of your choice. While in at least medium or
heavy armor you treat them as Masterwork Tool for Intimidate.
Character Level 3rd:You gain the benefits of the Improved Familiar feat and you
no longer suffer arcane spell failure when casting in armor you are proficient with.
Character Level 8th:Your large intimidating frame is too much for many to bear,
allowing you to Demoralize Opponent as a move action to demoralize all enemies
within a 20 feet radius of yourself. Instead of it normal effect, all demoralized
enemies are At Bay from you for 1 minute or until they successfully damage you. If
you possess the Leadership feat double your followers and you gain the Beloved
Dictator feat as a bonus feat.
Character Level 15th:You gain the ability to summon a Large Castle through
dark magic with a 24 hours ritual in the nearest clear area, the castle door lead to a
demiplane which is as large as the castle interior and it is otherwise nigh invincible.
If you do the ritual again you instead move your castle to another valid area. If you
die, the castle immediately start to crumble and will collapse into rubble within 1d4
minutes.
Special:If you ever stop qualifying for this feat, you can trade it for another
archetype feat you meet the prerequisites.

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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

Specialized or magical tools, unusual workers, or other effects may make


farming more efficient than what is listed. It is not uncommon in large countries
that massive farms use special methods to multiply output considerably. The above
table assumes mundane means are made only, with non-modern technologies.
Farmhouses cover a roughly 30x60 or 45x45 foot area with one or two floors,
with external and internal wood walls (6 inches thick, hardness 5, 60 hp, break DC
21).
Craft Carpentry DC 20; Price 1500 gp plus 100 gp per acre.

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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Dark Speech (Creature Words) [Vile]


Your study of the Dark Speech has given you additional abilities against creatures.
Prerequisites:Int 17, Cha 15, base Will save bonus +8, Dark Speech.
Benefit:Your can use the basic powers of the Dark Speech feat to a greater extent
against creatures.    
1. When speaking to cause fear, loathing, and dread in nearby creatures, the
words of the Dark Speech are more powerful than normal. The speaker may choose
to amplify the original effect according to the following table, or increase the
duration of the standard effect by +50%.

Effect of Dark Speech Effect of Advanced Dark Speech


Frightened Panicked
Shaken Frightened
Loathing Revulsion (as loathing, with +2 morale bonus to
attacks, weapon damage, checks, and saves against the speaker)
Cowering Unconsciousness
Mastered Cowering, then mastered
Impressed Mastered
    2. When used to create a hivemind among vermin or animals, the speaker can
affect up to 200 creatures under 1 HD (or a single swarm). The speaker may also
use the Dark Speech in additional ways. The DC for these powers is 5 + speaker's
HD + speaker's Cha bonus. These abilities all deal 1d4 points of temporary
Charisma damage to the speaker with each use.
    3. The words damage a single creature (living, nonliving, or undead) within 5
feet, dealing 1d6 points of damage per HD of the speaker (Fortitude half). This is an
extraordinary ability and is not affected by damage reduction. The damage is
treated as acid and evil for the purpose of whether or not regeneration can repair
this damage (for example, trolls and solars cannot regenerate damage caused by
the Dark Speech).     4. The words disrupt the damage reduction of a creature
(living, nonliving, or undead) whose damage reduction can be overcome by evil
weapons, negating that alignment-based component of the damage reduction for
1d10 rounds. All other aspects of the creature's damage reduction apply. For
example, a ghaele has DR 10/evil and cold iron, but if affected by this power its
damage reduction becomes DR 10/coldiron. The creature may resist with a
Fortitude saving throw. This is an extraordinary ability.
    5. The words repulse a good elemental or outsider as if it were the target of a
repulsion spell (Will negates). Only one creature can be affected by any particular
use of this aspect of the Dark Speech, though a speaker can use this ability on
successive rounds to affect an additional target with each use. This is a
supernatural ability.

Dark Speech (Object Words) [Vile]


Your study of the Dark Speech has given you additional abilities against objects.
Prerequisites:Int 17, Cha 15, base Will save bonus +8, Dark Speech.
Benefit:Your can use basic powers of the Dark Speech feat to a greater extent
against objects.    
1. When speaking to help power evil magic items or spells, the Dark Speech
gives a +2 profane bonus instead of +1.    
2. When speaking to weaken material objects, it reduces the object's hardness
by 75% instead of by half.    
The speaker may also use the Dark Speech in additional ways. The DC for these
powers is 5 + speaker's HD + speaker's Cha bonus. These abilities all deal 1d4
points of temporary Charisma damage to the speaker with each use.    
3. The words damage a single object of up to Large size within 5 feet, dealing
1d8 hit points +1 point of damage per HD of the speaker (Fortitude half,
nonmagical and unattended objects do not get saving throws). The object's
hardness applies normally. This aspect of the Dark Speech is an extraordinary
ability and can be used multiple times against an object.    
4. The words profane the ground within a 10-foot-radius burst for the next 24
hours. Any creature buried in that profane earth for the full duration will rise as
some kind of undead when the effect expires (usually a skeleton or zombie, but
sometimes a greater creature). The undead is not under the control of the speaker.
Furthermore, any evil outsider standing upon or within the profane earth gains a +4
profane bonus to saving throws to resist effects that would drive it from that spot,
whether physical (such as repulsion) or dimensional (such as banishment). This is
an extraordinary ability.

Deceptive Defiler [Special]


You can defile at a distance.
Benefit:You can choose the center of your defiling
circle (on the ground), having it appear up to 10 ft.
away/caster level. This doesn't increase the DC
of Concentration checks, which are treated as
if you're defiling sans said distance.
This can eff. conceal your defiling and increases
the range of your ability to cast and defile.

- Duplicitous Defiler [Special]


Your defiler status is hidden.
Prerequisites:Cha 15, Deceptive Defiler.
Benefit:Regardless of your # of defiler points,
you can indefinitely suppress or resume your
defiler aura (selective (Immediate nonaction)).
Special:If you use Taint rules (H.o.H.), your
defiler points = your Taint score and vice
versa. They're lit. one and the same.

Defensive Roll [General]


You have a special quickness that sometimes allows you to avoid dangerous blows.
Prerequisites:Wis 13.
Benefit:You gain the Defensive Roll (rogue) special ability.

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.

Descriptor Affectation [Metamagic]


Your spells acquire a different essence.
Prerequisite:One other metamagic feat.
Benefit:Choose one type of spell descriptor:acid, air, chaotic, cold, darkness, death,
earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light,
mind-affecting, sonic, and water. You can add the chosen spell descriptor to your
spells. The effects of the spell remain unchanged, but the spell interacts with other
spells, special abilities, unusual creatures, alignment, and other effects according to
its descriptor.
Though you may only apply one spell descriptor to a spell, a spell may have more
than one descriptor and may carry contradicting descriptors.
The spell level of a spell with this metamagic feat is unchanged.
Special:This feat can be taken multiple times. Each time you take it, you can
choose a new descriptor to apply. In order to add an alignment-based spell
descriptor, you must have that alignment.
Descriptor Affectation [Metapsionic]
Your powers acquire a different essence.
Prerequisite:One other metapsionic feat.
Benefit:Choose one type of power descriptor:acid, air, chaotic, cold, darkness,
death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water. You can add the chosen power descriptor to
your powers. The effects of the power remain unchanged, but the power interacts
with other powers, special abilities, unusual creatures, alignment, and other effects
according to its descriptor.
Though you may only apply one power descriptor to a power, a power may have
more than one descriptor and may carry contradicting descriptors.
The power point cost of a power with this metapsionic feat is unchanged.
Special:This feat can be taken multiple times. Each time you take it, you can
choose a new descriptor to apply. In order to add an alignment-based power
descriptor, you must have that alignment.

Descriptor Affectation [Metapsychic]


Your talents acquire a different essence.
Prerequisite:One other metapsychic feat.
Benefit:Choose one type of psychic skill descriptor:acid, air, chaotic, cold, darkness,
death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful,
light, mind-affecting, sonic, and water. You can add the chosen psychic skill
descriptor to your psychic skills. The effects of the psychic skill remain unchanged,
but the psychic skill interacts with other psychic skills, special abilities, unusual
creatures, alignment, and other effects according to its descriptor.
Though you may only apply one psychic skill descriptor to a psychic skill, a psychic
skill may have more than one descriptor and may carry contradicting descriptors.
The strain cost of a psychic skill with this metapsychic feat is unchanged.
Special:This feat can be taken multiple times. Each time you take it, you can
choose a new descriptor to apply. In order to add an alignment-based psychic skill
descriptor, you must have that alignment.

Diabolic Trapmaker [Vile]


Your traps do not give others a fighting chance.
Prerequisites:Craft (trapmaking) 3 ranks.
Benefit:When building a trap, you may choose to make it a diabolic trap by
spending twice as much time and resources.
A diabolic trap doesn't allow a saving throw and automatically succeeds on any
attack roll unless a creature targeted
succeeds on a DC 20 Intelligence or Wisdom check, in which case the attack roll or
saving throw is made normally.
Additionally, any onset delay built into the trap is reduced by one round.

Dire Power [Epic] [Metapsionic]


Your powers are terribly powerful.
Prerequisites:Spellcraft 25 ranks, Empower Power, Heighten Power.
Benefit:Any variable numeric components of the power have their die-size
increased by two categories to a maximum of d12s.
Using this feat increases the power point cost of the power by 4. The power’s total
cost cannot exceed your manifester level.

Dire Spell [Epic] [Metamagic]


Your spells are terribly powerful.
Prerequisites:Spellcraft 25 ranks, Empower Spell, Heighten Spell.
Benefit:Any variable numeric components of the spell have their die-size increased
by two categories to a maximum of d12s.
Level Increase:+2 (A dire spell uses up a spell slot two levels higher than the spell's
actual level.)

Dire Talent [Epic] [Metapsychic]


Your talents are terribly powerful.
Prerequisites:Spellcraft 25 ranks, Empower Talent.
Benefit:Any variable numeric components of the psychic skill have their die-size
increased by two categories to a maximum of d12s.
Using this feat triples the normal amount of strain (or +2, if the cost is 0).

Disturbing Presence [Vile]


Prerequisites:Evil Alignment, Intimidate 4 ranks.
Benefit:When you make an intimidate check to demoralize in combat, you can drive
your opponents insane instead. Make an intimidate check as normal, if you succeed
the opponent is confused for 1 round instead. For every 5 points you exceed your
opponent's DC, the confusion effect lasts for an additional round. If your check
exceeds the DC by 50 or greater, the effect is permanent as the insanity spell. This
is an extraordinary mind-affecting effect. The effects of this feat can only affect a
creature once per day regardless of success or failure.
Normal: Intimidating only produces a short-lived fear effect.
Special:If you are an aberration, you gain an additional +2 circumstance bonus to
your intimidation checks against non-abberations.
A fighter can select Disturbing Presence as one of their fighter bonus feats.

- Improved Disturbing Presence [Vile]


Prerequisites:Evil Alignment, Intimidate 4 ranks, Disturbing Presence.
Benefit:You seep an aura of wrongness, and can drive your enemies mad and
terrified with by a single motion. You may intimidate creatures as a move action out
to a range of 30 feet, and affected creatures are rendered both confused and
shaken for its duration. Creatures within 5 feet of you take a -2 penalty to their DC
against the intimidate check. Animals and Magical Beasts immediately recognize
you as something wrong, giving a -4 penalty to Diplomacy, Handle Animal, or Wild
Empathy checks with them.
Normal:You can only make your opponent shaken OR confused, and demoralizing is
a standard action.
Special:Creatures who are driven permenantly insane by the effects of this feat are
also shaken until cured.
A fighter can select Improved Disturbing Presence as one of their fighter bonus
feats.

Earth Breaker [Epic]


Prerequisites:Str 26, BAB +20, Weapon Focus with a weapon from the Axe, Blade
[Heavy], Close, Flail, Hammer, or Natural weapon group.
Benefit:When using a weapon with which you have Weapon Focus from one of the
Fighter weapon groups listed above, you can use a standard action to forgo striking
a target and instead strike the ground at your ft.. This sends out a blast that strikes
all targets within a 5-ft. burst. Resolve your attack normally against each target to
see if the strike is successful. These attack rolls ignore cover and invisibility. When
making your attack, you can also decide if you wish to damage the terrain, rolling
damage automatically. If your damage exceeds the ground's hardness and inflicts
at least 20 points of damage, you can transform all the area within your burst into
difficult terrain. This ability can be used once every 1d4 rounds.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

- World Breaker [Epic]


Prerequisites:Str 28, BAB +23, Earth Breaker.
Benefit:When using your Earth Breaker, the burst now reaches 10 ft. and you can
elect to make a trip attempt against the targets. Resolve the trip attempts
normally, though the targets do not get attacks of opportunity even if you do not
have Improved Trip.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

- God Breaker [Epic]


Prerequisites:Str 30, BAB +25, World Breaker.
Benefit:When using your Earth Breaker, the burst now reaches 20 ft. and you can
elect to make a bull rush attempt against each target. Resolve the bull rush
attempts normally, except that the targets do not get attacks of opportunity even if
you do not have Improved Bull Rush.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

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. 

Extra Shard of Entropy [General] 


Prerequisites:Shard of Entropy 2/day. 
Benefits:You can use your Shard of Entropy ability one more time per day. 
Special:You can gain this feat multiple times. It's effects stack. 

- Entropic Master [Epic] 


You concentrate your shard of entropy into a perfect sphere. 
Prerequisites:Wis 25, 10th level Entropomancer, Shard of Entropy (7d6,
consuming), Devour. 
Benefit:When you create a shard of entropy, you can create a stationary, even
quiescent (optional), shard of entropy. 
(NB:A quiescent shard of entropy's “consuming” feature is negated.) 
This shard of entropy appears either in any adjacent square or either hand, can
inflict 7d6 damage, and only damages creatures and objects that it strikes or
touches (and vice versa). (i.e. This shard of entropy doesn't automatically damage
creatures or objects passing through it's square.) 
Once per round, as a standard action, this shard of entropy can be used in melee or
thrown. If used in melee, it combines with one unarmed strike, strikes for unarmed
damage plus 7d6 damage (or misses), then dissipates. If thrown, it can be thrown
once (range increment 10 ft.), strikes for 7d6 + Str modifier damage (or misses),
then dissipates. If dissipated it reforms at the end of the round, provided it's
original duration has not expired, appearing in the same hand it left. These attacks
are resolved as touch attacks and bypass all damage reduction and hardness. 
This shard of entropy otherwise functions as your normal shard of entropy. 
Special:If your shard of entropy inflicts more than 7d6 damage, replace “7d6” with
your shard of entropy's damage. It's “bull rush” bonus, if any, is gained as well. 

- Entropic Mind Blade [Epic, Mind Blade, Psionic] 


You combine the might of your mind blade (or mind blades) with the power of your
shard of entropy.
Prerequisites:Wis 25, Concentration 22 ranks, 10th level Entropomancer, Shard of
Entropy (7d6, consuming), Devour, Entropic Master, Epic Mind Blade, Form Mind
Blade. 
Benefits:As a free action, you can expend one use of your Shard of Entropy ability
and your psionic focus and grant your mind blade (or mind blades) the power of
one of your shards of entropy. 
For up to one round per Entropomancer level, your mind blade attacks (up to one
per Entropomancer level) are resolved as touch attacks, bypass all damage
reduction and hardness, and inflict an additional 7d6 points of damage. 
Your mind blade (or mind blades) also gains (gain) your shard of entropy's
“consuming” feature (optional). It's (or their) bonus on “bull rush” attempts is (are)
equal to your own. 
Once all of your entropic mind blade attacks have been made, your mind blade (or
mind blades) resumes (resume) it's (or their) normal form (forms) and function
(functions). 
Special:If your shard of entropy inflicts more than 7d6 damage, replace “7d6” with
your shard of entropy's damage. It's “bull rush” bonus, if any, is gained as well. 

- Improved Entropic Mind Blade [Epic, Mind Blade, Psionic] 


You can increase the power of your entropic mind blade. 
Prerequisites:Wis 29, Concentration 26 ranks, 10th level Entropomancer, Shard of
Entropy (7d6, consuming), Devour, Entropic Master, Entropic Mind Blade, Epic Mind
Blade, Form Mind Blade. 
Benefits:As a free action, you can expend two uses of your Shard of Entropy ability
and your psionic focus and grant your mind blade (or mind blades) the power of
two of your shards of entropy. 
For up to one round per Entropomancer level, your mind blade attacks (up to one
per Entropomancer level) are resolved as touch attacks, bypass all damage
reduction and hardness, and inflict an additional 9d6 points of damage. 
Your mind blade (or mind blades) also gains (gain) your shard of entropy's
“consuming” feature (optional). It's (or their) bonus on “bull rush” attempts is (are)
equal to your own +2. 
Once all of your entropic mind blade attacks have been made, your mind blade (or
mind blades) resumes (resume) it's (or their) normal form (forms) and function
(functions). 
Special:If your shard of entropy inflicts more than 7d6 damage, replace “7d6” with
your shard of entropy's damage plus 2d6. It's “bull rush” bonus, if any, is gained as
well. 

- Greater Entropic Mind Blade [Epic, Mind Blade, Psionic] 


You can increase the power of your entropic mind blade. 
Prerequisites:Wis 33, Concentration 30 ranks, 10th level Entropomancer, Shard of
Entropy (7d6, consuming), Devour, Entropic Master, Entropic Mind Blade, Epic Mind
Blade, Extra Shard of Entropy (x1), Form Mind Blade, Improved Entropic Mind
Blade. 
Benefits:As a free action, you can expend three uses of your Shard of Entropy
ability and your psionic focus and grant your mind blade (or mind blades) the power
of three of your shards of entropy. 
For up to one round per Entropomancer level, your mind blade attacks (up to one
per Entropomancer level) are resolved as touch attacks, bypass all damage
reduction and hardness, and inflict an additional 11d6 points of damage. 
Your mind blade (or mind blades) also gains (gain) your shard of entropy's
“consuming” feature (optional). It's (or their) bonus on “bull rush” attempts is (are)
equal to your own +4. 
Once all of your entropic mind blade attacks have been made, your mind blade (or
mind blades) resumes (resume) it's (or their) normal form (forms) and function
(functions). 
Special:If your shard of entropy inflicts more than 7d6 damage, replace “7d6” with
your shard of entropy's damage plus 4d6. It's “bull rush” bonus, if any, is gained as
well. 

- Perfect Entropic Mind Blade [Epic, Mind Blade, Psionic] 


You can increase the power of your entropic mind blade. 
Prerequisites:Wis 37, Concentration 34 ranks, 10th level Entropomancer, Shard of
Entropy (7d6, consuming), Devour, Entropic Master, Entropic Mind Blade, Epic Mind
Blade, Extra Shard of Entropy (x2), Form Mind Blade, Greater Entropic Mind Blade,
Improved Entropic Mind Blade. 
Benefits:As a free action, you can expend four uses of your Shard of Entropy ability
and your psionic focus and grant your mind blade (or mind blades) the power of
four of your shards of entropy. 
For up to one round per Entropomancer level, your mind blade attacks (up to one
per Entropomancer level) are resolved as touch attacks, bypass all damage
reduction and hardness, and inflict an additional 13d6 points of damage. 
Your mind blade (or mind blades) also gains (gain) your shard of entropy's
“consuming” feature (optional). It's (or their) bonus on “bull rush” attempts is (are)
equal to your own +6. 
Once all of your entropic mind blade attacks have been made, your mind blade (or
mind blades) resumes (resume) it's (or their) normal form (forms) and function
(functions). 
Special:If your shard of entropy inflicts more than 7d6 damage, replace “7d6” with
your shard of entropy's damage plus 6d6. It's “bull rush” bonus, if any, is gained as
well. 
---------------------------------------------------------------------------------------------
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---------

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.

Epic Combat Reflexes [Epic]


Prerequisites:Dex 21, Combat Reflexes.
Benefit:There is no limit to the number of attacks of opportunity you can make in
one round.
(You still can’t make more than one attack of opportunity for a given opportunity.)
NB:This is Improved Combat Reflexes renamed.

Epic Dark Knowledge [Epic]


Your know the darkness better than you know yourself.
Prerequisites:Dark Knowledge 10/day.
Benefit:The bonuses granted by Dark Knowledge continue
to scale. A knowledge check of 40 grants a bonus of +4 or
4d6, a check of 50 grants a bonus of +5 or 5d6 and so on.

Epic Darkstalker [Epic]


Requirements:Darkstalker, Hide 24 ranks, Move Silently 24 ranks.
Benefit:When you hide, creatures with Touchsight, Mindsight, Lifesight and Arcane
Sight must make a Listen check or a Spot check (whichever DC is higher) to notice
you, just as sighted creatures would make Spot checks to detect you. You cannot
hide in plain sight unless you have that ability as a class feature
Normal:Creatures with these senses do not need to make Spot or Listen checks to
notice other creatures within range.

Epic Enchantment [Epic, Item Creation] 


You can enchant items of epic power.
Prerequisite:Enchant Item (x5), Knowledge (arcana) 29 ranks, Spellcraft 29 ranks.
Benefit:You can enchant items that exceed the normal limits for such items (as
stated in this book and in the DUNGEON MASTER's Guide). For instance, you could
craft a rod with an enhancement bonus greater than +5 or a rod with prerequisite
spells of higher than 9th level. See Chapter 4:Epic Magic Items for examples of epic
rods.

Epic Imbuement [Epic, Item Creation] 


You can imbue items of epic power.
Prerequisite:Imbuement (x5), Knowledge (arcana) 32 ranks, Spellcraft 32 ranks.
Benefit:You can imbue items that exceed the normal limits for such items (as
stated in this book and in the DUNGEON MASTER's Guide). For instance, you could
craft a staff that cast spells greater than 9th level, or a staff with an enhancement
bonus greater than +5. See Chapter 4:Epic Magic Items for examples of epic staffs.

Epic Lore Mastery [Epic]


You are a veritable sage.
Prerequisites:Lore Mastery, Decipher Script 21 ranks.
Benefit:Your Lore Mastery bonus is equal to half your
Archivist levels, rather than a flat +2.

Epic Occult Opportunist [Epic]


Prerequisites:Occult Opportunist.
Benefit:You may make an attack of opportunity against an opponent you threaten
who dismisses a spell, power, psychic skill, spell-like ability, or psi-like ability;
directs or redirects an active spell, power, psychic skill, spell-like ability, or psi-like
ability; manifests a quickened or swift spell, power, psychic skill, spell-like ability,
or psi-like ability; or attempts to expend their psionic focus defensively.
You get a +4 bonus on this attack roll.
If your attack is successful, your opponent must make a Concentration check (DC
10 + damage dealt) or lose the action that provoked the attack of opportunity.

Epic Psychic Skill Use [Epic, Psychic]


Prerequisites:Any 4 psychic skills 21 ranks, Knowledge (psionics) 21 ranks,
Spellcraft 21 ranks.
Benefit:You can use epic psychic skills (i.e. expand all psychic skill chart
progressions beyond
their listed limits at the same rates listed.) once per day per 10 ranks in Knowledge
(psionics).
Special:Epic psychic skill use can be modified by metapsychic feats if you possess
the Epic
Metapsychic Capacity divine ability.; NB:Psychic skills are psionic.

Epic Palm [Epic]


Prerequisites:Quivering Palm class feature.
Benefit:You can make one quivering palm attack per round.
Normal:You can only make one quivering palm attack per day.

Epic Rapid Blitz [Epic] 


When using the Spring Attack feat, you receive your normal complement of
iterative attacks. 
Prerequisites:Dex 13, BAB +24, Bounding Assault, Dodge, Mobility, Rapid Blitz,
Spring Attack. 
Benefit:When using the Spring Attack feat, you receive your normal complement of
iterative attacks.
You can designate as many targets as you currently threaten, although, you are
still limited to you
normal complement of iterative attacks.

Epic Scribing [Epic, Item Creation] 


You can enscribe items of epic power.
Prerequisite:Scribing (x5), Knowledge (arcana) 21 ranks, Spellcraft 21 ranks.
Benefit:You can enscribe items that exceed the normal limits for such items (as
stated in this book and in the DUNGEON MASTER's Guide). For instance, you could
scribe a scroll with spells of greater than 9th level, or a scroll with a caster level
greater than 20th.
NB:Even this feat does not allow you to scribe a scroll with an epic spell (see
Chapter 2:Epic Spells). Such magic defies the power of the written word and thus
cannot be scribed into scroll form. See Chapter 4:Epic Magic Items for examples of
epic scrolls.

Etheric Vision [Epic] (Su)


Your vision extends into the ethereal plane.
Prerequisites:Spot 25 Ranks, Wis 25.
Benefit:You can see ethereal creatures and affect/attack
ethereal and incorporeal creatures normally.

Expendable Familiar [General]


Damn it all. There goes another one.
Prerequisites:Ability to acquire a new familiar.
Benefit:When you lose a familiar for any reason, you don't have to make a save
to avoid losing experience points. Add., you can summon another one with an
hour-long ritual at no cost. If you prepare spells, said ritual can be done at the
same time you prepare your spells for the day. Fortunately, for you, your
familiars never realize how little you care for them until it's too late.

Extra Cruelty [General]


You learn an add. cruelty.
Prerequisites:Cruelty class feature.
Benefit:You gain an add. cruelty. However, you must meet all its prerequisites.
Special:You can gain this feat multiple times. Its effects stack.

Extra Exotic Method [General]


You learn an add. exotic method.
Prerequisites:Exotic Method class feature.
Benefit:You gain an add. exotic method. However, you must meet all its
prerequisites.
Special:You can gain this feat multiple times. Its effects stack.

Extra Ki Power [General]


You learn an add. ki power.
Prerequisites:Ki Power class feature.
Benefit:You gain an add. ki power. However, you must meet all its prerequisites.
Special:You can gain this feat multiple times. Its effects stack.

Extra Moving Art [General]


You select an additional emotion to inspire.
Prerequisites:Artist level 5th plus see text, Moving Art.
Benefit:You add 1 (-0 save DC; min level 5th), 2 (-5 save DC; min level 10th), 3 (-
10
save DC; min level 14th), or 4 (-15 save DC; min level 19th) new emotion(s) to
your
list of emotions. Alternatively, you can increase the save DC of a group of emotions
(2 (-5 save DC), 3 (-10 save DC), or 4 (-15 save DC)) by 5 (max of -0 save DC).
Special:You can gain this feat multiple times. Its effects stack.

Extra Mastery [General]


You learn an add. mastery.
Prerequisites:Mastery class feature.
Benefit:You gain an add. mastery. However, you must meet all its prerequisites.
Special:You can gain this feat multiple times. Its effects stack.

Extra Ninja Trick [General]


You learn an add. ninja trick.
Prerequisites:Ninja Trick class feature.
Benefit:You gain an add. ninja trick. However, you must meet all its prerequisites.
Special:You can gain this feat multiple times. Its effects stack.

Extra Puppet [General]


You can acquire additional puppets.
Prerequisite:Create Puppet class feature.
Benefit:The number of puppets you can create increases by one.
Special:You can gain this feat multiple times. Its effects stack.
Extra Versatile Performance [General]
You learn an add. versatile performance.
Prerequisites:Versatile Performance class feature.
Benefit:You gain an add. versatile performance. However, you must meet all its
prerequisites.
Special:You can gain this feat multiple times. Its effects stack.

Far Reach [Epic]


Prerequisites:Dragon Magic class feature.
Benefit:You can use touch spells and powers on targets up to 30 ft. away.
Special:You can gain this feat three times. Its effects stack.

Flash Step [General]


You can move so fast you're invisible.
Prerequisites: Dex 15, Evasion, Run.
Benefit: You can move up to 2x your speed as a swift action, 12x your speed as a
move action, 24x your speed as a double move action, or 48x your speed as a full
round action. When you flash step, you are effectively invisible (during your
movement only) and your movement doesn't provoke attacks of opportunity.
You can flash step more than once per round. You cannot flash step in armor or
while carrying a medium or heavy load. Your remaining actions, if any, occur
before, between, and/or after your flash step(s).
Each flash step consumes 1 Ki point per 6x (round up) of your speed you move.
If you have no Ki pool, you gain a Ki pool equal to your Wisdom modifier.
Special:If you're a monk, you can use Ki to increase your base speed normally.

- Flash Step Dervish [General]


You've learned to better use your speed in combat.
Prerequisites:Dex 17, BAB +6, Evasion, Flash Step, Run.
Benefit:You can divide your flash step(s) into multiple shorter (5 ft. minimum) flash
steps. These flash steps collectively consume the same action(s) (swift, move, etc.)
and 2x the ki point(s) of your normal flash step(s). Your remaining actions, if any,
occur before, between, and/or after your flash step(s).
Special:If you're a monk, you can use Ki to increase your base speed normally.

- Flash Step Maneuvers [General]


You've learned to better use your speed in combat.
Prerequisites:Dex 19, BAB +9, Evasion, Flash Step, Flash Step Dervish, Run.
Benefit:When using the Flash Step Dervish feat, you gain a +4 bonus on combat
maneuver checks to bull rush, disarm, reposition, or trip an opponent.

- Flash Step Savant [General]


You've learned to better use your speed in combat.
Prerequisites:Dex 19, BAB +9, Evasion, Flash Step, Flash Step Dervish, Run.
Benefit:When using the Flash Step Dervish feat, you can provide flanking from all
squares you attack from.
Flanking starts from the moment you make an attack until the start of your next
turn. You can effectively
flank with yourself and multiple allies.

- Flash Strike [General]


You've learned to combine your speed w/your melee attacks for superior damage.
Prerequisites:Dex 17, BAB +6, Evasion, Flash Step, Run.
Benefit:When you use the attack action, you can make one melee attack at your
highest base attack bonus that deals additional damage. Roll the weapon’s damage
dice for the attack 2x (+1x per additional 6x of speed) (see Flash Step) and add the
results together before adding bonuses from Strength, weapon abilities (such as
flaming), precision-based damage, and other damage bonuses. These extra weapon
damage dice are not multiplied on a critical hit, but are added to the total.
Special:Flash Strike is a special charge attack and can neither be combined w/a
standard charge attack, nor benefit from feats, etc. that specifically alter standard
charge attacks.

- Greater Flash Strike [General]


You've learned to better use your flash strike in combat.
Prerequisites:Dex 19, BAB +9, Evasion, Flash Step, Flash Step Dervish, Run.
Benefit:When you use the attack action, you can make one melee attack per flash
step at your highest base attack bonus that deals additional damage. Roll the
weapon’s damage dice for the attack 2x (+1x per additional 6x of speed) (see Flash
Step) and add the results together before adding bonuses from Strength, weapon
abilities (such as flaming), precision-based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a critical hit, but are added
to the total.
Special:Greater Flash Strike is a special charge attack and can neither be combined
w/a standard charge attack, nor benefit from feats, etc. that specifically alter
standard charge attacks.

Flesh and Bones [Channeling]


Prerequisites:Wis 23, ability to channel energy.
Benefit:When you channel energy, you can affect both the living and undead with
the same burst, healing one
and harming the other simultaneously depending on the type of energy you are
capable of channeling.

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.

Font of Secrets [Epic]


You know a wealth of hidden lore.
Prerequisite:Dark Knowledge 9/day, Knowledge (any four) 21 ranks
Benefit:You can use Dark Knowledge on a creature as many times as you
wish, although not more than once per encounter.
Normal:You can use Dark Knowledge against a given creature only once.

- All Secrets Revealed [Epic]


Your knowledge of the dark secrets of beings can never be quenched.
Prerequisite:Font of Secrets.
Benefit:You can use Dark Knowledge on a single creature more than once in a
single
encounter, though you must choose a different Dark Knowledge effect each time.
Normal:You can only use Dark Knowledge on a given creature once, or once per
encounter with the Font of Secrets feat.

Forbidden Name [Vile]


Prerequisites:Evil Alignment, Decipher Script 8 ranks, Knowledge (Arcana,
Dungeoneering, or The Planes) 4 ranks.
Benefit:Your true name is unspeakable, its very existance a bane to reality. You are
immune to the effects of all Power Word spells and language-dependant spells, and
are considered +4 levels higher for considering the effects against blasphemy, holy
word, and related spells. However, being undefined in relation to the universe has
its downside, as you are harder to raise from the dead, and any spells attempting
to revive you have a 50% chance of failure. If the check fails, you may try again
but the gold and xp costs increase by 50% for each failure. You do not expend gold
and experience for failed resurrections, though the total cost required continues to
rise until you are successfully brought back.

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.

Gelid Cutter Breath [Metabreath]


Belching out fog, the smoke soon became frost, and then the frost became a line of
freezing darkness and destruction.
Prerequisites:Con 17, Breath Weapon (cold).
Benefit:This feat functions on either cone or line breath weapons, so long as it deals
cold damage. You must spend a full round action each round concentrating on this
breath weapon, though you do not need to make concentration checks. On the first
round you belch out a massive cloud of fog which acts as Freezing Fog in your usual
cone radius, or in a cone 1/2 the length of your line. On the second round your
normal cold breath occurs in a cone of the same size. On the third and all
subsequent rounds, your breath becomes a line of hellfrost out to twice your normal
range, or 4 times the range of your normal cone. This hellcold beam is super
effective against objects, ignoring hardness up to 10, as acts as disintegrate for
interacting with force effects. The beam may be swept as a reproducing a cone in
the line's length, but it deals half damage and a successful save negates.
You may continue to concentrate on this effect for a number of rounds up to your
Constitution modifier. This metabreath increases the cooldown time for your breath
weapon by +1 round for each round you concentrated upon it.
Example:You breath a cone of fog, then a cone of frost, and lastly a line of hellfrost
which you maintain for 2 rounds before ending it. You have a cooldown of 1d4+4
rounds. With your Con of 23 you could have maintained it up to 6 rounds.

- Freezing Fog [Equipment]


Thick white cloying fog rolled out, smelling of freon.
A gaseous white cloud of moist fog blocks vision and is highly freezable. It is a
grenade with a range increment of 10 ft, and acts as fog cloud with a duration of 1
minute. However the gas is freezable, and if any source of active cold or attack
which deals cold damage goes off in the area, the cloud erupts into frost dealing
2d6 points of cold damage (no save) to everything in the area of effect. If dispersed
or left alone the material becomes inert and evaporates into dust in 10 minutes.
Craft (Alchemy) DC 20. Market Price 150 gp.

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.

- Ghost Lord [Vile]


Prerequisites:Character level 16th, Ki Pool, Ghost-Face.
Benefit:Your mask is indestructible until you are killed/destroyed.
Attacks/effects specifically targetting your face are completely
nullified. You can dismiss (nonaction) your mask normally.
Special:If you have the Unyielding Damage Reduction
/Weapon Breaking abilities, they function normally.

Ghostwalk [Epic] (Su)


You can manifest on the Material Plane while ethereal.
Prerequisites: Dex 40, Wis 40, Ether Goer, Sky Walker, Subtle Body, Tenacious
Body, Balance 42 Ranks.
Benefit: You gain the manifestation power of ghost while on The Ethereal Plane.
Activating/devactivating this ability requires a standard action.

- Walking Dream [Epic] (Su)


You can turn yourself incorporeal.
Prerequisites:Dex 40, Wis 40, Ether Goer, Ghostwalk, Sky Walker, Subtle Body,
Tenacious Body, Balance 47 Ranks.
Benefit:You can become incorporeal at will.
Activating/deactivating this ability requires a standard action.
Glaive Expert [General]
You can throw and catch a glaive with ease.
Prerequisite:Weapon Proficiency (glaive).
Benefit:You gain a +4 bonus to Reflex saves when attempting to catch a glaive.

- Glaive Master [General]


You can throw and catch a glaive while moving.
Prerequisites:Dodge, Mobility, Weapon Proficiency (glaive).
Benefit:As a full-round action, you can move up to your speed and make a single
ranged attack with a glaive. You can move both before and after the attack, but you
must move at least 10 feet before the attack and the total distance that you move
cannot be greater than your speed. The glaive returns to you as normal even if you
do not occupy the same space from which you threw it.
Normal:You cannot move before and after an attack and you must remain in the
same space from which you threw a glaive in order to catch it.

Hand's Detachment (Countenanced Carbuncle)


Your inhabited hand can painlessly pull free of your body or reattach itself, leaving
you with a bloodless but raw-looking stump at the end of one arm while the hand
itself performs remote tasks under your command, acting in many ways like a
strange familiar.
Prerequisite(s):Countenanced Carbuncle, Hand's Autonomy.
Benefit(s):You can remove your inhabited hand, allowing the countenanced
carbuncle to animate and control its motion.
Removing or reattaching your inhabited hand is a full-round action. This deals no
damage to you, but you can’t use the hand while it is removed. The combination
(countenanced carbuncle and hand) acts as a wizard’s familiar, using your
character level as your effective wizard level, except it doesn’t gain the alertness,
share spells, deliver touch spells, spell resistance, or scry on familiar abilities. Use
the statistics for a crawling hand to represent the detached combination
(countenanced carbuncle and hand), save that the combination (countenanced
carbuncle and hand) isn’t undead, doesn’t have the mark quarry ability, and shares
your alignment. If the combination (countenanced carbuncle and hand),
countenanced carbuncle, or hand are destroyed, you regenerate your missing
combination (countenanced carbuncle and hand), countenanced carbuncle, or hand,
whichever was destroyed, in 2d4 days. This process can be accelerated
by regenerate or similar magic. You cannot use the Countenanced Carbuncle feat or
any feat with the Countenanced Carbuncle feat as a prerequisite until the
combination (countenanced carbuncle and hand) is fully regenerated.
If you have the familiar class feature, you can choose for your inhabited hand to
become your familiar, granting it all familiar abilities as normal. If selected as
a familiar, your inhabited hand grants you a +3 bonus on Sleight of Hand checks.

Heavy Blow [General]


Prerequisites:BAB +6.
Benefit:So long as you are capable of making a second attack, you may channel all
your energy into a single strike made at your highest attack bonus as a full round
action. In return for only making a single attack, you may transfer the full attack
bonuses for any and all your iterative attacks into damage for that attack.
If a character is fighting with two weapons, they make two attack rolls when
making a heavy blow:one for their main hand and one for the off hand. These
attacks follow all the same rules for adding damage as a normal heavy blow. A
double weapon can be used as either a single weapon or a double weapon when
making a heavy blow.
A heavy blow may be made with either a melee or ranged weapon, but requires a
full round action regardless of which is used.

Heighten Power [Metapsionic]


You can manifest powers as if they were a higher level.
Benefit:A heightened power has a higher power level than normal (up to a
maximum of 9th level). Unlike other metapsionic feats, Heighten Power actually
increases the effective level of the power that it modifies. All effects dependent on
power level (such as saving throw DCs and ability to penetrate a lesser globe of
invulnerability) are calculated according to the heightened level.
Using this feat increases the power point cost of the power by 2. The power’s total
cost cannot exceed your manifester level.

Hellscorched Spell [Vile, Metamagic]


Your fire spells draw power from the Nine Hells, burning hotter than normal.
Prerequisite: Evil alignment.
Benefit:Half of the fire damage dealt by a hellscorched spell results from hellfire
and is therefore not subject to being reduced by fire resistance. The other half of
the fire damage dealt by the spell is as normal. A hellscorched spell uses up a spell
slot one level higher than the spell's actual level. Only spells that deal fire damage
can be cast as hellscorched spells.

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.

Mastery of Shaping [High Arcana]


Prerequisites:Ability to cast 6th-level arcane spells, knowledge of 4th-level or
higher spells from at least five schools.;
Knowledge (arcana) 10 ranks, Spellcraft 10 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You can alter area and effect spells that use one of the following
shapes:burst, cone, cylinder, emanation,
or spread. The alteration consists of creating spaces within the spell’s area or effect
that are not subject to the
spell. The minimum dimension for these spaces is a 5-ft. cube. Furthermore, any
shapeable spells have
a minimum dimension of 5 ft. instead of 10 ft..
Special:You permanently lose one 6th-level arcane spell slot.

Arcane Reach [High Arcana] (Su)


Prerequisites:Ability to cast 7th-level arcane spells, knowledge of 5th-level or
higher spells from at least five schools.;
Knowledge (arcana) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You can use spells with a range of touch on a target up to 30 ft. away. You
must make a ranged touch attack.
Special:Arcane reach can be selected a second time, in which case the range
increases to 60 ft..
You permanently lose one 7th-level arcane spell slot each time you gain this feat.

Mastery of Counterspelling [High Arcana]


Prerequisites:Ability to cast 7th-level arcane spells, knowledge of 5th-level or
higher spells from at least five schools.;
Knowledge (arcana) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:When you counterspell a spell, it is turned back upon the caster as if it were
fully affected by a spell turning 
spell. If the spell cannot be affected by spell turning, then it is merely
counterspelled.
Special:You permanently lose one 7th-level arcane spell slot.

Mastery of Elements [High Arcana]


Prerequisites:Ability to cast 8th-level arcane spells, knowledge of 6th-level or
higher spells from at least five schools.;
Knowledge (arcana) 14 ranks, Spellcraft 14 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You can alter an arcane spell when cast so that it utilizes a different
element from the one it normally uses.
This ability can only alter a spell with the acid, cold, fire, electricity, or sonic
descriptor. The spell’s casting time
is unaffected. You decide whether to alter the spell’s energy type and choose the
new energy type when
you begin casting.
Special:You permanently lose one 8th-level arcane spell slot.

Arcane Fire [High Arcana] (Su)


Prerequisites:Ability to cast 9th-level arcane spells, knowledge of 7th-level or
higher spells from at least five schools.;
Knowledge (arcana) 16 ranks, Spellcraft 16 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You gain the ability to change arcane spell energy into arcane fire,
manifesting it as a bolt of raw magical
energy. The bolt is a ranged touch attack with long range (400 ft. + 40 ft./High
Arcana feat you have) that
deals 1d6 points of damage per High Arcana feat you have plus 1d6 points of
damage per level
of the spell (or, if using spell points, per 2 spell points) used to create the effect.
This
ability cannot be modified by the use of metamagic feats.
Special:You permanently lose one 9th-level arcane spell slot.
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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.

Mastery of Shaping, Divine [High Theology]


Prerequisites:Ability to cast 6th-level divine spells, knowledge of 4th-level or higher
spells from at least five schools.;
Knowledge (religion) 10 ranks, Spellcraft 10 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You can alter area and effect spells that use one of the following
shapes:burst, cone, cylinder, emanation,
or spread. The alteration consists of creating spaces within the spell’s area or effect
that are not subject to the
spell. The minimum dimension for these spaces is a 5-ft. cube. Furthermore, any
shapeable spells have
a minimum dimension of 5 ft. instead of 10 ft..
Special:You permanently lose one 6th-level divine spell slot.

Divine Reach [High Theology] (Su)


Prerequisites:Ability to cast 7th-level divine spells, knowledge of 5th-level or higher
spells from at least five schools.;
Knowledge (religion) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You can use spells with a range of touch on a target up to 30 ft. away. You
must make a ranged touch attack.
Special:Divine reach can be selected a second time, in which case the range
increases to 60 ft..
You permanently lose one 7th-level divine spell slot each time you gain this feat.

Mastery of Counterspelling, Divine [High Theology]


Prerequisites:Ability to cast 7th-level divine spells, knowledge of 5th-level or higher
spells from at least five schools.;
Knowledge (religion) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:When you counterspell a spell, it is turned back upon the caster as if it were
fully affected by a spell turning 
spell. If the spell cannot be affected by spell turning, then it is merely
counterspelled.
Special:You permanently lose one 7th-level divine spell slot.

Mastery of Elements, Divine [High Theology]


Prerequisites:Ability to cast 8th-level divine spells, knowledge of 6th-level or higher
spells from at least five schools.;
Knowledge (religion) 14 ranks, Spellcraft 14 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You can alter an divine spell when cast so that it utilizes a different element
from the one it normally uses.
This ability can only alter a spell with the acid, cold, fire, electricity, or sonic
descriptor. The spell’s casting time
is unaffected. You decide whether to alter the spell’s energy type and choose the
new energy type when
you begin casting.
Special:You permanently lose one 8th-level divine spell slot.

Divine Fire [High Theology] (Su)


Prerequisites:Ability to cast 9th-level divine spells, knowledge of 7th-level or higher
spells from at least five schools.;
Knowledge (religion) 16 ranks, Spellcraft 16 ranks; Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Benefit:You gain the ability to change divine spell energy into divine fire,
manifesting it as a bolt of raw magical
energy. The bolt is a ranged touch attack with long range (400 ft. + 40 ft./High
Theology feat you have) that
deals 1d6 points of damage per High Theology feat you have plus 1d6 points of
damage per level
of the spell (or, if using spell points, per 2 spell points) used to create the effect.
This
ability cannot be modified by the use of metamagic feats.
Special:You permanently lose one 9th-level divine spell slot.
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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.

Mastery of Shaping, Psionic [High Psionics]


Prerequisites:Ability to manifest 6th-level psionic powers, knowledge of 4th-level or
higher powers from at least three disciplines.;
Knowledge (psionics) 10 ranks, Spellcraft 10 ranks; Skill Focus (Spellcraft), Greater
Psionic Endowment, Psionic Endowment. 
Benefit:You can alter area and effect powers that use one of the following
shapes:burst, cone, cylinder, emanation, or spread.
The alteration consists of creating spaces within the power’s area or effect that are
not subject to the power. The minimum
dimension for these spaces is a 5-ft. cube. Furthermore, any shapeable powers
have a minimum dimension of 5 ft.
instead of 10 ft..
Special:You permanently lose 11 power points.

Psionic Reach [High Psionics] (Su)


Prerequisites:Ability to manifest 7th-level psionic powers, knowledge of 5th-level or
higher powers from at least three disciplines.;
Knowledge (psionics) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Greater
Psionic Endowment, Psionic Endowment. 
Benefit:You can use powers with a range of touch on a target up to 30 ft. away.
You must make a ranged touch attack.
Special:Psionic reach can be selected a second time, in which case the range
increases to 60 ft..
You permanently lose 13 power points.

Mastery of Anticipation [High Psionics]


Prerequisites:Ability to manifest 7th-level psionic powers, knowledge of 5th-level or
higher powers from at least three disciplines.;
Knowledge (psionics) 12 ranks, Spellcraft 12 ranks; Skill Focus (Spellcraft), Greater
Psionic Endowment, Psionic Endowment. 
Benefit:When you anticipate a power, it is turned back upon the manifester as if it
were fully affected by a reddopsi power.
If the power cannot be affected by reddopsi, then it is merely counterspelled.
Special:You permanently lose one 13 power points.

Mastery of Elements, Psionic [High Psionics]


Prerequisites:Ability to manifest 8th-level psionic powers, knowledge of 6th-level or
higher powers from at least three disciplines.;
Knowledge (psionics) 14 ranks, Spellcraft 14 ranks; Skill Focus (Spellcraft), Greater
Psionic Endowment, Psionic Endowment. 
Benefit:You can alter a psionic power when manifested so that it utilizes a different
element from the one it normally uses.
This ability can only alter a power with the acid, cold, fire, electricity, or sonic
descriptor. The power’s manifesting
time is unaffected. You decide whether to alter the power’s energy type and choose
the new energy type
when you begin manifesting.
Special:You permanently lose one 15 power points.

Psionic Fire [High Psionics] (Su)


Prerequisites:Ability to manifest 9th-level psionic powers, knowledge of 7th-level or
higher powers from at least three disciplines.;
Knowledge (psionics) 16 ranks, Spellcraft 16 ranks; Skill Focus (Spellcraft), Greater
Psionic Endowment, Psionic Endowment. 
Benefit:You gain the ability to change psionic power energy into psionic fire,
manifesting it as a bolt of raw psionic energy.
The bolt is a ranged touch attack with long range (400 ft. + 40 ft./High Psionics
feat you have) that deals 1d6 points
of damage per High Psionics feat you have plus 1d6 points of damage per 2 power
points used to create
the effect. The amount of power points spent cannot exceed your level minus 1.
This ability
cannot be modified by the use of metapsionic feats.
Special:You permanently lose one 17 power points.
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Hollow Paragon [Hollow, Soul]


Prerequisites:3rd+ Character Level.
Benefit:Instead of gaining Hollow Growths at every 3 levels, you
now gain them every 2 levels instead, apply this retroactively.

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.

Impaling Strike [Epic]


Your strikes can impale a target to any adjacent terrain.
Prerequisites:Str 25, Dex 25, Cleave, Great Cleave, Power Attack.
Benefit:Any target struck by your strike must make a Fortitude save (DC 10 + 1/2
your base attack bonus + your Strength modifier) or be impaled by your weapon.
Such strikes are deep and your weapon must be pulled from your target. You (or
your target) can remove your weapon quickly, as a free action, causing an
additional amount of damage equal to the base damage dice of your weapon.
Special:Your weapon must be longer than your target is deep. A typical Medium
creature's nonreach weapon can impale a Medium
size target, but not a Large target.
- Piercing Strike [Epic]
You can strike through opponents.
Prerequisites:Str 27, Dex 27, Cleave, Great Cleave, Impaling Strike, Power Attack.
Benefit:Your melee attacks are so powerful that they can pierce a target and carry
on through, dealing damage to other targets directly behind it. The strike loses
reach equal to each pierced target’s space. You have a chance to hit those directly
behind the initial target, using the same attack roll. But each time you pierce a
target the strike loses 5 points of strength modifier (so reduce the attack roll and
damage by 5 each time it pierces a target). Treat large targets as two targets, huge
targets as four, etc.

Improved Anticipate Power [Psionic] 


You can anticipate powers without displays and freely manifested powers can be
anticipated. 
Prerequisites:Anticipate Power. 
Benefit:You can anticipate powers without displays and freely manifested powers
can be anticipated. 
Normal:Without this feat, powers without displays and freely manifested powers
cannot be anticipated. 

- Reactive Anticipate Power [Psionic] 


You can react quickly to counter powers manifested by opponents. 
Prerequisites:Anticipate Power, Improved Anticipate Power, Improved Initiative. 
Benefit:Once per round, you can anticipate an opponent's power even if you have
not readied an action to do so. This anticipation takes the place of your next turn.
You can't use this feat if you are flat-footed. 
Normal:Without this feat, you must ready an action each round that you wish to
anticipate a power. 

- Epic Anticipate Power [Epic, Psionic] 


You can anticipate any number of powers each round. 
Prerequisites:Combat Reflexes, Improved Anticipate Power, Improved Initiative,
Quicken Power, Reactive Anticipate Power, Psicraft 27 ranks. 
Benefit:Any number of times per round, you can anticipate an opponents power
even if you have not readied an action to do so. Such an anticipation doesn't count
against your later actions for the round.
You can use this feat even when flat-footed. 
Normal:Without this feat, a character must ready an action in each round that he
wishes to anticipate a power. A character with the Reactive Anticipate Power can
anticipate an opponent's power if he hasn't readied an action, but only once per
turn and not when flat-footed. 

Improved Awesome Blow [Epic]


The creature’s attacks can throw an opponent a distance limited only by its
strength.
Prerequisites:Size Large or larger, Str 30, Awesome Blow, Improved Bull Rush,
Power Attack.
Benefit:As Awesome Blow, but the opponent is knocked 10 ft., plus 10 additional ft.
for every point of Strength bonus above +10 possessed by the creature. If an
obstacle prevents the completion of the opponent’s move, the opponent and the
obstacle each take 1d6 points of damage per 10 ft. thrown, and the opponent stops
in the space adjacent to the obstacle.
Improved Bladewind [Epic]
Prerequisite:Bladewind +8d6.
Benefit:You gain +1d6 to your bladewind damage.
Special:You can gain this feat multiple times. Its effects stack.

Improved Death Attack [Epic]


Prerequisite:Death Attack +8d6.
Benefit:You gain +1d6 to your death attack damage.
Special:You can gain this feat multiple times. Its effects stack.

Improved Ki Strike [Ki]


Prerequisites:Wis 21, Ki pool (adamantine) class feature.
Benefit:Your ki strikes are treated as epic magic weapons for the purposes of
damage reduction.

- Absolute Ki Strike [Ki]


Prerequisite:Wis 25, Improved Ki Strike (or equivalent).
Benefit:You can expend 4 ki points to make all attacks until the end of your turn as
touch attacks.

Improved Command Undead [General]


You can command more undead than normal.
Prerequisite:Command Undead.
Benefit:You can command a number of undead with total Hit Dice equal to 2 per
level. This also increases the number of undead that you can animate and control
with the animate dead spell to 6 Hit Dice per caster level, although you can't create
more Hit Dice of undead with a single casting of animate dead greater than triple
your caster level.
Normal:You can normally command a total number of undead with Hit Dice equal to
your level (or control a total number of undead animated through use of the
animate dead spell equal to 4 Hit Dice per caster level, with a single casting
producing up to double your caster level in
Hit Dice of undead).
Special:This feat can be taken multiple times, and stacks with itself. Each time it is
taken, you add +1 Hit Dice/level to your limit when controlling undead through
your command undead ability and +2 Hit Dice/level to the limit of the animate dead
spell and +1 Hit Dice
/level to the limit of a single casting of the animate dead spell.

- Undead Horde [General]


You may control a small army of lesser undead.
Prerequisite:Cha 13, Ability to cast animate dead, Improved Command Undead.
Benefit:Mindless corporeal undead with hit dice equal to or less than your Charisma
modifier do not count against your normal command undead limit.
For creatures with Turning Resistance, include their Turning Resistance in their
effective HD for this feat.

Improved Recover Breath [Epic, Metabreath]


You wait even less time before being able to use your breath weapon again.
Prerequisite:Con 31, Breath Weapon, Recover Breath.
Benefit:You further reduce the interval between uses of your breath weapon. You
wait 1 round less than usual, beyond the already-reduced time taking your Recover
Breath feat into account. You always wait at least 1 round before being able to use
your breath weapon again. The effect of this feat stacks with the effects of other
Metabreath feats, reducing the total time you must wait to use your breath weapon
by the appropriate amount.
Special:You can gain this feat more than once. Its effects stack. Each time you take
the feat, the CON score required to take it increases by 4, and the amount of time
you must wait before using your breath weapon again is reduced by an additional
round. For example, a dragon needs a CON score of 35 to take this feat twice, but
upon doing so the required time interval between uses of its breath weapon is
reduced by 3 rounds (to a minimum of 1 round each time).
If you have multiple heads with breath weapons, all breath weapons use the newly
reduced interval.

Improved Shape Breath [Metabreath]


"WAIT WHAT ARE YOU DOING?!?!?" screamed the Fighter, locked in combat. "Trust
me," grinned the Dragon Shaman.
Prerequisites:Con 15, Breath Weapon, Shape Breath (or equivalent ability).
Benefit:Your control of your breath weapon has become nearly surgical in it's
precision, much to the relief of your allies. When using your breath weapon, you
may cause a number of squares up to ½ your HD to be unaffected by your breath
weapon. When you use this feat, add +1 to the number of rounds you must wait
before using your breath weapon again.
Normal:Your breath weapon affects all creatures within its area of effect.

Indomitable Occultist [Epic]


Your power comes from within.
Perquisites:Cha 35, Spellcraft 32 ranks.
Benefit:If you succeed at a Spellcraft check (DC = your eff. (caster, etc.) level)
(Immediate nonaction), your spells, powers, psychic skills, spell-like, psi-like,
and supernatural abilities, function normally in/regardless of antimagic, anti-
psionic, dead magic, and null psionic areas, effects, fields, and zones for
one full round. This ability permits spells, etc. w/(durations longer than
instantaneous/requiring concentration) to function normally and can
counter the Numinous and Dead Zone abilities simultaneously.
Special:You can indefinitely maintain your spells, etc.
(((uninterrupted))) functionality this way.

Infer Power [Psionic]


You can learn powers from psionic items.
Prerequisite:Erudite level 1st. 
Benefit:You can learn powers from psionic items. You must study the item for one
day per level of the power you are attempting to learn. The item must be able to
produce an effect identical to the power you are learning.
After the period of study you must make a psicraft check identical to copying a
power from another's repertoire (DC 15+ the level of the power). If you fail you are
subject to the same limitations as when failing to copy a power from another's
repertoire. The power must be one you are normally permitted to learn.

Inner Depths of the Soul [General]


You have tapped an inner reserve of power that allows you to reduce magic-related
XP costs.
Prerequisite:Int 13, Wis 13, Cha 13
Benefit:Any time you cast a spell with an XP cost, manifest a power with an XP cost
or create a magic item, the XP cost is reduced by 10%. Fractional XP costs are
rounded up to the nearest whole number.
Special:A character may gain this feat multiple times. Each time you take this feat
beyond the 1st, the ability score requirements each increase by 2 and the XP cost
discount is increased by 5%, to a maximum of a 95% reduction.

- Epic Inner Depths of the Soul [Epic]


You have honed your inner reserve of power that allows you to reduce XP costs
further.
Prerequisite:Int 49, Wis 49, Cha 49, Inner Depths Of The Soul (x18).
Benefit:Any time you cast a spell with an XP cost, manifest a power with an XP cost
or create a magic or psionic item, the XP cost is reduced by 4%. Fractional XP costs
are rounded down to the nearest whole number (minimum 1 XP).
Special:This XP cost discount stacks with the XP cost discount from Inner Depths Of
The Soul, resulting in a 99% reduction of XP costs. This feat may be taken an
additional time increasing the requirements by 10 (to 60) and the percentage by
1% (to 100%) and thereby negating all further XP costs.

Insidious Compulsion [Vile]


You have learned how to implant ideas into an enemy’s mind.
Prerequisite:Diplomacy 12 ranks.
Benefit:You gain a special use for the diplomacy skill. In order to use this ability,
you must engage a
target in conversation for 1 minute. At the end of this minute, you make a
diplomacy check opposed
by your target’s will save. Your target adds their ranks in sense motive, if any, as a
bonus to this will
save. If they succeed, they do Not notice the compulsion. If they fail, you can give
a suggestion (as
the spell), except it lasts for only 10 minutes, is extraordinary in nature, and the
target believes it to
be their own idea. Either way, the target is immune to your use of this ability for 24
hours.
This ability cannot be rushed, or performed more than once per hour.

Insidious Fear [Vile]


You can cause fear in even the most stalwart of foes.
Prerequisite:Intimidate 8 ranks.
Benefit:Creatures immune to fear effects are no longer immune to fear effects that
you
utilize, although they gain a +4 bonus on saves to resist them.
Furthermore, such creatures are no longer immune to your intimidate checks made
against them, although they gain a +4 bonus on their opposed check.
NB:Creatures immune to mind-affecting effects are still immune to fear affects.

Insidious Villainy [Vile]


Your villainy is so subtle that it often goes unnoticed
and all attempts to discern your alignment fail.
Prerequisites:Charisma 15, Linguistics 3 ranks, Deceitful.
Benefit:For the purposes of all spells, powers, etc.; and abilities, you
are treated as having the Good alignment/subtype, if/when it would
benefit you. Add., you gain a +2 Vile bonus on bluff, disguise, and
forgery-related linguistics checks.

Instant Response [Epic] 


You are quick to act where others might be caught by surprise.
Prerequisites: Superior Initiative, Dex or Wis 25
Benefit: You always act during surprise rounds and may take a full-round of actions
during such rounds.

Launching Palm [Epic]


Prerequisites:Improved Bull Rush, Improved Unarmed Strike.
Benefit:Whenever you hit a target with an unarmed strike, you may immediately
attempt a bull rush against them.
You gain a +4 bonus on this bull rush attempt.

- Void Step [Epic]


Prerequisites:Dex 27, Blinding Speed.
Benefit:Once per round, you may move up to your base speed as a swift action.
When under the effects of a haste spell or similar ability, this movement doesn't
provoke attacks of opportunity for moving through threatened squares.

- Void Palm [Epic]


Prerequisites:Launching Palm, Void Step.
Benefit:When making a full, unarmed attack, you can opt to use Launching Palm to
bull rush a target and use the movement granted by void step to follow them and
continue with your full attack. The process can be repeated as long as you do not
exceed your base speed as a total distance moved.

Legendary Iaijutsu Focus [Epic]


Requirements:Iaijutsu Focus 24 ranks.
Benefit:You can apply your damage from Iaijutsu Focus if you have drawn a
weapon in the round even if the opponent is not flat-footed. If you do, the damage
is halved. Additionally, Iaijutsu Focus is not capped at +9d6 damage and you can
sheath your weapon(s) as a free action. Whenever your damage from Iajutsu Focus
is not halved, your opponent must make a Fort Save, DC 10+Iaijutsu Focus Skill
Ranks, or be instantly slain.
Normal:Your opponent must be flat-footed and the damage cap of Iaijutsu Focus is
+9d6 damage.

Manifester [Psi, Reiatsu]


Prerequisites:Knowledge (Psi Lore) 1 rank, Spellcraft 1 rank.
Special Prerequisites:
- Shinigami, Quincy, or Oni, first level or...
- Superhuman, Bounto, Fullbringer, Any Shinkoukenjun Race or Awakened
Zanpakutou third level or...
- Hollow, Soulcaster, Solar, Gaian and Lunar fifth level.
Benefit:You may select one power list (inc. one discipline, if you choose psion) and
manifest powers from that list. You begin at zero and first level powers and gain an
additional power level every other level thereafter. This feat counts as 3 Reiatsu
Feats. Manifesting a Zero Level power is free, Manifesting a first level power costs
10 Reiatsu, Every level beyond first costs 20 Reiatsu more, and Every power point
of Augmentation costs 5 Reiatsu more. Manifesting powers works like they say in
the PFRD for manifesting psionics. You may take any Metapsionic feat. Each
Metapsionic Feat has the tags [Metapsi, Reiatsu]. You may choose what your
powerscore is from your Mental Statistics.
Special:You may select this feat multiple times for multiple lists. Should you select
this feat again, it only counts as one reiatsu feat instead of 3.
If you have the Hollow Mage feat, etc. you can acquire this feat earlier.

Magic Sense [General]


You can sense magic energies and identify spells you save against.
Benefit:As a standard action you can sense the presence of enchanted items or
permanent spell effects within 30 ft., identifying
which items or areas are magical. In addition, whenever you succeed at a saving
throw against a spell, spelllike ability,
or supernatural ability, you know what would have happened had you failed your
save. This is considered an
extraordinary ability.
Special:This ability to sense enchanted items or spell effects does not allow you to
bypass
or reduce the effects of blindness or concealment in combat.

Manipulative Grip [General]


Through a combination of maintaining a grip on your weapon and reaching with
your fingers, or actually using your weapon as a poking and prodding device, you
manage to work with your hands as if they were free.
Prerequisites:BAB +3 and Dex 13 or Sleight of Hand 1 ranks.
Benefit: Your hands are considered free even when wielding weapons and holding
items, though any task attempted with your hands is at a -2 penalty and you
cannot wield additional weapons in occupied hands. You can only occupy a hand for
one additional use at a time. This does allow the use of Deflect Arrows if your hands
are otherwise full.
Example:The rogue has daggers in both his hands, but manages to climb up the
wall stabbing his blades in the handholds before carefully filching the keys off a
guard with the tips of his fingers while maintaining a hold on his hand. He keeps
holding the keys afterward in his dagger wielding hand, but can fit no more into this
hand.

Mask Signature [Metamagic]


You can mask your spells' magical signatures.
Prerequisites:Any three metamagic feats.
Benefit:You can mask a spell's magical signature by removing one
(any) descriptor, such as acid, etc. This enables it to bypass (i.e.
Trump.) the defenses of any target (creature, etc.) immune to
spells, etc. w/said descriptor.
Level Increase:+1 (A masked spell uses up a spell slot one level
higher than the spell's actual level.).

Mask Signature [Metapsionic]


You can mask your powers' psionic signatures.
Prerequisites:Any three metapsionic feats.
Benefit:You can mask a power's psionic signature by removing one
(any) descriptor, such as acid, etc. This enables it to bypass (i.e.
Trump.) the defenses of any target (creature, etc.) immune
to powers, etc. w/said descriptor.
Using this feat increases the power point cost of the power by 2.
The power’s total cost cannot exceed your manifester level.

Mask Signature [Metapsychic]


You can mask your psychic skills' psychic signatures.
Prerequisites:Any three metapsychic feats.
Benefit:You can mask a psychic skill's psychic signature by removing
one (any) descriptor, such as acid, etc. This enables it to bypass
(i.e. Trump.) the defenses of any target (creature, etc.)
immune to psychic skills, etc. w/said descriptor.
Using this feat doubles the normal amount of strain (or +1, if the
cost is 0).

Master Battlemanifester [Psionic]


You have mastered the ability to combine psionics and war-skill on the battlefield.
Prerequisite:Combat Concentration, Base attack bonus +6, Concentration 5 ranks,
Ability to manifest 2nd level powers
Benefit:During a full attack action, you may expend your psionic focus and sacrifice
a single attack of your highest attack bonus in
order to manifest a power. Manifesting a power in combat in this manner is difficult
and requires a Concentration check (DC 20 +
power level) to do successfully. Manifesting a power while threatened by an
opponent still triggers an Attack of Opportunity,
which may be avoided by manifesting defensively. 

Master of Allure [Vile]


You have learned how to utilize your physical attractiveness to further your aims.
Prerequisite:Charisma 15, Bluff 6 ranks, Diplomacy 4 ranks
Benefit:Upon taking this feat, select a gender. Individuals of the chosen gender
start
one category closer to helpful towards you unless they would otherwise be hostile.
Add., individuals of the chosen gender take a –2 penalty on will saves
made against your spells or spell-like abilities.

Master of Conjuration [Epic]


Your possess energies that allow you to summon and move creatures about.
Prerequisites:Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Conjuration
spell.
Benefit:All conjuration spells with a casting time of 1 round have their casting times
reduced to 1 standard action. Summoned and called monsters need not be brought
forth into environments capable of supporting them. Once per encounter, you can
teleport one creature within 100 feet of yourself into any other square within 100
feet of yourself. A successful Will save (DC 10 + caster level + Intelligence
modifier) negates this movement.

Master of Necromancy [Epic] 


You gain mastery over the forces of death.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Necromancy
spells.
Benefit: All undead you create with necromancy spells are automatically under your
control (counting towards your normal maximum) and your necromancy spells
bypass any immunities granted by the undead type or by death ward effects.
Once per encounter, you can reanimate any number of dead creatures within 100
ft. of yourself as skeletons or zombies (depending on the state of the bodies) with a
total HD of up to your caster level. These undead only lasts until the end of the
encounter before falling apart.
Mastered Name [General]
You possess mystical mastery over your own name.
Requirements:Dragon, Fey, Outsider (Good or Evil) or must be able to cast 6th
level
spells, must be able to cast Scrying or Greater Scrying as a spell or spell-like
ability.
Benefits:You have a True Name. Whenever anyone speaks your True Name you are
instantly
aware of his exact location. However, should anyone repeat your reversed True
Name three
times in a row, you are obliged to perform 3 tasks for him as if you were affected
by a
Suggestion spell. Once affected that way, you cannot be compelled by the
same character for a year and a day.

Medusic Gaze [Fiend]


Your gaze petrifies creatures and leaves them as statues.
Prerequisite:Character level 9th or greater.
Benefit:Once per round, as a free action, you can choose one creature within 30 ft
of you and turn
said creature to stone permanently (see flesh to stone), if they meet your gaze
before your next
turn (Fortitude negates). The save DC is Charisma-based. This is a Su ability.

Mental Trickery [General]


Benefit:Add your Intelligence modifier to Bluff skill
checks in addition to your Charisma modifier.

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.

Mindful Scrutiny [General]


Benefit:Add your Intelligence modifier to Sense Motive
skill checks in addition to your Wisdom modifier.

Monk Weapon Mastery [General]


Through dedication, training and hard work, a monk can master any weapon.
Prerequisite:Int 15, BAB +6, proficiency with chosen weapon, Weapon Focus
(chosen weapon).
Benefit:Choose one weapon that meets the above requirements. You can use your
unarmed damage
(adj. for size (ex., for a monk of 1st level, a fist/gauntlet = d6, a short sword = d8,
etc.), etc.) with your
chosen weapon, as well as use your flurry of blows ability and make grapple and
trip attacks with
it. The type of damage done is based on the weapon used, rather than your
unarmed attack.

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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.

- Deific Monster [Divine]


Prerequisites:Spellcaster Level 40, Epic Spell Penetration, Epic Monster Mastery,
Knowledge Religion 37 ranks, Handle Animal 37 ranks.
Benefit:You now consider Immortals to be Monsters. This feat gives you no special
ability to control captured immortals, but if you have the appropriate Monster
Mastery, the immortal can be controlled.

- Cosmic Monster [Cosmic]


Prerequisites:Spellcaster Level 70, Divine Monster, Epic Spell Penetration, Epic
Monster Mastery, Knowledge Religion 67 ranks, Handle Animal 67 ranks.
Benefit:You now consider Sidereals to be Monsters. This feat gives you no special
ability to control captured sidereals, but if you have the appropriate Monster
Mastery, the sidereal can be controlled.

- Transcendental Monster [Transcendental]


Prerequisites:Spellcaster Level 130, Cosmic Monster, Divine Monster, Epic Spell
Penetration, Epic Monster Mastery, Knowledge Religion 127 ranks, Handle Animal
127 ranks.
Benefit:You now consider Aeons to be Monsters. This feat gives you no special
ability to control captured aeons, but if you have the appropriate Monster Mastery,
the aeon can be controlled.

Improved Double Team [Epic]


Prerequisites:Ability to control Monsters of CR 20.
Benefit:You can simultaneously control 2 Monsters out of their Soul Prisons
simultaneously if you could normally control both of them individually.
Epic Monster Control [Epic]
Prerquisites:Ability to control Monsters of CR 22.
Benefit:Your spellcaster level is increased by 4 for the purposes of controlling
captured Monster.

Epic Monster Mastery [Epic]


Prerequisites:Subtype Mastery Class Ability with any subtype.
Benefit:The Monster Tamer chooses one type or subtype that she is already
specialized in to Master. All her Leaden Seals function like Master Prisons against
Monster of that type or subtype, there is no limit to the CR of Monster of that type
or subtype that she can control - and she can control one extra Monster of that
type or subtype, in addition to her bonus controlled Monster from type and subtype
specialization.
Special:This feat can be taken multiple times. Its effects do not stack. Each time
this feat is taken it applies to a different type or subtype of Monster.

Fey Monster [Epic]


Prerequisites:Ability to control Monsters of CR 20, must have evolved a plant type
Monster.
Benefit:All Fey are considered Monsters for the Monster Tamer. You may capture
Fey in Soul Prisons as well as training and evolving them like a normal Monster, etc.

Undead Monster [Epic]


Prerequisites:Ability to control Monsters of CR 22.
Benefit:When you strike an Undead creature with a Soul Prison, the Soul Prison
does regular damage instead of subdual damage. If the Undead creature 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 Undead as Monsters - you can
communicate with them, evolve them, etc.

Unusual Specialization [Epic]


Prerequisites:Construct Monster, or Fey Monster, or Undead Monster.
Benefit:You may specialize in one extra type and subtype.
Special:This feat can be taken multiple times. Its effects do not stack. Each time
this feat is taken it applies to a different type and subtype of Monster.
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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.

- Improved Multiweapon Fighting [General]


You are skilled at fighting with multiple weapons.
Prerequisites:Dex 17, BAB +6, Multiweapon Fighting.
Benefit:In addition to the standard single extra attack you get with each off-hand
weapon, you get a 2nd attack with each off-hand weapon, albeit at a –5 penalty.
Normal:Without this feat, you can only get a single extra attack with each off-hand
weapon.

- Greater Multiweapon Fighting [General]


You are incredibly skilled at fighting with multiple weapons at the same time.
Prerequisites:Dex 19, BAB +11, Improved Two-Weapon Fighting, Multiweapon
Fighting.
Benefit:You get a 3rd attack with each off-hand weapon, albeit at a –10 penalty.

- Perfect Multiweapon Fighting [General]


You are insanely skilled at fighting with multiple weapons at the same time.
Prerequisites:Dex 21, BAB +16, Greater Multiweapon Fighting, Improved Two-
Weapon Fighting, Multiweapon Fighting.
Benefit:You get a 4th attack with each off-hand weapon, albeit at a –15 penalty.

- Multiweapon Mastery [Epic]


You have mastered the multiweapon fighting style.
Prerequisites:Dex 25, BAB +25, Greater Multiweapon Fighting, Improved
Multiweapon Fighting, Multiweapon Fighting, Perfect Multiweapon Fighting.
Benefit:You suffer no attack penalty for multiweapon fighting.
Special:Your iterative multiweapon attacks remain penalized (i.e. -5, -10, -15
respectively.) normally.

- Absolute Multiweapon Fighting [Epic]


Prerequisite:Dexterity 29, BAB +34, Greater Multiweapon Fighting, Improved
Multiweapon Fighting, Multiweapon Fighting, Multiweapon Mastery, Perfect
Multiweapon Fighting.
Benefit:Any time you make a single attack with your primary weapon such as
attacking as a standard action or on attacks of opportunity you may also strike with
your off-hand weapons. Additionally, any time you gain an extra attack with your
primary weapon such as from the spells haste or blessing of fervor you can also
make an extra attack with your off-hand weapons. This bonus does not apply if
you have a speed weapon for your primary weapon only.

- 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. 

- Improved Multiweapon Defense [General]


Prerequisites:Dex 17, BAB +6, Multiweapon Fighting, Multiweapon Defense
Benefit:When wielding a double weapon or two or more weapons (not including
natural weapons or unarmed strikes), the character gains a +2 shield bonus to his
AC. When he is fighting defensively or using the total defense action, this shield
bonus increases to +4. 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. 

- Greater Multiweapon Defense [General]


Prerequisites:Dex 19, BAB +11, Multiweapon Fighting, Multiweapon Defense,
Improved Multiweapon Defense
Benefit:When wielding a double weapon or two or more weapons (not including
natural weapons or unarmed strikes), the character gains a +3 shield bonus to his
AC. When he is fighting defensively or using the total defense action, this shield
bonus increases to +6. 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. 

- Epic Multiweapon Defense [Epic]


When fighting with two or more weapons, your defenses are extremely strong.
Prerequisites:Dex 21, BAB +21, Greater Multiweapon Defense, Improved
Multiweapon Defense, Multiweapon Defense, Multiweapon Fighting
Benefit:When wielding two or more weapons (not including natural weapons or
unarmed strikes), you gain a +4 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield
bonus increases to +8.
Special:Weapons crafted from denser materials multiply this shield bonus
accordingly. 

- Multiweapon Rend [General]


You wield two or more weapons with an artisan’s precision. Each strike builds on
the next, allowing you to deal more damage. 
Prerequisites:Dex 15, BAB +11, Multiweapon Fighting.
Benefit:If you successfully hit an opponent with two or more weapons (wielded in
different hands), you deal extra damage equal to 1d6/rend + your Strength bonus
+ 1/2 your Strength bonus/rend. This extra damage is treated as the same type
that your off-hand weapon deals normally for the purpose of overcoming damage
reduction and other effects related to damage type. You can gain one rend per
round, per successful hit, per weapon beyond the 1st against a given opponent.
(i.e. a marilith could gain 5 rends per round.) 
Special:This feat replaces the Two-Weapon Rend feat for creatures with more than
two arms. 

- Epic Multiweapon Rend [Epic]


You wield two or more weapons with an artisan’s precision. Each strike builds on
the next, allowing you to deal more damage. 
Prerequisites:Dex 20, BAB +21, Greater Multiweapon Fighting, Multiweapon
Fighting, Multiweapon Rend, Perfect Multiweapon Fighting. 
Benefit:If you successfully hit an opponent with two or more weapons (wielded in
different hands), you deal extra damage equal to 1d6/rend + your Strength bonus
+ 1/2 your Strength bonus/rend. This extra damage is treated as the same type
that your off-hand weapon deals normally for the purpose of overcoming damage
reduction and other effects related to damage type. You gain one rend per round
(plus one rend per round per set of iterative attacks), per successful hit, per
weapon beyond the 1st against a given opponent. (i.e a 20 HD marilith with Perfect
Multiweapon Fighting could gain 20 rends per round.) 
Special:This feat replaces Epic Two-weapon Rend for creatures with more than two
arms. 
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Mythic Channeling [Mythic]


Your channeling is powerful and can cover a large territory.
Prerequisite:Wis 15, Channel Energy, (Command Undead, Command
Undead [Mythic]; or Turn Undead, Turn Undead [Mythic]).
Benefit:When you use your Channel Energy ability, add your mythic tier to
your eff. cleric level (for determining the number of damage dice, etc.) and
the save DC. Add., you can expend 1 use of mythic power to increase its
radius by 5 ft., plus 5 ft. per 2 mythic tiers you possess.
Special:The save DC bonus replaces the save DC bonus from Command
Undead [Mythic] and Turn Undead [Mythic].

Natural Attack Mastery [Epic]


Prerequisites:Base Attack Bonus +25, Improved Natural Attack.
Benefit:Your Improved Natural Attack feat and feats, abilities, etc. reliant
upon your Improved Natural Attack feat apply to all your natural attacks.
Special:You can retrain all your related excess feats, even those
derived from racial traits, classes, etc..
NB:This feat is kindred to Weapon Mastery.

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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.

- Improved Direct Undead Control [Necromantic Creation].


"We never realized he was there, watching us, studying us...looking for
weaknesses. ...and by the time we did, it was too late." - Paladin
Prerequisites:Body Assemblage, Direct Undead Control.
Benefit:Your control of your Undead, direct or otherwise, is no longer obvious. Add.,
all Undead under your control, direct or otherwise, gain the benefits of an
Extraordinary nondetection spell with a caster level equal to your ECL.

Mountain of Corpses [Necromantic Creation]


Prerequisites:Ability to create zombies and/or skeletons.
Benefit:Any space occupied by one of your zombies or skeletons when it is slain is
thereafter treated as difficult terrain for the duration of the current encounter. In
addition, anyone who moves through such a space must succeed on a Reflex save
(DC 10 + the HD of the undead slain) or be caught in the creature’s grasp, unable
to move further for the remainder of the current round.

Necromantic Horde [Necromantic Creation]


Prerequisites:One or more Necromantic Creation feats.
Benefit:You may control a number of undead created via Necromantic Creation
feats equal to your unmodified charisma modifier times the number of Necromantic
Creation feats you possess. Necromantic Creation feats no longer have seperate
control pools.
Example:Nikki the Necromancer has Necromatic Horde, Body Assemblage and A
Feast Unknown as feats, and a Charisma score of 16(+3 bonus). This means she
can control (3*3=9) 9 undead creature, none of which can have a CR greater than
her HD-2 (HD for ghouls and ghasts) and can only be zombies, skeletons, ghasts,
or ghouls.
Normal:Each Necromantic Creation feat has its own separate control pool.

Secrets of the Skinner [Necromantic Creation]


You're invited to dine with me and my friends, please report to the kitchen so they
might prepare the menu.
Prerequisites:Body Assemblage, 5 ranks in Craft (Leatherworking) or Profession
(Tanner) or similar a Craft or Profession skill.
Benefit: You may craft a disguise from the skin of a dead creature called a skinsuit.
This takes 1 hour and access to leatherworking/tanning tools which cost 50gp.
Donning a skinsuit is the same as donning light armor. While wearing a skin suit
you gain the benefits of an Extraordinary barkskin and disguise self spells with a
caster level equal to your ECL. You may only wear a skinsuit made from a creature
within one size category of your own.
In addition, you can create a new type of undead known as Skins. Skins are
identical to Skeletons, with the following exceptions:

Skins lose the skeleton's immunity to cold, damage reduction, and improved


initiative feat.
Skins retain their fly speed, if any.
Windblown (Ex):Skins are very thin and light. They are immune to falling damage,
and count as one size smaller than normal for the purpose of interacting with wind
effects and bullrushes. They also always take minimum damage from [Air] spells
and wind effects.
Soft Body (Su):Skins are immune to bludgeoning damage.
Ballooning (Ex):As long as the skin wears no armor and carry a light load, it gains a
hover speed equal to its land speed and may replicate the effect of levitate (self
only) at will. If it takes 5 or more points of piercing damage while hovering or
levitating, it will fall.
Gains Improved Grapple as a bonus feat.
Improved Grab (slams) (on creatures of up to 1 size category larger), Constrict 1d4
(Medium), and creatures the skin grapples must hold their breath or risk
suffocation. If it makes a successful grapple check while pinning a creature, it
forces their mouth open and they begin to suffocate.
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Nightmare Fuel [General]


You are the stuff that nightmares are made of.
Prerequisites:Intimidate 1 rank.
Benefit:Creatures who are immune to fear effects are no longer immune to your
Intimidate checks. Instead, they gain a +4 bonus to their opposed rolls against
your Intimidate check. This even affects creatures that are mindless, but they gain
a +8 bonus to their roll instead of the normal +4.

Occult Combat Artistry [Mind Blade, Psionic]


You've learned to use your mind to empower your occult combat abilities.
Prerequisites:*Occultist level 1+, Concentration 1 rank, Form Mind Blade, Inner
Focus, Soulblade Warrior.
(NB:*Occultists are characters/creatures that can cast spells, manifest powers, or
use psychic skills.)
Benefit:Your nonMind Blade, damage dealing spells, (Sp), powers, (Ps), psychic
skills, and [(Sp)/(Ps)] (Su) abilities (such as the Alter Reality (cosmic) ability, etc.)
receive a damage bonus equal to your Mind Blade's base damage, if they don't
already. If they already use your Mind Blade's base damage as a measure, add 2
damage categories (I.H.:E.B.) to that total.
This damage bonus is added AFTER you apply any/all other modifiers (i.e.
Metamagic, etc..), if any. Not before.
This does Not enhance your non[(Sp)/(Ps)] (Su) abilities (such as [Effect]s (exc.
Spell [Effect]), etc.).
This is a supernatural ability.
Special:This feat stacks w/anything (i.e. size, etc.; Material Harmonics, etc.; etc..)
that improves your Mind Blade's base damage.
NB:This feat is comparable to the Master Battlecaster (Nb.o.F.) feat.

Occult Conversion [General]


Your occult training is broad and varied.
Prerequisites:Int 15, Spellcraft R1.
Benefit:As Convert Spell to Power, exc. you can attempt to convert any
one form of occult power (arcane spell, divine spell, or psionic power)
you can use into any one other form of occult power (arcane spell,
divine spell, or psionic power) you can use.
Special:You can gain this feat up to 6 times. Each time you gain it you
must choose two forms of occult power (see previous). One you can
convert (arcane spells, etc.) into the other (divine spells, etc.).

Occult Denial [General]


You harden your will against the occult power.
Prerequisites:Iron Will, Knowledge (arcana, psionics, and religion) 6 ranks.
Benefit:Whenever you are the target of a spell, power, psychic skill, spell-like
ability, or psi-like ability; you gain a +2 bonus on saving throws to resist it.
If it doesn't allow a saving throw, you can make a Will save against it’s DC as if it
allowed a save. If you succeed, you negate its effect.

Occult Mastery [Epic]


Prerequisites:Spellcraft 22 ranks; Spell Focus or Psychic Focus.
Benefit:Your Spell Focus or Psychic Focus feat and, if applicable, feats,
abilities, etc. reliant upon your Spell Focus or Psychic Focus feat apply
to all your spells or psychic skills.
Special:You can gain this feat twice. Once for Spell Focus. Once for
Psychic Focus. If you gain it for Psychic Focus, it is a psychic feat.
Add., you can retrain all your related excess feats, even those
derived from racial traits, classes, etc..
NB:This feat is kindred to Weapon Mastery.

Occult Opportunist [General]


Prerequisites:Combat Reflexes, Knowledge (arcana, psionics, and religion) 2 ranks.
Benefit:You may make an attack of opportunity against an opponent you threaten
who dismisses a spell, power, psychic skill, spell-like ability, or psi-like ability;
directs or redirects an active spell, power, psychic skill, spell-like ability, or psi-like
ability; manifests a quickened or swift spell, power, psychic skill, spell-like ability,
or psi-like ability; or attempts to expend their psionic focus.
If your attack is successful, your opponent must make a Concentration check (DC
10 + damage dealt) or lose the action that provoked the attack of opportunity. 

Occult Preparation [General]


You can prepare a spell ahead of time.
Prerequisite:Ability to cast spells without preparation.
Benefit:Each day, you can use one or more of your spell slots to prepare spells you
know, usually for the purpose of applying a metamagic feat to the spell—but
without an increase in its casting time. Preparing a spell uses a spell slot of the
appropriate level, and once prepared, that slot can’t be used for anything else until
the prepared spell is cast.

One With Life [Vile]


You can join the web of life once more, if only for a short time.
Prerequisites:Undead type, Evil Brand.
Benefit:Whenever you make a melee attack against a living foe and knock them to
0 or less hit points, you gain some qualities of life for the next 24 hours.
You retain your undead immunities but gain immunity to turn and rebuke attempts,
holy water, and any other spell or affect that controls, damages, or manipulates
undead. Furthermore, you are no longer treated as undead for the purposes of
spells with the light descriptor.
Lastly, you gain 2 temporary hit points per hit dice, which last for the 24 hours or
until they are lost.

Opportunity Power [Metapsionic]


You can make power-enhanced attacks of opportunity.
Benefit:When you make an attack of opportunity, you can use any power you know
with a range of touch, if you have at least one hand free. Manifesting this power is
an immediate action. You cannot use this feat with a touchpower whose manifesting
time is longer than 1 full-round action.
Using this feat increases the power point cost of the power by 8. The power’s total
cost cannot exceed your manifester level.
Normal:Attacks of opportunity can be made only with melee weapons.

Opportunity Spell [Metamagic]


You can make spell-enhanced attacks of opportunity.
Benefit:When you make an attack of opportunity, you can use any spell you know
with a range of touch, if you have at least one hand free. Casting this spell is
an immediate action. You cannot use this feat with a touchspell whose casting time
is longer than 1 full-round action.
Level Increase:+4 (An opportunity spell uses up a spell slot four levels higher than
the spell's actual level.)
Normal:Attacks of opportunity can be made only with melee weapons.

Opportunity Talent [Metapsychic]


You can make psychic skill-enhanced attacks of opportunity.
Benefit:When you make an attack of opportunity, you can use any psychic skill you
know with a range of touch, if you have at least one hand free. Manifesting this
psychic skill is an immediate action. You cannot use this feat with a psychic
touchskill whose manifesting time is longer than 1 full-round action.
Using this feat triples the normal amount of strain (or +2, if the cost is 0).
Normal:Attacks of opportunity can be made only with melee weapons.

Perfect Vital Strike [Epic]


Prerequisites: BAB +21, Greater Vital Strike, Improved Vital Strike, Vital Strike.
Benefit:When you use the attack action, you can make one attack at your highest
base attack bonus that deals additional damage. Roll the weapon’s damage dice for
the attack five times and add the results together before adding bonuses from
Strength, weapon abilities (such as flaming), precision based damage, and other
damage bonuses. These extra weapon damage dice are not multiplied on a critical
hit, but are added to the total.

Personal Immunity [Metapsionic]


You cannot be harmed by your own powers.
Prerequisites:The ability to manifest 3rd level powers.
Benefit:You can automatically protect yourself from the direct
effects of any power you personally manifest if you so desire.
This feat does not increase the power point cost.
Normal:Powers affect their manifesters normally. In psionic
item creation, this is usually applied to items which
are unaffected by the disasters they create.
Piercing Thrust [Epic]
Prerequisites:Dex 26, BAB +20, Weapon Focus with a weapon from the Blade
[Light], Bow, Close, Crossbow, Natural, Polearm, or Spear weapon group.
Benefit:When using a weapon with which you have Weapon Focus from one of the
Fighter weapon groups listed above, you can use a standard action to strike
through a square or target adjacent to you, sending out a blast that tears through
all targets within a 30-ft. line. Resolve your attack normally against each target to
see if the strike is successful. If there are barriers blocking the line (such as doors,
trees, walls, etc.), you can make an automatic attack against these as well. If you
inflict enough damage to pierce the obstacle, the attack will continue for the full 30
ft.. If you fail to inflict enough damage, the attack is stopped by the barrier. This
ability can be used once every 1d4 rounds.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

- Lance of Heaven [Epic]


Prerequisites:Dex 30, BAB +25, Spear of Wind.
Benefit:When using your Piercing Thrust, the line now reaches 120 ft. and you can
elect to stun your targets. Each target must make a Reflex save DC 10 + 1/2 your
HD + your Dex modifier or be stunned for 1 round.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

- Spear of Wind [Epic]


Prerequisites:Dex 28, BAB +23, Piercing Thrust.
Benefit:When using your Piercing Thrust, the line now reaches 60 ft. and you can
elect to stagger your targets. Each target must make a Reflex save DC 10 + 1/2
your HD + your Dex modifier or be staggered for 1 round.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

Planar Tracker [General]


You can track a creature through the magical signature it leaves behind after using
a teleport or plane shift effect.
Prerequisite:Alertness, Survival 12 ranks.
Benefit:Using the Survival skill, you can follow tracks even if your quarry has used
a teleport or plane shift effect to escape. When you reach the location at which the
magical method of escape was employed, you can attempt a Survival check (DC
30). Success means you are aware that a teleport or plane shift effect has been
used. If your check result beats the DC by 10 or more, you know which effect was
used. If your check result beats the DC by 15 or more, you know the direction in
which your quarry has moved (in the case of teleportation) or the destination plane
(in the case of plane shift). In any case, if you locate the creature's tracks within
hour per character level, you can instantly identify them as your quarry's and
attempt another Survival check (DCs as given in the Survival skill description in the
PRG:Core Rulebook) to determine how fresh they are.

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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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Plasma Cutter Breath [Metabreath]


Belching out smoke, the smoke soon became flames, and then the flames became a
line of burning light and destruction.
Prerequisites:Con 17, Breath Weapon (fire).
Benefit:This feat functions on either cone or line breath weapons, so long as it deals
fire damage. You must spend a full round action each round concentrating on this
breath weapon, though you do not need to make concentration checks. On the first
round you belch out a massive cloud of smoke which acts as Ignition Smoke in your
usual cone radius, or in a cone 1/2 the length of your line. On the second round
your normal fire breath occurs in a cone of the same size. On the third and all
subsequent rounds, your breath becomes a line of hellfire out to twice your normal
range, or 4 times the range of your normal cone. This hellfire beam is super
effective against objects, ignoring hardness up to 10, as acts as disintegrate for
interacting with force effects. The beam may be swept as a reproducing a cone in
the line's length, but it deals half damage and a successful save negates.
You may continue to concentrate on this effect for a number of rounds up to your
Constitution modifier. This metabreath increases the cooldown time for your breath
weapon by +1 round for each round you concentrated upon it.
Example:You breath a cone of smoke, then a cone of fire, and lastly a line of hellfire
which you maintain for 2 rounds before ending it. You have a cooldown of 1d4+4
rounds. With your Con of 23 you could have maintained it up to 6 rounds.

- Ignition Smoke [Equipment]


Thick black cloying smoke rolled out, smelling of crude oil.
A gaseous black cloud of oily smoke blocks vision and is highly flammable. It is a
grenade with a range increment of 10 ft, and acts as fog cloud with a duration of 1
minute. However the gas is flammable, and if any source of active fire or attack
which deals fire damage goes off in the area, the cloud erupts into flame dealing
2d6 points of fire damage (no save) to everything in the area of effect. If dispersed
or left alone the material becomes inert and evaporates into dust in 10 minutes.
Craft (Alchemy) DC 20. Market Price 150 gp.

Poison of the Gods [Epic]


Prerequisites:Int 25, Craft (poisonmaking) 27 ranks.
Benefit:Your poisons can affect even those normally immune
to poison. However, they gain a +10 bonus on their Fortitude
saves to resist such effects.

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).

Portal Sense [General]


Extensive experience in planar, spatial, and temporal travel has led you to possess
an
almost supernatural ability to sense the presence of planar, spatial, and temporal
gates and the planes, spaces, and times into which they open.
Prerequisites:Wis 14, Alertness, Knowledge (planes) 18 ranks, Knowledge (space) 18
ranks, Knowledge (time) 18 ranks, Perception 12 ranks.
Benefit:At any time that you are within 30 ft. of a planar, spatial, and/or temporal
gate -
either natural or artificial - you automatically sense the gate’s location and the plane,
space, and/or time (i.e. where and when.) into which the gate opens.
NB:"Gate" inc. any aperture, conjuration, etc..
Special:You can gain this feat a second time. If you do, at any time you are within 300
ft.
of a planar, spatial, and/or temporal gate - either natural or artificial - you
automatically
sense the gate’s key, if any, and location, and the plane, space, and/or time (i.e.
where and when.) into which the gate opens.
If you have the Planar Tracker feat (see DR306), this feat enhances it by enabling
you
to track creatures across, not just planes and space, but time as well.
NB:Lords of Pain inherently have these abilities.

Power Stealer [Epic] (Su)


You steal psionic power as easily as you would snatch a purse.
Prerequisites:Dex 25, Int 11+, Sleight of Hand 22 Ranks, Sneak Attack 5d6.
Benefit:Whenever you make a successful sneak attack against a manifester, you
also steal 2d10 power points. If you can manifest psionic powers (or otherwise
expend power points), you can use these power points normally. Excess or unspent
power points are lost after 24 hours. You can only steal 2d10 power points per
successful sneak attack.

Pressure Points [General]


You can try to paralyse an opponent’s arm or leg using only your fingers.
Prerequisites:Dex 13, Wis 13, BAB +8, Improved Unarmed Strike, Stunning Fist,
Heal 8 ranks.
Benefit:You must have both hands free to use this feat. It is a full round action that
can only be attempted once per day for every four levels. You declare that you are
using this feat before the attack roll, and whether you try to hit an arm or a leg. If
you hit with your attack, the opponent must make a Fortitude saving throw (DC 10
+ one-half your level + Wis modifier) or suffer the consequences:
   Arm:-2 on Climb, Craft, Disable Device, Escape Artist, Forgery, Heal, Open
Locks, Sleight of Hand, Swim, Use Rope checks; attack rolls; Strength checks.
   Leg:The victim falls prone. Even if he stands up again he has the following
penalties: -2 on Acrobatics, Climb, Ride, Stealth (to move silently), Swim; Reflex
saves; Dexterity checks. Also needs a crutch to move faster than half normal
speed.   
In all cases, the effect lasts for one day, but can be reversed by a successful Heal
check (DC 15, DC 20 if performed on oneself) or by someone with the Pressure
Points feat. This use of Pressure Points does not count against the daily limit and no
saving throw is rolled, but you still have to roll to hit (although usually with a +4
bonus for an immobile “opponent”).   
It is possible to use Pressure Points while grappling someone, provided that you
don’t hold anything in your hands.   
A failed attempt still counts against the daily limit.

- The Pinch [General]   


You can kill using only your fingers.
Prerequisites:Dex 15, Wis 15, BAB +12, Improved Unarmed Strike, Pressure Points,
Stunning Fist, Heal 12 ranks.
Benefit:This is Pressure Points applied to the neck. To attempt the Pinch, the target
must be stunned, helpless or pinned (by yourself or another). You must still
attempt to hit with an attack roll on the target's flat-footed AC +8 because of the
extremely precise spot you need to hit. To try to use it on an active defender is
nearly impossible, +28 (+20 more) to the defender AC. In either case it is a full
round action that can only be tried once per day for every four levels. You declare
that you are using this feat before the attack roll. If you hit with your attack, the
opponent must make a Fortitude saving throw (DC 10 + one-half your level + Wis
modifier) or suffer the consequences.   
If the attack succeeds and the saving throw fails, the target is stunned. He will die
on the sixth round following the Pinch. This can be prevented as above with a Heal
check (DC 15) or help by someone with the Pinch or the Pressure Points feat.   
Since the target is stunned, he can’t heal himself. But, if he himself has the Pinch or
the Pressure Points feat, he gets a new saving throw each round (if he wishes…).
The Pinch does not affect hit points.    
A failed attempt still counts against the daily limit.

Psionic Sense [General]


You can sense psionic energies and identify powers you save against.
Benefit:As a standard action you can sense the presence of psionic items or
permanent power effects within 30 ft., identifying
which items or areas are psionic. In addition, whenever you succeed at a saving
throw against a power, psi-like ability,
or supernatural ability, you know what would have happened had you failed your
save. This is considered an
extraordinary ability.
Special:This ability to sense psionic items or power effects does not allow you to
bypass
or reduce the effects of blindness or concealment in combat.

Psychic Sense [General]


You can sense psychic energies and identify psychic skills you save against.
Benefit:As a standard action you can sense the presence of psychic items or
permanent psychic skill effects within 30 ft., identifying
which items or areas are psychic. In addition, whenever you succeed at a saving
throw against a psychic skill, psychic skill-like
ability, or supernatural ability, you know what would have happened had you failed
your save. This is considered an
extraordinary ability.
Special:This ability to sense psychic items or psychic skill effects does not allow you
to bypass
or reduce the effects of blindness or concealment in combat.

Punishing Reflexes [General]


Bad choice... (flurry of slashes) ... too bad you could not survive the lesson.
Prerequisites:Dex 15, BAB +6, Combat Reflexes, Improved Combat Reflexes.
Benefit:Whenever you can take an attack of opportunity, you can make a number
of attacks up to the normal number of attacks you can make with the full attack
action. Each attack subtracts from the totalnumber of attacks of opportunity you
can take.
Normal:You may only take one attack of opportunity per opportunity.
Special:You may take this feat multiple times. Each time after the first allows one
"free" attack of opportunity per opportunity that does not subtract from the total
you may take per round.
A fighter can select Punishing Reflexes as one of their fighter bonus feats.

Puppet Feat Merge [General]


Your puppet(s) learn all the feats you know.
Prerequisite:Create Puppet class feature.
Benefit:Your puppet(s) can use all your feats, just as
it (they) can use your skills.
Notes:Many feats are quite useless to puppets.

Pushover Followers [General]


Prerequisites:Leadership.
Benefit:You reverse all penalties to your Leadership
score related to your actions, however this only
applies to followers.

Quick Sheath [General]


Prerequisite:Dex 15, Quick Draw.
Benefit:You can sheath a weapon as part of the same action used to attack with the
weapon.
You also gain a +4 bonus to initiative checks.
(This initiative bonus doesn't stack with the initiative bonus granted by Improved
Initiative.)

Rational Terror [General]


Benefit:Add your Intelligence modifier to Intimidate
skill checks in addition to your Charisma modifier.

Reaping Saber [Epic]


Prerequisites:Str 21, Cleave, Vital Strike.
Benefit:As a standard action, you may use both Cleave and Vital Strike. Every
target you strike with your cleave attack is hit as if you had used your vital strike
against them. If you have advanced versions of either feat—Great Cleave,
Improved Vital Strike, etc.—you may use the benefits from these feats instead.

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.

- Improved Retuning Throw [Epic]


You can make a throwing weapon return, boomerang-style, as well as make
multiple attacks at far range.
Prerequisites:Dex 13, Returning Throw, 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. Only weapons that rotate during flight, like dagger,
club, throwing axe, light hammer, and shuriken can be used with this feat.   
Unlike the Returning Throw feat, the weapon returns even if thrown to its
maximum range of the weapon, and even if the weapon is deflected, scores a ‘1’, a
threat or a critical.   
Multiple attacks can be used against enemies, provided that none are further away
from you than the maximum range. Even if all enemies are opposite each other and
at maximum range from you, you can attempt to hit them all, provided you have
attacks enough for this.   
This feat can be taken multiple times, each time for a different weapon.
Special:Epic fighters can take this as a bonus feat. If you have the Freedom Throw
feat (above), 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.

- Dancing Throw [Epic]


You can keep a thrown weapon dancing around you, attacking your enemies for
round afterround virtually on its own.
Prerequisite:Dex 13, Improved Returning Throw, Weapon Focus (that particular
weapon).
Benefit:Your selected throwing weapon, which must be of kind that rotates during
flight like dagger, club, throwing axe, light hammer, and shuriken - can be made to
dance, just like the magic weapon special ability. You throw it as a standard action,
and then it fights for 4 rounds using your base attack bonus and any intrinsic
bonuses and then drops. While dancing, it cannot make attacks of opportunity, and
you are not considered armed with the weapon. In all other respects, it is
considered wielded or attended by you. While dancing, it takes up a circle equal to
your square + its range increment in diameter and can attack foes in that circle. It
can be affected by Snatch Arrows, sunder attacks, and the like everywhere within
that circle, since it bounces here and there at great speed.   
Unlike that magic item, the weapon does not accompany you when you move,
instead remaining in the original circle. If you are in reach, you can grasp it as a
free action and end the dancing.   
You can only cause your weapon to dance again after an interval of 4 rounds.
Special:Epic fighters can take this feat as a bonus feat.

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.

Scorpion's Eyes [General] 


Your eyes can adapt to conditions of poor illumination. 
Benefit:You gain the benefits of low-light vision. 

Scourge of the Steppes [Epic]


You can use Whirlwind Attack on all opponents you pass with your mount.
Prerequisite:Dex 19, Int 13, Combat Expertise, Dodge, Mobility, Mounted Combat,
Ride-By Attack, Spring Attack, Ride 1 rank.
Benefit:As a full round action, you can make one melee attack at your full base
attack bonus against each opponent within reach, just like with Whirlwind Attack.
But when your mount moves, you can continue to attack new opponents as they
come into reach. This requires a Ride DC 20 check as a free action and makes your
mount move up to its full normal movement along the course you select. Your
mount must be a trained warhorse or the equivalent.   
Also as with Whirlwind Attack, you can’t use any other feats or abilities that gives
you bonuses or extra attacks.
Special:Epic fighters can take this feat as a bonus feat.

Sculpt Talent [Metapsychic]


You can alter the shape of a psychic skill's area.
Prerequisite: Any other metapsychic feat.
Benefit: You can modify an area psychic skill by changing the area's shape. The
new area must be chosen from the following list:cylinder (10-ft. radius, 30 ft. high),
40-ft. cone, four 10-ft. cubes, or a ball (20-ft.-radius spread). The sculpted psychic
skill works normally in all respects except for its shape.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

Selective Power [Epic, Metapsionic]


You can prevent your powers from harming your allies.
Benefit:This feat can only be applied to powers that create areas. When manifesting
a power modified by this metapsionic effect, you may select any number of targets
within its area. Only the chosen creatures are affected by the power.
Using this feat increases the power point cost of the power by 12. The power’s total
cost cannot exceed your manifester level.

Selective Spell [Epic, Metamagic]


You can prevent your spells from harming your allies.
Benefit:This feat can only be applied to spells that create areas. When casting a
spell modified by this metamagic effect, you may select any number of targets
within its area. Only the chosen creatures are affected by the spell.
A selective spell uses up a spell slot six levels higher than the spell’s actual level.

Selective Talent [Epic, Metapsychic]


You can prevent your psychic skills from harming your allies.
Benefit:This feat can only be applied to psychic skills that create areas. When using
a psychic skill modified by this metapsychic effect, you may select any number of
targets within its area. Only the chosen creatures are affected by the psychic skill.
Using this feat quadruples the normal amount of strain (or +3, if the cost is 0).

Serial Killer [Archetype]


Prerequisites:Evil alignment.
Benefit:Archetype Feat benefits are based on Character Level:
Character Level 1st:You gain a +3 bonus to Intimidate, and you are able to
assign as "prey" any creature in 60 ft as a move action. Having a prey creature
determines several abilities, and lasts forever or until you change targets, or the
target is dead. You may track your prey with a +4 bonus. You may only have one
active prey at a time; if you assign another one, the previous prey assignment
vanishes.
Character Level 3rd:You are really intimidating when you do that slow
terminator walk. You can choose to move at half your movement speed for 1 round
as a free action at the beginning of your turn. If you proceed to move at least 10 ft
towards a prey who can see you, you may make a free intimidation check as part of
it no matter the range. If the target is already shaken, instead of another
demoralize effect, you cause them to become Clumsy for 1 round for every point
you beat the intimidation DC, and can only be applied to prey (ending if they cease
to remain prey). A prey can recompose themselves as a full round action, removing
the clumsy effect.
- Clumsy (Condition):A clumsy creature trips over itself and automatically
misses more easily. This status effect causes the creature who suffers from it to
have a 25% fail chance whenever they attempt to move (some forms of clumsiness
are more or less severe, changing the fail chance), falling Prone at the middle of
their movement. Add. they automatically miss on a natural 1 or 2, which causes
them to drop their weapon, and take a -4 penalty on any saves or ability checks
made to avoid being knocked Prone.
A clumsy creature can safely take 5 ft-steps.
Character Level 8th:You can sense the direction, distance, and status of your
prey up to 1 mile, allowing you to terrorize them as much as you want. In addition,
you are a master stalker. Whenever unobserved by any creature, you may use
dimension door (self only) at will, but only if it puts you within 30 ft of your prey.
So that's how they keep catching up with their victims, popping out of the closet to
stab them.
Character Level 15th:You won't die even if they kill you! As long as you have a
prey, if you die, you will be revived automatically in 1 year to hunt again. In
addition, you may be revived sooner through a dark ritual which must be done on a
full moon and involve the sacrifice of one sentient being, restoring you as per true
revive undead. In addition, you must specify two destruction clauses akin to a
major artifact, such as being killed by the breath of a golden dragon, or stabbed
with a silver sword and then set on fire. Performing these acts will kill you for real,
and you must use traditional methods of revival.
Special:If you ever stop qualifying for this feat, you can trade it for another
archetype feat that you meet the prerequisites for.

Shabdkosh [Epic, Ki, Vile]


You can cause your corruption to explode outward, permeating every fiber of your
being.
Prerequisites:Int 25, Wis 25, Cha 25, Perfect Self class feature, evil alignment.
Benefit:While in a state of Shabdkosh, your eyes turn black (giving you *See In
Darkness as a devil), your body becomes more fiendish (giving you *bite and *claw
attacks appropriate for your size, V.S.C.s, etc.), and you gain the evil subtype (inc.
the typical benefits, etc. thereof (i.e. attacks are evil-aligned, etc.)).
Maintaining this temporary form consumes 4 ki points per round, but grants a suite
of powers as well as several new ki abilities:
• Flight:Gain the ability to fly at your land speed with good maneuverability. By
expending 1 ki point per round you can increase your flight speed by +60 ft. and
upgrade your maneuverability to perfect.
• Iron Body:You gain DR 5/— for the duration and can increase it by 5/— for every
additional point of ki you spend per round.
• Void Fist:Your limbs are engulfed in dark energy, unarmed strikes now inflicting
an additional +1d10 damage (or +2d10 on a critical hit, if their critical multiplier is
x2; etc.). Half of this damage is untyped energy damage. Half is vile untyped
energy damage.
• Devastation Wave:If you have the Ki Blast feat, you can expend additional ki
points to improve its damage, adding +5d6 to the damage per point of ki spent.
The number of d6 die cannot exceed your HD, though you can spend a full ki point
to add partial benefit (i.e., only adding +1d6, +2d6, +3d6, or +4d6 instead of the
full +5d6) so as not to surpass this limit. Half of your Ki Blast damage is vile
untyped energy
damage.
• Spiral Shield:If you have the Ki Armor feat, you can expend additional ki points to
improve your defensive abilities. Every extra point of ki you invest when activating
this ability makes you immune to a certain level of magic for the duration, as if you
had undefeatable spell resistance. You are immune to any spell of a level equal to
or less than the number of additional ki points spent when Ki Armor is used (e.g., if
you spend 1 additional ki point, you are immune to spells of 0th and 1st level, but if
you spend 5 additional ki points then you are immune to spells of 0th, 1st, 2nd,
3rd, 4th, and 5th levels).
Special:*These benefits assume you possess the fundamental anatomy necessary
(i.e. eyes, etc.).

Shatter The Glass Ceiling I [Epic]


Your power extends beyond your normal limits.
Prerequisites:Wis 25.
Benefit:You can gain Divine abilities normally. They're no
longer considered esoteric for you. You still can't gain any
Cosmic abilities. Not even as esoteric abilities.
Special:Immortals inherently have this ability.

Shorthand Script [General] 


You discovered a shorthand method for recording spells in a (spell-/prayer-)book.
Benefit:You scribe spells in a (spell-/prayer-)book using a shorthand that lets you
transcribe faster and to occupy less space than normal. This shorthand cuts in half
the time required to write a spell in a (spell-/prayer-)book. Such spells also take up
half as many pages and require half as much of the special materials normally
used. The Spellcraft DC to learn or prepare a spell from a borrowed
(spell-/prayer-)book written in shorthand equals 25 + spell level. 
Special:A (spell-/prayer-)book written with this method holds more spells and is
thus worth more than a normal (spell-/prayer-)book of the same number of
pages. A spellcaster that prepares spells from a (spell-/prayer-)book may take this
as a class Bonus Feat. 

Skill Mastery [Epic]


Prerequisites:Any 16 skills 22 ranks, Skill Focus.
Benefit:Your Skill Focus feat and, if applicable, feats, etc.
reliant upon your Skill Focus feat apply to all your skills.
Special:You can retrain all your related excess feats,
even those derived from racial traits, classes, etc..
NB:This feat is kindred to Weapon Mastery.

Skillful Executioner [General]


You've mastered the executioner's art of killing painlessly and efficiently.
Prerequisite:Sneak Attack +4d6, Knowledge (anatomy) 2 ranks.
Benefit:When you*Sneak Attack, your victim must succeed at a Wis check
(DC 10 + ¼ the damage inflicted) or remain unaware of the attack and the
resulting damage, if any, for one full round, permitting add. Sneak Attacks.
Add., any of your coup de gras, etc. can be made painless and minimally
mutilating w/o sacrificing potential damage.
Add., if you have the Death Attack class feature, |[# = your Wis mod.]|/day,
when making a Death Attack, you can force the target to roll two 20 sided
dice for his Death Attack saving throw, and take the worse of the two rolls.
You must announce the use of this ability prior to making the death attack.
Add., any of your Death Attacks, etc. can be made painless and minimally
mutilating w/o sacrificing potential damage.
Special:You can only use this feat w/a masterwork (or greater) S weapon.
*NB:This feat applies to all Sudden Strikes, etc., normally.

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.
---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------
---------
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
---------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------
---------

Spellcaster [Kido, Reiatsu]


Prerequisites:Knowledge (Kido Lore) 1 rank, Spellcraft 1 rank.
Special Prerequisites:
- Shinigami, Quincy, or Oni, first level or...
- Superhuman, Bounto, Fullbringer, Any Shinkoukenjun Race or Awakened
Zanpakutou third level or...
- Hollow, Soulcaster, Solar, Gaian and Lunar fifth level.
Benefit:You may select one spell-list and cast spells from that list. You begin at zero
and first level spells and gain an additional spell level every other level thereafter.
This feat counts as 3 Reiatsu Feats. Casting a Zero Level spell is free, Casting a first
level spell costs 10 Reiatsu, Every level beyond first costs 20 Reiatsu more to cast.
Casting spells works like they say in the PFRD for casting magic with the exception
that you do not need material components or foci. You may take any Metamagic
feat. Each Metamagic Feat has the tags [Metamagic, Reiatsu]. You may choose
what your spellscore is from your Mental Statistics.
Special:You may select this feat multiple times for multiple lists. Should you select
this feat again, it only counts as one reiatsu feat instead of 3.
The unrevised var. of feat can be found in BD20C:Dystopia.

Spell Mastery [General] 


You have portions of your (spell-/prayer-)book(s) completely memorized. 
Prerequisite:Can prepare spells from a (spell-/prayer-)book. 
Benefit:Each time you take this feat, choose a number of spells equal to
your Intelligence modifier that you already know. From that point on, you
can prepare these spells without referring to a (spell-/prayer-)book. 
Normal:Without this feat, you must use a (spell-/prayer-)book to prepare
all your spells, except read magic. 
- Eidetic Memory [General] 
You have your (spell-/prayer-)book(s) completely memorized. 
Prerequisite:Int 15, Wis 15, Spell Mastery. 
Benefit:Your mind becomes an infinite, mental (spell-/prayer-)
book/library. This enables you to apply the benefit of the
Spell Mastery feat to all of the spells you've learned. 
Add., you never forget any experience and, as a Free Action,
can recall any memory, in perfect detail, matter how distant.
Special:You can still use any/all physical (spell-/prayer-)
book(s)/libraries normally.

- Uncanny Forethought [General] 


You cunningly prepare your spells for any exigency. 
Prerequisites:Int 17; Perfect Preparation mythic ability or Spell Mastery. 
Benefit:When preparing your daily allotment of spells, you can reserve a number of
spell slots equal to your Intelligence modifier. As a standard action, you can use
one of these slots to cast any spell you know, if you have the Perfect Preparation
mythic ability, or a spell that you selected for the Spell Mastery feat. The level of
the slot used must be equal to or greater than the level of the spell you intend to
cast. 
Alternatively, as a full-round action, you can use a reserved slot to cast any spell
that you know. The spell is resolved as normal, but for the purpose of the spell,
your caster level is reduced by two. The level of the slot used must be equal to or
greater than the level of the spell you intend to cast. 

Spell Preparation [General]


You can prepare spells ahead of time.
Prerequisite:Ability to cast spells w/o preparation,
Benefit:Each day, you can use one or more of your spell slots to prepare spells you
know,
usually for the purpose of applying a metamagic feat to the spell-but w/o an
increase in
its casting time. Preparing a spell uses a spell slot of the appropriate level, and
once
prepared, that slot can't be used for anything else until the prepared spell is cast.
Normal:Spellcasters who cast spells without preparation who apply a metamagic
feat to a spell must cast it as a full-round action instead of a standard action.
Special:See Unearthed Arcana for rules regarding spell points and spell preparation.

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.

Spirit Sense [General]


You can see and communicate with the souls of the recently departed. 
Prerequisites:Wisdom 12, must have had a near-death experience (that is, must
have fallen below 0 hit points). 
Benefit:You can see the spirits of creatures who have died within a number of
minutes equal to your Wisdom bonus. For instance, if your Wisdom is 17 (+3
bonus), you can see the spirits of creatures that have died within the past 3
minutes. You can speak with these spirits, but you gain no special ability to
command them or to communicate with them if you do not share a language. In
addition, you gain a +4 circumstance bonus on Listen or Spot checks made to
detect incorporeal creatures. 
Special:You cannot see or communicate with spirits that have crossed over
entirely. 

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.

Stylize Spell [Metamagic]


You can add illusionary elements to your spells that make them more spectacular,
in order to impress people.
Prerequisite:Access to the illusion school (or a lack of prohibition against using it).
Benefit:You can subtly change the appearance, sound, taste and smell of spells you
cast. The changes to the spell must not have any appreciable game effect outside
of making the caster seem impressive. For instance, making fire appear as
something that isn't hot and dangerous would be out of the question, but having it
whisper your name would be acceptable. The effects of this spell should never make
something dangerous seem less so or something safe seem dangerous. It should
never change the apparent area of effect of the spell, disguise the spell in any way,
or simulate the appearance of another spell. The particulars can be changed at the
whim of the caster and could be different each time they cast the spell. A Stylized
Spell uses up a spell slot of the same level as the original spell.
Notes:The DM should be careful not to allow the caster to gain a practical benefit
from this feat aside from personal reactions of spectators. This feat is purely for
roleplaying purposes and has no combat effect.

Stylize Power [Metapsionic]


You can add illusionary elements to your powers that make them more spectacular,
in order to impress people.
Prerequisite:Access to the Psychokinesis discipline (or a lack of prohibition against
using it).
Benefit:You can subtly change the appearance, sound, taste and smell of powers
you manifest. The changes to the power must not have any appreciable game effect
outside of making the manifester seem impressive. For instance, making fire
appear as something that isn't hot and dangerous would be out of the question, but
having it whisper your name would be acceptable. The effects of this power should
never make something dangerous seem less so or something safe seem dangerous.
It should never change the apparent area of effect of the power, disguise the power
in any way, or simulate the appearance of another power. The particulars can be
changed at the whim of the manifester and could be different each time they
manifest the power. A Stylized Power does not increase the power point cost of the
power.
Notes:The DM should be careful not to allow the manifester to gain a practical
benefit from this feat aside from personal reactions of spectators. This feat is
purely for roleplaying purposes and has no combat effect.

Stylize Talent [Metapsychic]


You can add illusionary elements to your psychic skills that make them more
spectacular, in order to impress people.
Prerequisite:Access to the Psychokinesis feat (or a lack of prohibition against using
it).
Benefit:You can subtly change the appearance, sound, taste and smell of psychic
skills you manifest. The changes to the psychic skill must not have any appreciable
game effect outside of making the manifester seem impressive. For instance,
making fire appear as something that isn't hot and dangerous would be out of the
question, but having it whisper your name would be acceptable. The effects of this
psychic skill should never make something dangerous seem less so or something
safe seem dangerous. It should never change the apparent area of effect of the
psychic skill, disguise the psychic skill in any way, or simulate the appearance of
another psychic skill. The particulars can be changed at the whim of the manifester
and could be different each time they manifest the psychic skill. A Stylized Talent
does not increase the strain of the psychic skill.
Notes:The DM should be careful not to allow the manifester to gain a practical
benefit from this feat aside from personal reactions of spectators. This feat is
purely for roleplaying purposes and has no combat effect.

Superior Anticipate Power [Epic, Psionic]


You can anticipate powers with unparalleled ease.
Prerequisites:Anticipate Power, Improved Anticipate Power.
Benefits:You need not ready an action in order to anticipate an opponent’s power.

Superior Whirlwind Attack [Epic]


Prerequisites:Dex 25, Int 13, Improved Whirlwind Attack, Whirlwind Attack.
Benefit:Your Whirlwind Attack is now a standard action, instead of a full attack
action. Add., you can make one ( = your space) adjustment during the action,
enabling you to threaten more opponents. (NB:You can still only strike an
individual creature once per whirlwind attack.)
Supernatural Resistance [General]
You can resist Su abilities.
Benefit:Your P/SR (is/are) effective vs.
Su abilities. They must defeat your P
/SR or are negated.

Swampland Stride [General]


You are able to move through difficult terrain without restriction.
Prerequisites:Dodge, Mobility, Knowledge (Nature) 4 ranks, Survival 4 ranks.
Benefit:You can move through bog/marsh/swamp or forest areas w/o penalty.
Normal:Movement penalties may apply based on terrain type.

Termination Shock Breath [Metabreath]


The line of flame struck the ground and the flames spread out in a great circle,
burning all the crops away.
Prerequisites:Breath Weapon
Benefit:If your breath weapon strikes a flat surface such as the ground or wall, any
remaining distance on your cone (full remainder) or line (one-half remainder)
becomes the radius for a circle spread along the surface. A inclination greater than
45 degrees from its point of origin on the surface does not transmit the shockwave.
This metabreath increases the cooldown time for your breath weapon by +1 round.
Example:You fire your 60 ft line of electricity at the ground while flying 10 ft up.
Your breath becomes a 25 ft radius circle, though creatures flying above the surface
are safe from its effects. Creatures on the stairs in the area are safe.

Thanatopic Power [Metapsionic]


Your powers can pierce wards against negative energy and even affect undead
targets.
Prerequisites: Endowed Mind, Knowledge (religion) 6 ranks.
Benefit:A thanatopic power pierces defenses and immunities that protect against
death effects, negative levels, and energy drain, affecting the target as if the
protective barrier did not exist.
For example, you could manifest a thanatopic power on a target under the effects
of death ward, and the target would suffer the normal effect of the power.
Saving throws and S/PR (if any) still apply. Undead are susceptible to powers
augmented by this feat, as it retunes the negative energy to be harmful to them.
A thanatopic power that would kill a living creature (such as by giving it negative
levels equal to its Hit Dice) destroys an undead (though undead such as ghosts,
liches, and vampires may reform as normal). Undead affected by thanatopic powers
that give negative levels automatically make their saving throws to remove
negative levels after 24 hours.
Using this feat increases the power point cost of the power by 2. The power’s total
cost cannot exceed your manifester level.

Thanatopic Talent [Metapsychic]


Your psychic skills can pierce wards against negative energy and even affect
undead targets.
Prerequisites: Psychic Focus (Psychometabolism), Knowledge (religion) 6 ranks.
Benefit:A thanatopic psychic skill pierces defenses and immunities that protect
against death effects, negative levels, and energy drain, affecting the target as if
the protective barrier did not exist.
For example, you could manifest a thanatopic psychic skill on a target under the
effects of death ward, and the target would suffer the normal effect of the psychic
skill.
Saving throws and S/PR (if any) still apply. Undead are susceptible to psychic skills
augmented by this feat, as it retunes the negative energy to be harmful to them.
A thanatopic psychic skill that would kill a living creature (such as by giving
it negative levels equal to its Hit Dice) destroys an undead (though undead such as
ghosts, liches, and vampires may reform as normal). Undead affected by thanatopic
psychic skill that give negative levels automatically make their saving throws to
remove negative levels after 24 hours.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

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.

Threnodic Power [Metapsionic]


You can convert mind-affecting psionic power to necromantic power capable of
controlling undead.
Prerequisites:Endowed Mind, Knowledge (religion) 6 ranks.
Benefit:This feat only works on mind-affecting powers. A threnodic power
affects undead creatures (even mindless undead) as if they weren't immune to
mind-affecting effects, but has no effect on living creatures.
Using this feat increases the power point cost of the power by 2. The power’s total
cost cannot exceed your manifester level.

Threnodic Talent [Metapsychic]


You can convert mind-affecting psychic power to necromantic power capable of
controlling undead.
Prerequisites:Psychic Focus (Telepathy), Knowledge (religion) 6 ranks.
Benefit:This feat only works on mind-affecting psychic skills. A threnodic psychic
skill affects undead creatures (even mindless undead) as if they weren't immune to
mind-affecting effects, but has no effect on living creatures.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

Thwart [Epic]
Prerequisites:Dex 30, Bluff 27 ranks.
Benefit:You gain Immunity to the Cozen divine ability.

Toxicological Mastery [Epic]


Prerequisites:Int 25, Craft (poisonmaking) 22 ranks, Toxicological Focus.
Benefit:Your Toxicological Focus feat and, if applicable, feats, etc. reliant
upon your Toxicological Focus feat apply to all your poison families.
NB:This feat is kindred to Weapon Mastery.

Tracing Breath [Metabreath]


The ground glowed with molten power as the burning breath weapon swept across
it, before exploding like a volcano.
Prerequisites:Breath Weapon (line)
Benefit:Your line breath weapon becomes a series of 5 ft cubes which must be
contiguous traced on a surface such as the ground anywhere, out to the usual
range of your breath weapon. You deal your normal damage and breath weapon
effects, and the ground is left glowing and active. 1 round later the ground erupts
into power, dealing your breath weapon damage a second time in the same area.
This metabreath increases the cooldown time for your breath weapon by +2
rounds.

Transdimensional Talent [Metapsionic]


You can use psionic skills that affect targets lurking in coexistent planes and
extradimensional spaces whose entrances fall within the psychic skill's area.
Benefit:A transdimensional psionic skill has its full normal effect on incorporeal
creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures
within an extradimensional space in the power's area. This includes ethereal
creatures, creatures that are blinking or shadow walking, manifested ghosts, and
creatures within the extradimensional space of a rope trick, portable hole, or other
portable extradimensional space. You must be able to perceive a creature to target
it with a transdimensional skill, but you do not need to perceive a creature to catch
it in the area of a burst, cone, emanation, or spread.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).

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.

Triple Slice [Epic]


Your tertiary weapon strikes with greater power.
Prerequisite:Dex 29, BAB +36, Greater Two-Weapon Fighting, Improved Two-
Weapon Fighting,
Perfect Two-Weapon Fighting, Three-Weapon Fighting, Two-Weapon Fighting.
Benefit:Add your Strength bonus to off-hand weapon damage rolls.
Normal:Add half your Strength bonus.

True Lore [Epic, Psionic]


You think far more efficiently than most creatures.
Prerequisites:Int 25, Ability to cast/manifest 5 divination
spells/clairsentience powers, Spellcraft 29 ranks.
Benefit:As a full-round action, you can cast/manifest
any number of divination spells/clairsentience
powers.

Turn Immunity [Epic]


You're immune to Channel Energy, etc.
Prerequisite:Cha 25, Channel Resistance +4, S/PR 30.
Benefit:You're immune to Channel Energy and Turn
/Command effects (inc. control undead, etc.).
Special:You can still be "banished", unless immune.

Unbound Power [Epic] [Metapsionic]


Your psionics surpasses its own limits.
Prerequisites:Spellcraft 30 ranks, Enlarge Power, Extend Power, Widen Power.
Benefit:Any non-variable numeric components of the power are doubled.
Using this feat increases the power point cost of the power by 6.
The power’s total cost cannot exceed your manifester level.

Unbound Spell [Epic] [Metamagic]


Your magic surpasses its own limits.
Prerequisites:Spellcraft 30 ranks, Enlarge Spell, Extend Spell, Widen Spell Spell.
Benefit:Any non-variable numeric components of the spell are doubled. e.g. A
Tenser’s Transformation
spell affected by this feat would provide +8 to Strength, Dexterity, and
Constitution, +10 to Natural
Armor, a +10 Competence Bonus on Fortitude Saves, and last for 2 rounds/Caster
Level.
Level Increase:+3 (An unbound spell uses up a spell slot three levels higher than
the spell's actual level.)

Unbound Talent [Epic] [Metapsychic]


Your psychics surpasses its own limits.
Prerequisites:Spellcraft 30 ranks, Extend Talent, Widen Talent.
Benefit:Any non-variable numeric components of the psychic skill are doubled.
Using this feat triples the normal amount of strain (or +2, if the cost is 0).

Undead Vessel(s) [Tainted]


Your extra true vessel(s) is(are) undead.
Prerequisite:Ability to create (a) True Vessel(s), Undead Type, Angel or fiend.
Benefit:Your true vessel(s) is(are) undead. It(They) can be of any undead variety
(i.e. death
knight, etc.) you are capable of creating and/or spawning. However, their original
Type
must be of one of the Types of living true vessels you could originally create.
NB:While undead angels and fiends can create/use living true vessels, their undead
nature
corrupts (see Heroes of Horror, Pg. 62-80) and eventually kills their living true
vessels.
Special:Tainted characters can gain this as one of their bonus Tainted feats. If you
possess
the Death portfolio, you gain this feat (for free) in lieu of your ability to create living
true
vessels. NB:You can still use (and corrupt, etc.) living true vessels acquired
or already possessed (see previous).

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.

Unseen Power [Metapsionic]


You can render your powers invisible.
Benefit:You can modify a power to hide its visual manifestations, making its effects
impossible to see without the aid of psionics. The power effect is rendered invisible,
so creatures cannot see the power, its area, or its point of origin unless able to see
invisible objects or creatures. Only the power effect itself is invisible; its aftereffects
are clearly apparent, including wounds, death, transmutations, and damaged or
destroyed objects. Any portion of your power within the area of an invisibility purge
power is clearly visible.
Unseen powers are more difficult to dodge. If the power allows a Reflex save,
creatures unable to see the power take a -2 penalty to their save and cannot use
evasion to avoid its effects. Creatures with improved evasion treat that ability as
evasion instead. Creatures with uncanny dodge take no penalty to their saving
throw and can use evasion and improved evasion normally.
This feat does not affect conjuration (calling), conjuration (summoning), or
transmutation equivalent powers, nor does it affect conjuration (creation)
equivalent powers with an instantaneous duration. Powers which rely on visual
effects, such as figment, pattern, or symbol equivalent powers, have no effect on
creatures that cannot see them when cast as unseen powers, though non-visual
figment equivalent function normally.
An unseen power provides no concealment and does not alter the level of
illumination within its area, making it neither lighter nor darker. Unseen powers
with the light descriptor cannot blind or dazzle creatures but otherwise function
normally.
Using this feat increases the power point cost of the power by 2. The power’s total
cost cannot exceed your manifester level.
Unstoppable Power [Metapsionic]
An unstoppable power cannot be anticipated and is less hindered by power
resistance and effects which might cause you to lose your concentration.
Benefit:An unstoppable power cannot be anticipated by another manifester even if
they successfully identify the power and create a psionic interference pattern.
A manifester who attempts to counter this power by creating a psionic interference
pattern simply loses those power points.
In addition, with an unstoppable power, you gain a +2 bonus to level checks made
to beat your targets' power resistance, as well as all Concentration checks made to
keep from losing the power points.
Using this feat increases the power point cost of the power by 2. The power’s total
cost cannot exceed your manifester level.

Unstoppable Power [Epic, Metapsionic]


Your prowess with psionics is unrivaled.
Prerequisites:Any other 6 metapsionic feats, Spellcraft 45 ranks.
Benefit:Your powers bypass immunities, protections (i.e. mind blank, etc.), and
resistances.
Using this feat increases the power point cost of the power by 20. The power’s total
cost cannot exceed your manifester level.

Unstoppable Spell [Metamagic]


An unstoppable spell cannot be countered and is less hindered by spell resistance
and effects which might cause you to lose your concentration.
Benefit:An unstoppable spell cannot be countered by another spellcaster even if
they successfully identify the spell and cast an appropriate counterspell.
A caster who attempts to counter this spell by casting another spell simply loses
that spell. In addition, with an unstoppable spell you gain a +2 bonus to level
checks made to beat your targets' spell resistance, as well as all concentration
checks made to keep from losing the spell.
Level Increase:+1 (An unstoppable spell uses up a spell slot one level higher than
the spell's actual level.)

Unstoppable Spell [Epic, Metamagic]


Your prowess with magic is unrivaled.
Prerequisites:Any other 6 metamagic feats, Spellcraft 45 ranks.
Benefit:Your spells bypass immunities, protections (i.e. mind blank, etc.), and
resistances.
Level Increase:+10 (An unstoppable spell uses up a spell slot ten levels higher than
the spell's actual level.)

Unstoppable Talent [Metapsychic]


An unstoppable psychic skill cannot be shielded against and is less hindered by
power resistance and effects which might cause you to lose your concentration.
Benefit:An unstoppable psychic skill cannot be shielded against by another psychic,
even if they create a psychic shield.
A psychic who attempts to counter this psychic skill by creating a psychic shield
simply suffers those strain points.
In addition, with an unstoppable psychic skill, you gain a +2 bonus to level checks
made to beat your targets' power resistance, as well as all Concentration checks
made to keep from losing the effect.
Using this feat doubles the normal amount of strain (or +1, if the cost is 0).
Unstoppable Talent [Epic, Metapsychic]
Your prowess with psychic skills is unrivaled.
Prerequisites:Any other 6 metapsychic feats, Spellcraft 45 ranks.
Benefit:Your psychic skills bypass immunities, protections (i.e. mind blank, etc.),
and resistances.
Using this feat sextuples the normal amount of strain (or +5, if the cost is 0).

Vacuum Slash [Epic]


Prerequisites:Str 23, Dex 23, BAB +20, Weapon Supremacy with a weapon from
the Axe, Blade [Heavy], Blade [Light], Natural, or Polearm weapon group.
Benefit:When using a weapon with which you have Weapon Focus from one of the
Fighter weapon groups listed above, you can use a standard action to slash your
weapon with enough force to project a wave of air pressure that strikes all targets
within a 15-ft. cone. Resolve your attack normally against each target to see if the
strike is successful. If there are barriers blocking the cone (such as doors, trees,
walls, etc.), you can make an automatic attack against these as well. If you inflict
enough damage to cut through the obstacle, the attack will continue for the full 15
ft.. If you fail to inflict enough damage, the attack is stopped by the barrier. This
ability can be used once every 1d4 rounds.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

- White Lotus Gale [Epic]


Prerequisites:Dex 25, Str 25, BAB +23, Vacuum Slash.
Benefit:When using your Vacuum Slash, the cone now reaches 30 ft. and you can
elect to make your targets shaken. Each target must make a Fortitude save DC 10
+ 1/2 your HD + your Str modifier or be shaken for 1 round.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

- Breath Through the Temple's Gate [Epic]


Prerequisites:Dex 27, Str 27, BAB +25, White Lotus Gale.
Benefit:When using your Vacuum Slash, the cone now reaches 60 ft. and you can
elect to daze your targets. Each target must make a Fortitude save DC 10 + 1/2
your HD + your Str modifier or be dazed for 1 round.
Special:A monk that selects Weapon Focus with their unarmed strike or a monk
weapon treats their base attack bonus as 5 points higher for the purposes of
qualifying for this feat.

Vile Entity [Epic, Vile] 


Your very essence is filled with dark power.
Prerequisites: Five or more vile feats
Benefit: All damage that you deal is treated as vile damage.
NB:Creatures w/Apostasy are immune to the "vile" aspect of vile damage.
However, they are not immune to the damage itself.

Vile Strike [Vile]


Prerequisites:BAB +5, Cha 15+.
Benefit:You deal 1 additional Vile damage with your attacks.
NB:This feat replaces Vile Ki Strike, Vile Martial Strike,
and Vile Natural Attack for any/all purposes.
- Bane of Living [Vile]
Prerequisites:BAB +7, Cha 16+, Vile Strike.
Benefit:You deal 2 additional Vile damage with your attacks (this stacks with the
Vile Strike feat). Further, whenever you confirm a critical hit against an opponent,
until that creature receives magical healing or the benefit of a DC 20 Heal check, it
loses 1d6 hit points at the beginning of each of its turns. Additional critical hits can
increase the hit point loss.

- Unspeakable Carnage [Vile]


Prerequisites:BAB +9, Cha 17+, Bane of Living, Vile Strike.
Benefit:You gain a +2 profane bonus to attack rolls when wielding an Evil subtype
weapon, or an Unholy weapon, and deal an additional 3 Vile damage with each
attack with such a weapon. Additionally, whenever an opponent ends its turn
adjacent to you it is dealt 1d6 Vile damage, and whenever an opponent successfully
deals damage to you with a natural or non-reach melee weapon it is dealt 1d6 Vile
damage.

- Terror of the Most Terrible [Tactical, Vile]


Prerequisites:BAB +13, Cha 19+, Bane of Living, Unspeakable Carnage, Vile Strike.
Benefit:Increase the hit point loss bestowed by your Bane of Living feat to 3d6, and
increase the profane bonus to attacks from your Unspeakable Carnage feat to +5.
You also gain the following tactical options:

▪Corrupted Reflection - You may make a weapon attack as a standard action to


cause the struck foe to make saving throws against any effect you had to make a
saving throw against during the encounter and that is currently effecting you. If the
foe fails any of these saves it is subject to the same effects, you are no longer
effected by that effect, and the damage you deal with the attack becomes Vile
damage.

▪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.).

Weapon Adeptery [Epic]


You are adept with all weapons. 
Prerequisites:BAB +25, Weapon Focus.
Benefit:Bonuses from (and feats, etc. dependent on) Weapon Focus (including
Greater, etc. extensions) apply to one weapon category (i.e. bludgeoning, missile,
piercing, or slashing.). 
Special:You can take this feat four times. Each time it applies to a different weapon
category. 

Weapon Aficionado [Epic]


Prerequisites:BAB +15.
Benefit:Select one weapon group (see the Fighter's weapon training class feature
for groups). You receive a +1 to hit and damage with all weapons in this group.
Additionally, treat yourself as a Fighter of half your character level for the purpose
of qualifying for feats such as Weapon Specialization. Any Fighter levels a character
may have are not divided when figuring your qualifications for feats.
Special:This feat can be selected multiple times. Its effects do not stack. Every time
it is chosen, it applies to a new weapon group. Weapons falling into more than one
group still only receive the bonus to hit and damage once.
Note:This feat doesn't stack with the bonus from a Fighter's Weapon Training class
feature.

Weapon Mastery [Epic]


You are adept with all weapons. 
Prerequisites:BAB +25, Weapon Focus, Weapon Specialization. 
Benefit:Bonuses from (and feats, etc. dependent on) Weapon Focus and Weapon
Specialization (including Greater, etc. extensions) apply to one weapon category
(i.e. bludgeoning, missile, piercing, or slashing). 
Special:You can take this feat four times. Each time it applies to a different weapon
category. 

Weapon Supremacy [Epic]


Prerequisites:Epic Weapon Focus in the chosen weapon, Epic Weapon Specialization
in the chosen weapon.
Benefit:Gain a +1 to hit and +2 to damage with the chosen weapon. These bonuses
stack with those from the Weapon Focus/Specialization progression. Additionally,
while wielding your chosen weapon, you cannot be disarmed and your weapon
cannot be sundered. You also gain the ability to attempt disarms on targets that are
normally immune (such as from the fighter's Weapon Mastery class feature), unless
their immunity comes from Weapon Supremacy.
Special:This feat can be taken multiple times. Its effects do not stack, instead apply
the feat to a new weapon each time.

Whirling Barrier [General]


You can whirl your weapon as a constant defence.
Prerequisites:Int 13, Dex 13, Con 13, Combat Expertise.
Benefit During your action, you designate an opponent and get an attack of
opportunity whenever that opponent attacks you physically. This counts as your
attack of opportunity for your turn, so unless you have the Combat Reflexes feat,
you can’t make another attack of opportunity if the opponent does something else
before your turn that would normally provoke one.   
You must have a mêlée weapon in hand to use this feat. You can change the
designated opponent every time it becomes your turn again.
Special:Fighters can take this feat as a bonus feat.

Wield Oversized Weapon [Epic]


Prerequisites:Str 25.
Benefit:You treat any weapon you wield as being one size category smaller. This
allows a medium-sized character to wield large
weapons without penalty. Additionally, you can wield one-handed weapons of your
own size category as light weapons.

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.

- Despot of Darkness [Vile]


You possess the tools to rule over and destroy evil.
Prerequisites:HD/L 3, Evil Brand or evil subtype, Worst of the Wicked.
Benefits:Creatures w/the evil subtype can't harm you (willingly or otherwise),
unless they succeed on a Will save (DC 10 + 1/2 HD/L + Charisma modifier).
(NB:"Harm", for these purposes, doesn't inc. emotional/psychological harm,
nor self-harm, caused by social interaction.) Add., you auto-confirm critical
hits vs. creatures w/the evil subtype, they take a -2 penalty on saves made
vs. your att./etc., and you gain a +3 bonus on Intimidate checks made vs.
all evil targets (even those lacking the evil subtype).

Zen Focus [Epic, Ki]


Prerequisites:Wis 26, Timeless Body class feature.
Benefit:Up to three times per day, you can spend a fullround action meditating
to recover a number of ki points equal to your Wisdom modifier.

New Divine Abilities

Abnormality [Extra Eye] (Ex)


Your manifestation grows an extra eye.
Prequisites:Wis 40.
Benefit:Your manifestation grows an extra eye. This eye enables you to use any ray
ability (such as from an [effect] ability), power, spell, psi-like, or spell-like ability as
a free action once per round.
Furthermore, you gain a +1 racial bonus on Perception checks per 2 extraneous
eyes (round down).
You choose where on your body your extraneous eye manifests. This choice, once
made, is permanent, unless you possess ooze traits. Your extraneous eye can be
concealed by merely closing it. You the benefits of this ability with your extraneous
eye concealed. 
Special:You can gain this ability multiple times. Its effects stack. If you gain this
ability multiple times your extraneous eyes can be collectively/individually
concealed by merely closing them. You lose a portion of the benefits of this ability
commensurate with the number of extraneous eyes concealed. 

Abnormality [Extra Eyes] (Ex) 


You gain extraneous eyes. 
Prerequisites:Wis 40. 
Benefit:You gain extraneous eyes equal in number to 6 x your divine rank (6
minimum). You gain a +1 racial bonus on Perception
and checks per 2 extraneous eyes (round down). You can’t be flanked. You choose
where on your body your extraneous eyes
manifest. This choice, once made, is permanent, unless you possess ooze
traits. Your extraneous eyes can be collectively
/individually concealed by merely closing them. You lose a portion of the benefits of
this ability commensurate with the
number of extraneous eyes concealed. 
Special:You can gain this ability multiple times. Its effects stack. 

Abnormality [Extra Jaws] (Ex)


You gain extraneous jaws.
Prerequisites:Str 40.
Benefit:You gain an additional set of jaws (inc. fangs, etc.) in your mouth.
This gives you +x1 to your bite's base damage and Strength modifier.
Any/all remaining modifiers are applied to your bite normally.
Special:You can gain this ability twice. Its effects stack. 

Abnormality [Extra Psyche] (Ex, Su)


Your mind begins to divide.
Prerequisites:Wis 40.
Benefit:You can perform an additional standard action each round. You also gain
Telepathy 100 ft. (NB:This stacks with your existing Telepathy, if any.)
Your psyches are, otherwise, functionally one psyche (albeit, a hivemind) and still
of one soul/spirit for all other purposes (advancement, etc.).
i.e. anything affecting one affects them all.
Special:You can gain this ability multiple times. Its effects stack.

Abnormality [Extra Tentacles] (Ex) 


You gain extraneous tentacles. 
Prerequisites:Str 40. 
Benefit:You gain two additional attacks at your highest BAB. However, while your
combined strength is
unchanged, your single tentacle strength, for all tentacles, is reduced by 5 points.
You choose where
on your body your extraneous tentacles manifest. This choice, once made, is
permanent, unless
you possess ooze traits.
Special:You can gain this ability multiple times. Its effects stack.

Adamant Concentration (Ex) 


Your concentration is unbreakable. 
Prerequisites:Con 40 (or Cha 40, if Con - ), Combat Concentration,
Epic Combat Concentration.
Benefit:Your concentration cannot be broken when casting a spell,
manifesting a power, using a psychic skill, or using a psychic,
spell-like ability, or psi-like ability.

Aegic Essence (Ex)


You gain immunity to the Nullification cosmic ability.
Prerequisites:Wis 40.
Benefit:You gain immunity to the Nullification cosmic ability.

- Greater Aegic Essence (Ex)


You gain immunity to the Abrogate cosmic ability.
Prerequisites:Wis 55, Aegic Essence.
Benefit:You gain immunity to the Abrogate cosmic ability.
Aegis (Ex)
Prerequisites:Con 40 (Cha 40, if Con - ).
Benefit:You defend as if you're 2 divine status higher vs.
all manner of defense Trumping; inc.; though not limited
to; abilities, feats, etc.; Portfolio Trumping (see I.H.:A. -
Portfolio Trumping, Pg. 47 for further information).
Special:This ability confers no protection vs. alternative
means of bypassing, etc. defenses (i.e. Cozen, etc..)
However, it Does bolster all abilities that do so.

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.

[Aligned] Body (Ex) 


Prerequisites:Any [Aligned] alignment, Wis 40. 
Benefit:You can add your divine rank as an [Aligned] bonus to your Armor Class. 

[Aligned] Mind (Ex) 


Prerequisites:Any [Aligned] alignment, Wis 40. 
Benefit:You can add your Wisdom modifier as an [Aligned] bonus to attack rolls. 

[Aligned] Soul (Ex) 


Prerequisites:Any [Aligned] alignment, Wis 40. 
Benefit:You can add your Wisdom modifier as an [Aligned] bonus to your saving
throws. 

[Aligned] Spirit (Ex) 


Prerequisites:Any [Aligned] alignment, Wis 40. 
Benefit:You can add your divine rank as an [Aligned] bonus to the save DCs of any
saving throws you force others to make. This could be from abilities, spells, spell-
like abilities, etc. 

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.

Armor Debasement (Ex)


Your knowledge of armor diminishes its effectiveness vs. you.
Prerequisites:Str 29, Heavy Armor Mastery, Light Armor Mastery, Medium Armor
Mastery, Shield Mastery.
Benefit:You can ignore any/all armor/shield (not enhancement) bonuses.

Armor Depreciation (Su)


Your knowledge of magical armor diminishes its effectiveness vs. you.
Prerequisites:Str 29, Int 25, Armor Debasement, Heavy Armor Mastery, Light
Armor Mastery, Medium Armor Mastery, Shield Mastery.
Benefit:You can ignore any/all armor/shield enhancement bonuses.

Armor Deficiency (Su)


Your knowledge of magical armor diminishes its effectiveness vs. you.
Prerequisites:Str 29, Int 25, Armor Debasement, Armor Depreciation, Heavy Armor
Mastery, Light Armor Mastery, Medium Armor Mastery, Shield Mastery.
Benefit:You can ignore any/all armor/shield special properties.

Aura Mastery (Ex)


You can control your aura(s).
Prerequisites:Any aura abilit(-y/-ies), Wis 40.
Benefit:You can control any/all of your aura(s) radi(-us/-i), diminishing
(it/them) (even suppressing (it/them) entirely)/expanding (it/them (out
to (its/their) max (radi(-us/-i)))), as an Immediate nonaction, at will.
You can control any/all of your similar emanations (gaze, odor, etc.)
in the same manner as well. This doesn't apply to retribution (i.e.
Blood [Effects], etc..) or touch (inc. ranged.) attacks, etc..
Add., any/all such emanations have the same area(s) of effect
as your emanations of the same variety's greatest area(s)
of effect. (i.e. your divine aura/gaze's area of effect.)
Special:Your aura(s), etc. must be currently active to be affected by
this ability. This ability can't activate/reactivate aura(s), etc. unless
they're specifically suppressed by this ability.

Black Blade of Disaster (Ex)


Your mind blade becomes an instrument of Byss.
Prerequisites:Wis 40; Chaos, Darkness, Death, DestructIon, or Entropy portfolio;
Epic Mind Blade, Form Mind Blade, Improved Material Harmonics, etc.
Benefit:Your mind blade gains the beneficial properties of a black blade of disaster.
It can
pass through any/all magical/psionic barrier(s) of a level ≤ 10 + your divine rank
and
its touch attack AC = your touch attack AC, unless its own (10 + its enhancement
bonus + your divine rank + your Dexterity modifier + your Charisma modifier) is
better. It lacks the weaknesses of a black blade of disaster and can be
wielded normally. You can suppress or resume this ability as
an Immediate nonaction.

- Black Blade of Ruin (Ex)


Your mind blade becomes an improved instrument of Byss.
Prerequisites:Wis 50; Chaos, Darkness, Death, Destruction, or Entropy portfolio;
Epic Mind Blade, Form Mind Blade, Improved Material Harmonics, etc.; Black
Blade of Disaster.
Benefit:Your mind blade gains the beneficial properties of an epic mace of ruin. This
stacks
w/Black Blade of Disaster. You can collectively/individually suppress or resume
these
abilities as an Immediate nonaction. However, you must have the preceding
ability active.

- Black Blade of Annihilation (Ex)


Your mind blade becomes a greater instrument of Byss.
Prerequisites:Wis 60; Chaos, Darkness, Death, Destruction, or Entropy portfolio;
Epic Mind Blade, Form Mind Blade, Improved Material Harmonics, etc.; Black
Blade of Disaster, Black Blade of Ruin.
Benefit:Your mind blade gains the beneficial properties of a sphere of annihilation.
It lacks
the weaknesses of a sphere of annihilation and can be wielded normally. This stacks
w
/Black Blade of Disaster and Black Blade of Ruin. You can collectively/individually
suppress or resume these abilities as an Immediate nonaction. However,
you must have the preceding abilities active.

Blood Command (Su)


Prerequisites:Int 40 or Lord of Blood.
Benefit:You can create blood structures at will. This ability requires existing blood
(it can't create blood from nothing). The size
and strength of the blood structures should be determined by the DM and depend
on the quality/quality of the existing blood.
A common use of this ability is the creation of a swirling mass of blood razors,
similar to blade barrier (10d6 (min/max); r. =
special (dependant on the quantity of the existing blood)). The max r. of this ability
is Close range (100 ft. (+10 ft. per
HD/L)) or the range of your divine aura (if any, if greater). The Fort (body
(internal)), Ref (body (external)),
or Will (mind, etc.) (depending on how it's used) save DC is Charisma-based.
NB:Unprepared (dried, etc.) blood structures collapse in your absence.

- Bone Command (Su)


Prerequisites:Int 40 or Lord of Bone.
Benefit:You can create bone structures at will. This ability requires existing bone (it
can't create bone from nothing). The size
and strength of the bone structures should be determined by the DM and depend
on the quality/quality of the existing bone.
A common use of this ability is the creation of a swirling mass of bone razors,
similar to blade barrier (10d6 (min/max); r. =
special (dependant on the quantity of the existing bone)). The max r. of this ability
is Close range (100 ft. (+10 ft. per
HD/L)) or the range of your divine aura (if any, if greater). The Fort (body
(internal)), Ref (body (external)),
or Will (mind, etc.) (depending on how it's used) save DC is Charisma-based.

- Flesh Command (Su)


Prerequisites:Int 40 or Lord of Flesh.
Benefit:You can create flesh structures at will. This ability requires existing flesh (it
can't create flesh from nothing). The size
and strength of the flesh structures should be determined by the DM and depend on
the quality/quality of the existing flesh.
A common use of this ability is the creation of a swirling mass of flesh razors,
similar to blade barrier (10d6 (min/max); r. =
special (dependant on the quantity of the existing flesh)). The max r. of this ability
is Close range (100 ft. (+10 ft. per
HD/L)) or the range of your divine aura (if any, if greater). The Fort (body
(internal)), Ref (body (external)),
or Will (mind, etc.) (depending on how it's used) save DC is Charisma-based.

Blood Scion (Var.)


Your ancestry is diverse and powerful.
Prerequisites:Cha 40.
Benefit:You gain the full benefits of 1 Sorcerer bloodline
of your choice. If you already have (a) Sorcerer bloodline
(s), this bloodline doesn't alter/interfere w/your prexisting
bloodline(s). Furthermore, your HD/L or CL whichever is
greater, determines all of your bloodline(s) features, etc.
Special:You can gain this ability multiple times. Each
time you gain another bloodline of choice.

Burst/Shot Effect (Su)


Prerequisites:Any [Effect] Strike ability.
Benefit:As "Strike", except it applies to ranged weapons
(shot, etc.; can combine w/energy weapons normally) or,
if used w/o ranged weapons, its range = Long (400 ft. (+
40 ft. per HD/L)) & it can emit from any part of your body.
All such attacks count as lines/rays and can be used w/
Pan-, etc. -versal, etc.; Unearthly Effect, etc.; and any
/all similar abilities normally, if appropriate.

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.

Creative Effect (Su)


Your [Effect] Ability manifests objects.
Prerequisites:[Effect] ability.
Benefit:Your [Effect] ability can manifest objects of your choosing as
per true creation. 1/2 its damage is B/P/S. If chains are created, they
can be used w/dancing chains, etc. Up to 1 object can be created
per die of damage. Your [Effect] ability has reach = its range.
Special:If you have Burst/Shot Effect, you can auto-create infinite
ammo/bolts/arrows for projectile weapons. Add., if doing so, you
never need reload, and your projectile weapon(s) never jam(s).
The damage inflicted remains determined by your [Effect](s).
(i.e. an 80HD greater deity's Creative Uncanny Fire Shots (((each)))
inflict 20d6 damage (i.e. 10d6 P damage + 10d6 Fire damage.) and
do Not (((ever))) harm his allies (((unless he desires otherwise))).)
Crystal Keeper (Su)
Prerequisites:Wis 40, Knowledge (The Planes) 40 ranks.
Benefit:You can freely and safely collect, store, and use spell crystals (the planar
end of conjuration and divination spells, etc.) as if they were single use magic
items. You never accidentally/unintentionally break, drop, or trigger any spell
crystal.
You can expend spell (or power, if the crystal is psionic in origin) points (or spell
levels, if using the vancian system) equal to 2x the spell crystal's level (metamagic,
etc. used by the original caster (or manifester) modifies this normally), rather than
the spell crystal's single use, to trigger the spell crystal. This enables the spell
crystal to be used repeatedly.
If desired, you can set loose any/all spell crystals you collect causing them to float
around you (adjacent squares) and follow you closely (fly 220 ft. (Perfect)). If you
collect enough spell crystals and set them loose in this manner, they eventually
form an effective defense, becoming spell crystal swarms (NB:Spell Crystal Swarm
= Animated Object (spell crystal) + Creature Swarm template.).
You can control spell crystal swarms. This functions similarly to Command Undead,
except it effects spell crystal swarms.
Finally, you know all details concerning any spell crystal you collect as if you're
manifesting object reading.
NB:Spell crystals make for comical and potentially hazardous missile weapons.

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.

Current [Effect] (Su)


You can create a current based effect; in one element (air, etc.), energy (acid,
etc.), state of matter (gas, etc.), or substance (blood, etc.) of your choice; to batter
your opponents.
Benefit:The effect knocks the target back 10 ft. per HD of the deity. Standing
targets will take 1d6 damage per 10 ft. they are knocked back and the total
damage is doubled if they strike a solid object, such as a wall or building.
For every size category above medium reduce the damage by half (so a Huge
creature would only take a quarter the damage of a Medium sized creature).
For every size category smaller than Medium double the damage. Creatures
burrowing, flying, or swimming only take one quarter damage if knocked backwards
unless they strike something solid in which case they take normal damage.
Special:This effect can be taken multiple times and its effects stack. Each time it is
taken it either applies to a different effect (see Immortal's Handbook:Ascension,
Pg.116), or the same effect as follows:
Taken twice = Greater Current [Effect], original effect doubled. Taken three times =
Superior Current [Effect], original effect tripled.
Taken four times = Perfect Current [Effect], original effect quadrupled.
Taken five times = Current Mastery, use any type of current effect.
Taken six times = Uncanny Current Mastery, shape area effects to only target
enemies.

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.

Mask of Darkness (Su)


Your divine aura either manifests, or manifests as, a mask that only you can
remove.
Prerequisites:Divination Immunity, Divine Aura, Obscurity, Self-hypnosis, Self-
mastery.
Benefit:Your divine aura either manifests, or manifests as, a mask of darkness. This
mask is impenetrable to all forms
of discernment or divination, effectively concealing you identity. This mask also
renders it's wearer impervious to all
gaze attacks and effects, as well as all attacks and effects reliant upon hearing,
scent, sight, and taste. This mask
cannot be destroyed or removed (exc. by you; even by a being of higher divine
rank) and is never a hindrance
to you. This mask resembles any form of mask desired. Donning or removing this
mask is a free action.
Special:This ability stacks w/Dancing Chains, Dancing Raiment, and Raiment of
Darkness.

- Raiment of Darkness (Su)


Your divine aura manifests as an intangible raiment of darkness that moves
according to your whims.
Prerequisites:Divination Immunity, Divine Aura, Mask of Darkness, Obscurity, Self-
hypnosis, Self-mastery.
Benefit:As Mask of Darkness plus your divine aura either manifests, or manifests
as, a raiment of darkness that moves
according to your whims. Your divine aura acquires the additional effects of your
Divination Immunity, Obscurity, and
Self-hypnosis abilities. This effect benefits all of your allies. It also provides a +20
equipment bonus to all Disguise
and Stealth checks for both you and your allies. This raiment resembles any form of
clothing ensemble desired.
Special:This ability stacks w/Dancing Chains and Mask of Darkness.

- Dancing Raiment (Su)


Your Raiment of Darkness can now attack and move, according to your whims, in a
manner similar to ghost touch chains controlled by a dancing chains spell.
Prerequisites:Dancing Chains, Divination Immunity, Divine Aura, Mask of Darkness,
Obscurity, Raiment of Darkness, Self-hypnosis, Self-mastery.
Benefit:Your Raiment of Darkness can now attack and move, according to your
whims, in a manner similar to ghost touch chains controlled by a dancing chains
spell. These appendages are indestructible.
Special:This ability works in conjunction with Dancing Chains, Mask of Darkness,
and Raiment of Darkness. However, each attacking appendage you make with this
ability subtracts one attacking chain from your Dancing Chains ability and vice
versa. Thus limiting your attacking appendages (chains and/or raiment) to the
original total dictated by the dancing chains spell.
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Delayed Effect (Su)


You can set an [Effect] to trigger on a delay.
Prerequisites:Any [Effect] ability, Int 40.
Benefit(s):A delayed [Effect] can be activated as a standard action anytime within 1
minute per 2HD/L of being used.
Only [Effect]s that target one or more squares or grid intersections can be affected
by Delayed Effect, and the target
(as well as any other variables determined at the time of using) can't be changed
once the delayed [Effect] is used.
You can have as many delayed [Effect]s as you wish at any given time, but only
one [Effect] can be triggered as a
standard action. Though a delayed [Effect] doesn't manifest until it's triggered, it
emits a magical aura and can be
identified with Knowledge (arcana) as an [Effect] in place. Finally, while it can't be
dispelled, it can be dispersed
(((harmlessly))) by you or even dead zoned (((harmlessly))) out of existence.
Special:If you have Creative Effect and (an) [Effect](s), you can use them to create
[Effect] devices (i.e. bombs,
etc.). If you have Uncanny [Effect] Master(-y/-ies), you can use said [Effect](s) to
create self-activating [Effect]
devices (i.e. bullets, landmines, etc.). Add, your [Effect] devices can replicate
(((ANY))) [Effect] parameters
you yourself can create (needing Not be squares or grid intersections) and disperse
after a single use,
you cause them to disperse (((harmlessly))), or their duration expires. If you have
Cosmic Font, your
[Effect] devices can't be dead zoned (see previous) and function normally in dead
zones.
Level Decrease:-12 (a delayed [Effect] is manifested as if you're 12 HD/L lower
than normal.)

- Greater Delayed Effect (Su)


Prerequisites:Any [Effect] ability, Int 45, Delayed Effect.
Benefit(s):As delayed [Effect], exc. can be activated as a standard action anytime
within 1 hour per 2HD/L, etc..
Special:If you have Creative Effect and (an) [Effect](s), you can use them to create
[Effect] devices (i.e. bombs,
etc.). If you have Uncanny [Effect] Master(-y/-ies), you can use said [Effect](s) to
create self-activating [Effect]
devices (i.e. bullets, landmines, etc.). Add, your [Effect] devices can replicate
(((ANY))) [Effect] parameters
you yourself can create (needing Not be squares or grid intersections) and disperse
after a single use,
you cause them to disperse (((harmlessly))), or their duration expires. If you have
Cosmic Font, your
[Effect] devices can't be dead zoned (see previous) and function normally in dead
zones.
Level Decrease:-24 (a greater delayed [Effect] is manifested as if you're 24 HD/L
lower than normal.)

- Superior Delayed Effect (Su)


Prerequisites:Any [Effect] ability, Int 50, Delayed Effect, Greater Delayed Effect.
Benefit(s):As delayed [Effect], exc. can be activated as a standard action anytime
within 1 day per 2HD/L, etc..
Special:If you have Creative Effect and (an) [Effect](s), you can use them to create
[Effect] devices (i.e. bombs,
etc.). If you have Uncanny [Effect] Master(-y/-ies), you can use said [Effect](s) to
create self-activating [Effect]
devices (i.e. bullets, landmines, etc.). Add, your [Effect] devices can replicate
(((ANY))) [Effect] parameters
you yourself can create (needing Not be squares or grid intersections) and disperse
after a single use,
you cause them to disperse (((harmlessly))), or their duration expires. If you have
Cosmic Font, your
[Effect] devices can't be dead zoned (see previous) and function normally in dead
zones.
Level Decrease:-36 (a superior delayed [Effect] is manifested as if you're 36 HD/L
lower than normal.)

- Perfect Delayed Effect (Su)


Prerequisites:Any [Effect] ability, Int 55, Delayed Effect, Greater Delayed Effect,
Superior Delayed Effect.
Benefit(s):As delayed [Effect], exc. can be activated as a standard action anytime
within any length of time, etc..
Special:If you have Creative Effect and (an) [Effect](s), you can use them to create
[Effect] devices (i.e. bombs,
etc.). If you have Uncanny [Effect] Master(-y/-ies), you can use said [Effect](s) to
create self-activating [Effect]
devices (i.e. bullets, landmines, etc.). Add, your [Effect] devices can replicate
(((ANY))) [Effect] parameters
you yourself can create (needing Not be squares or grid intersections) and disperse
after a single use
or you cause them to disperse (((harmlessly))). If you have Cosmic Font, your
[Effect] devices can't
be dead zoned (see previous) and function normally in dead zones.
Level Decrease:-48 (a perfect delayed [Effect] is manifested as if you're 48 HD/L
lower than normal.)
NB:Gods of War frequently stockpile [Effect] devices for their servitors.

Dimensional Folding (Su)


Prerequisites:Dex 55, Sleight of Hand 55 ranks, Warp.
Benefit:You can acquire (or capture (via Grapple, etc.)) and conceal
any target(s) (creature(s), etc.) of any size, even one(s) larger than
yourself, on/in your person as if they were permissably sized.
Add., you gain the Swallow Whole ability. If you place (a) target(s) in
your oral cavity (i.e. mouth, etc..), you can bite, etc.; digest, etc.; etc.
it (them) as if they were permissably sized.
Regardless of contents, if any, while your pocket(s), etc. never bulge
(s), etc.; unless you have the Innerverse (or similar) ability, you're
still limited by your carrying capacity.

Dimensional Reach (Su)


You can reach between dimensions 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 dimensional reach.
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.

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".

Divine Blade (Ex)


Your mind blade is truly divine.
Prerequisites:Wis 40, Epic Mind Blade,
Form Mind Blade.
Benefit:Your mind blade functions as an
add. Artifact and does Not count against
your normal Artifact total limit (4).
Add., you can choose divine abilities for
your mind blade's special abilities at a
cost of +6/divine ability, or itteration
thereof, you choose.
Add., you can choose ≤ special abilities
at their standard cost (i.e. Fading (+6),
etc..).
Special:If your Mind Blade can become
Armor, etc., this ability applies to them
as well.

D.P.B. [Vile] (Su)


Your pumpkin bomb is wicked.
Prerequisites:Cha 40, Pumpkin Bomb class feature, E.P.B.
Benefit:Half the B damage your pumpkin bomb inflicts counts as vile, in
addition to its normal damage types. Furthermore, using your pumpkin
bomb is a standard action (permiting iterative pumpkin bomb attacks).

Divine Iaijutsu Focus (Ex)


Requirements:Dex 40, Cha 40, Epic Skill Focus (Iaijutsu Focus),
Improved Iaijutsu Focus, Legendary Iaijutsu Focus, Skill Focus
(Iaijutsu Focus), Iaijutsu Focus 40 ranks, Spellcraft 40 ranks.
Benefit:You can apply your FULL damage from Iaijutsu Focus on all
of your attacks (physical, magical, etc.) requiring an attack roll, even
if your target(s) (is/are)n't flat-footed and your target(s) must make (a)
Fort save(s), DC 10+Iaijutsu Focus skill ranks, or be instantly (slain
/destroyed). Add., (drawing/sheathing) your weapon(s), if any, is an
Immediate nonaction. This does Not enable you to attack out of turn.

Divine Lore [Psionic] (Ex)


You think far more efficiently than most creatures.
Prerequisites:Int 40, Ability to cast/manifest 5 divination
spells/clairsentience powers,*True Lore, Spellcraft 40 ranks.
Benefit:As a Swift, Free, or immediate action, you can cast
/manifest any number of divination/clairsentience spells
/powers.; NB:*The epic feat. Not the class feature.

Divine Metafaculty (Ex)


You've tapped into universal knowledge.
Prerequisites:Spellcraft 40 ranks.
Benefit:Double your # of spells/powers known
(inc. epic s/p seeds and epic s.s/p.s).

Divine Palm (Su)


You have mastered the quivering palm technique.
Prerequisites:Wis 40, Quivering Palm class feature, Epic Palm.
Benefit:You can make every unarmed strike a quivering palm attack.
Normal:You can only make one quivering palm attack per day.

Divine Safeguard (Ex)


One of your divine abilities can never be separated from you.
Benefit:Upon taking this divine ability, choose one divine ability that you possess.
This choice cannot be changed. Your chosen divine ability cannot be negated by
effects that would suppress it, such as the Abrogate cosmic ability, the Divine
Nullification transcendental ability, or the Dead Zone transcendental ability (if it is a
supernatural divine ability). It still functions normally under any of these conditions.
Divine Safeguard itself cannot be affected by any of these conditions as well.
Special:You can gain this divine ability multiple times. Each time you take Divine
Safeguard, it applies to a different divine ability that you possess.

Dolorous Power [Metapsionic] (Su)


Your powers are grievously powerful.
Prerequisites:Spellcraft 65 ranks, Dire Power, Empower Power, Heighten Power.
Benefit:Any variable numeric component of the power is increased from its original
die-size to d20s.
Using this feat increases the power point cost of the power by 12. The power’s total
cost cannot exceed your manifester level.

Dolorous Spell [Metamagic] (Su)


Your spells are grievously powerful.
Prerequisites:Spellcraft 65 ranks, Dire Spell, Empower Spell, Heighten Spell.
Benefit:Any variable numeric component of the spell is increased from its original
die-size to d20s.
Level Increase:+6 (A dolorous spell uses up a spell slot six levels higher than the
spell's actual level.)

Dolorous Talent [Metapsychic] (Su)


Your psychic skills are grievously powerful.
Prerequisites:Spellcraft 65 ranks, Dire Talent, Empower Talent.
Benefit:Any variable numeric component of the psychic skill is increased from its
original die-size to d20s.
Using this feat quaduples the normal amount of strain (or +3, if the cost is 0).

Duke of Hell (Duke) (Ex)


Prerequisites:Devil (Baatezu), Evil, and Lawful subtypes, HD/L:20.
Special:Must either be promoted by a Lord of The Nine or defeat the Duke of Hell
(Duke)
you wish to supplant in honorable combat or discrete and secret assassination.
Alternatively, you can be born into this position.
Benefit:You gain the Duke of Hell template (T.G.o.H.:7). Convert all Dicefreaks
cosmic/deific
rules to I.H.:A. deific rules as necessary. No template-specific features aside from
those
specifically pertaining to cosmic/deific rules are altered. If you're using Pathfinder's
Mythic rules, you gain the Mythic subtype. Your Mythic Rank is equal to your
divine rank (Max.:MR10.).
NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities = Demi-
Deities or >.
Your Diabolical Adaptations can't exceed divine abilities (exc. as esoterics) in power
(cost
increased for all such greater powers accordingly) and all cosmic/divine status-
specific
(i.e. deific.) abilities are converted to I.H.:A. rules.
If it would be >, the radius of any/all of your auras (inc. your divine aura) = the
radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are also
equalized.
If you're an Abomination (Maleficari, etc.), you retain all of your racial traits, inc.
any/all
abilities that enable you to see through illusion or determine
honesty/dishonesty,*fear
aura(s), etc.. None of your abilities are lost to you.
NB:*In all instances, this is in add. to gaining the aura from your Duke of Hell
template.
Special:Divine Safeguard (Duke of Hell (Duke)) nullifies even Ahriman (i.e. Asmodeus
/Lucifer.), The King of Hell's attempts to strip you of your Duke of Hell template.
Add.,
if you have Anomaly + Apostasy, none (not even The King of Hell) can supercede
your control over your layer of The Nine Hells, nor are you "Locked Within The
Gates" or hindered by Hallowed sites (automatically unhallowing the area, if
/when desired (Immediate nonaction)). Add., Ahriman loses (((ALL)))
power over you/your abilities.

- ArchDevil (Archduke) (Ex)


Prerequisites:Devil (Baatezu), Evil, and Lawful subtypes, HD/L:30, Duke of Hell
(Duke).
Special:Must either be promoted by a Lord of The Nine or defeat the ArchDevil
(Archduke)
you wish to supplant in honorable combat or discrete and secret assassination.
Alternatively, you can be born into this position.
Benefit:You gain the ArchDevil template (T.G.o.H.:8). Convert all Dicefreaks
cosmic/deific
rules to I.H.:A. deific rules as necessary. No template-specific features aside from
those
specifically pertaining to cosmic/deific rules are altered. Immunities from Divine
Rank
0 are retained in spite of the conversion. If you're using Pathfinder's Mythic rules,
you gain the Mythic subtype. Your Mythic Rank is equal to your divine rank
(Max.:MR10.).
NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities = Demi-
Deities or >.
Your Diabolical Adaptations can't exceed divine abilities (exc. as esoterics) in power
(cost
increased for all such greater powers accordingly) and all cosmic/divine status-
specific
(i.e. deific.) abilities are converted to I.H.:A. rules.
If it would be >, the radius of any/all of your auras (inc. your divine aura) = the
radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are also
equalized.
If you're an Abomination (Maleficari, etc.), you retain all of your racial traits, inc.
any/all
abilities that enable you to see through illusion or determine
honesty/dishonesty,*fear
aura(s), etc.. None of your abilities are lost to you.
NB:*In all instances, this is in add. to gaining the aura from your Archduke
template.
Special:Divine Safeguard (ArchDevil (Archduke)) nullifies even Ahriman (i.e.
Asmodeus
/Lucifer.), The King of Hell's attempts to strip you of your ArchDevil template. Add.,
if you
have Anomaly + Apostasy, none (not even The King of Hell) can supercede your
control
over your layer of The Nine Hells, nor are you "Locked Within The Gates" or
hindered
by Hallowed sites (automatically unhallowing the area, if/when desired (Immediate
nonaction)). Add., Ahriman loses (((ALL))) power over you/your abilities.

Elongate (Ex)
You can stretch to attack further away.
Prerequisites:Dex 40, Escape Artist 40 ranks, Plastic Soul.
Benefit:Your reach is 5x greater.

Epic Dragon Mastery (Su)


Even the strongest of dragons bow before you.
Prerequisites:Cha 40, Ruler of Dragonkind, Draconic Fury (4), Control Impure
Dragons, Gem Dragon Mastery,
Oriental Dragon Mastery, Planar Dragon Mastery.
Benefit:You can control, detect, and use the breath weapons of epic dragons as well
as all nonepic/nonneotic,
nonadamic, etc. true dragons as well as creatures with the dragonblood subtype.

Epic Metamagic Capacity (Su)


Prerequisites:Casting ability score 40, Automatic Metamagic Capacity, Epic
Spellcasting, Spellcraft 40 ranks.
Benefit:You may apply your free levels of metamagic to Epic spells, affecting them
just as if they were normal
spells. Epic spells are considered spells of a level equal to 1/10th their Spellcraft DC
+7. However, all said
metamagic is applied as if they were 10th level spells.

Epic Metapsionic Capacity (Su)


Prerequisites:Manifesting ability score 40, Automatic Metapsionic Capacity, Epic
Manifesting, Spellcraft 40 ranks.
Benefit:You may apply your free levels of metapsionic to Epic powers, affecting
them just as if they were normal
powers. Epic powers are considered powers of a level equal to 1/10th their
Spellcraft DC +7. However, all said
metapsionics are applied as if they were 10th level powers.

Epic Metapsychic Capacity (Su)


Prerequisites:Psychic skill ability score 40, Automatic Metapsionic Capacity,
Epic Psychic Skill Use, Any 4 psychic skills 40 ranks, Spellcraft 40 ranks.
Benefit:You may apply your free levels of metapsychics to epic pychic skill uses,
affecting them just as if they
were normal psychic skill uses. Epic psychic skill uses are considered effects of a
level equal to 1/10th their
Psychic skill check result +7. However, all said metapsychics are applied as if they
were 10th level effects.

Epic Presence (Su)


Your aura can empower your allies.
Prerequisites:Cha 40, Divine Aura.
Benefit:While within your divine aura/godly realm, any/all of your allies gain
one of your feats.
Special:You can gain this ability multiple times. Its effects stack. Each time
you gain this ability you can bestow another of your feats upon any/all
allies within your divine aura/godly realm.

[Exotic Energy] Absorption (Su)


You are healed by an exotic type of energy.
Prerequisites:[Energy] Immunity, [Exotic Energy] Immunity.
Benefit:You are healed by one exotic of energy (divine, force, etc.) of your choice.
This exotic energy must be one to which you are normally completely immune.
If you choose permanent damage, you gain only 1/6th absorption each time you
gain
this ability. If you gain this ability 6 times, your Absorption of permanent damage is
complete. NB:Absorption of permanent damage doesn't enable you to absorb
vile, etc. damage types that are situationally permanent.
Special:You can gain this ability multiple times. Its effects stack.

[Exotic Energy] Immunity (Ex)


You are immune to an exotic type of energy.
Prerequisites:[Energy] Immunity.
Benefit:You gain immunity to one exotic of energy (divine, force, etc.) of your
choice.
If you choose permanent damage, you gain only 1/6th immunity each time you
gain
this ability. If you gain this ability 6 times, your immunity to permanent damage is
complete. NB:Immunity to permanent damage doesn't make you immune to
vile, etc. damage types that are circumstantially permanent.
Special:You can gain this ability multiple times. Its effects stack.

Exotic Materials (Ex)


Your body isn't comprised of metal.
Prerequisites:Acid Immunity, [Metal] Body or equivalent.
Benefit:Your body isn't comprised of metal. Instead, it's comprised of some other
material(s)
/energ(-y/-ies). While you can decide the material(s)/energ(-y/-ies), this is largely
cosmetic
as the ONLY benefit you gain from this ability is an unTrumpable immunity to
corrosion (
inc. all acid, rusting, etc.), magnetics, etc. You can't be comprised of
materia(s)/energ(-y
/-ies) that inherently give you add. abilities by virtue of this ability.
Ex.:If you have Ersatz (or Elemental traits), Iron Body, etc.; you could become
comprised
of exotics, organics, etc.; yet retain the benefits of Ersatz (or Elemental traits), Iron
Body,
etc. You couldn't, however, choose to become comprised of exotics, organics, etc. =
in
density, etc. to Orichalcum, unless you're already possessed of equivalent density
(i.e. V.S.C.:16.).

Familiar Divine Ability Merge (Ex)


Your familiar learns all the divine abilities you know.
Prerequisite:Cha 40, a familiar, Familiar Feat Merge.
Benefit:Your familiar can use all your divine abilities
just as it can use your feats and skills.

Familiar Freedom (Ex)


Your familiar can gain class levels normally.
Prerequisite:Cha 40, a familiar, Familiar Feat Merge,
Benefit:Your familiar can gain class levels normally.
However, they can't increase it's HD/L beyond
yours and function as add. gestalt levels.
Special:Your familiar can also gain templates, etc.
However, its ECL can't exceed 2/3 your own.

Familiar Merge Mastery (Ex)


You master your familiar's merging.
Prerequisites:Cha 40, Familiar Feat Merge.
You control which abilities (divine, etc.),*class features,
and feats your familiar gains knowledge of and access
to. You can grant/restrict access to any/all abilities, etc.
as desired, at will, as an Immediate nonaction.
(NB:*This includes knowledge of and access to skills.)
Special:If you have multiple familiars, your control inc.
their knowledge and access as well.
NB:Knowledge of and access to Class features, rather
than just entire Classes, is restrictable as this ability
is focused on familiar control and customization.

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).

Force Field I (Su) 


You generate a personal force field. 
Benefit:You generate a personal force field (similar to a wall of force) that can
absorb a number of points of damage (magical, etc.) equal
to 1/6th your current hit points. Thereafter, it is nullified until it regenerates to 1
point of protection. 
Your force field can't nullify a special attack that accompanies an attack unless the
entire amount of damage of the attack is absorbed. 
Your force field regenerates 1/12 your Hit Dice in points of protection/round. 
Your force field doesn't nullify your abilities, nor extend beyond yourself, and is not
immobile. 
Your force field does protect any equipment on your person. 
Your force field otherwise functions as a wall of force. 
Special:You can gain this ability 6 times. Its effects stack. Each time you gain this
ability, your force field can absorb a number of points
of damage equal to 1/6th your current hit points and regenerate +1/12 your Hit
Dice in points of protection/round. 
Furthermore, your force field improves as follows each additional time you gain this
ability:
- F.F.I (x2):Your force field is no longer subject to annihilation (as per a sphere of
annihilation), cancellation (as per a rod of cancellation), disintegration, or mage's
disjunction. 
- F.F.I (x4):Your force field is no longer subject to automatic destruction or
penetration by divine damage. 
However, your force field can still be damaged normally by divine damage. 
- F.F.I (x6):Your force field is no longer subject to damage and effects you are not
subject to. 
- F.F.II (+x6) (cosmic):Your force field can protect any/all creatures/objects within
your divine aura, if desired. This doesn't give them your damage reduction (or
hardness, if any), immunities, or resistances. This does give them immunity to
secondary, etc. effects of attacks
/effects blocked by your force field as well as nondamaging attacks/effects
ordinarily blocked by walls of force (i.e. disease, filth,
poison, etc.).
- F.F.III (+x6) (cosmic):If you have Cosmic Firmament and you pay Force Field
(+x6) (cosmic) per instance of multiplication (+x6 for x2, +
x12 for x3, etc.), your force field's points of protection (and rate of regeneration)
are similarly multiplied.
- F.F.IV (+x36) (transcendental):Your force field can give them any/all of your
damage reduction (and hardness, if any), immunities, and resistances, if desired.
NB:Creatures immune to force effects can bypass your force field normally.
Alternative defensive fields exist. Amongst them...Chronal and Entropic are the
most common. Such fields function identically, replicating wall of force (w/o being
force effects), etc.; are bypassed by different creatures, etc. (i.e. creatures immune
to chronal effects
can bypass chronal fields normally, etc.); and stack.

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.

Goetic Necrosis (Su) 


Summoned undead spring from your wounds. 
Benefit:Each time you are injured summoned undead grow from your wounds. The
severity of the wound determines the power of the undead summoned. Every ten
points of damage (rounded down) equates to one spell level of the summon
undead spell. Injuries of less than 10 hit points damage do not summon any
undead. Injuries greater than 59 damage transcend summon undead V. In such
cases you can summon an undead with a Challenge Rating equal to the spell level
x1.33. 
Greater Presence (Ex)
You've strengthened your divine aura.
Prerequisite:Cha 40, Dvine Aura.
Benefit:You've strengthened your divine aura. For all purposes
related to your divine aura, your divine status is considered to
be two higher and your divine rank doubled.

Greater Realm (Ex)


Your godly realm is vast.
Prerequisites:Cha 40, Godly Realm (or Cosmic Firmament (template)).
Benefit:Your Godly Realm's size is calculated as if your divine status is
2 tiers higher (3 if on Assiah (Dimension), 4 if on Assiah (((multiplanar)
))). If you're an Elder Deity, your Godly Realm, or locale you (((are)))
the embodiment of, becomes a Dimension; etc.. You can still
choose to have a lesser Godly Realm, etc..

Inner Realm (Ex) 


Your inner self secrets your Godly Realm. 
Prerequisites:Con 40 (or Cha 40 if Con - ), Immortal, Innerverse. 
Benefit:Your innerverse is your Godly Realm and your manifestion can enter it
normally. 
If your manifestation is destroyed or enters your innerverse, your innerverse's
location
becomes fixed and its exterior is eff. nonexistent, while its interior (inc. its
content(s),
etc.; if any) is unaffected. If your manifestation can't rejuvenate, your innerverse
collapses, its contents lost forever. If your manifestation leaves your
innerverse, your innerverse resumes its normal state. 

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.

Inverse Defense (Ex)


You can't be harmed by proxy.
Prerequisites:Cha 40, Perception 40 ranks.
Benefit:You're immune to all indirect forms of attack (i.e.
Oblique Strike, Specular, etc.). All attempts to harm you
via others, etc., instead, harm said others, etc. normally.
In the case of the Specular ability, this simply means
you suffer no backlash damage from harming your
opponent. Area attacks still effect you normally.

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).

Learned Occult Immunity (Su)


You can adapt to an opponent's powers, etc.
Prerequisites:Int 40.
Benefit:If you are affected by an opponent's spell, power, psychic skill, spell-like
ability, or psi-like ability; you foreverafter become immune to their spell, power,
psychic skill, spell-like ability, or psi-like ability.
You can lower this defense, if you so choose.

Lord of Corruption (Ex)


Become an Akutenshi.
Prerequisites:Undead Traits, Taint scores 60.; Ki Occultist,
etc.; Tainted Occultist, Tainted Prince (x5), Tainted Spirit.
Benefit:You gain the Akutsukai and Akutenshi templates.
Add., you gain up to 1d4+1 Akutsukai special abilities
as well as up to 1d8+2 Akutenshi special abilities.
You can still acquire Taint, etc. normally/safely.
Special:Both the Akutsukai and Akutenshi templates
can be found in Oriental Adventures. (NB:Update
for H.o.H., P.R.G., I.H.:A., and I.H.:E.B..)

Lord of Flesh (Ex) 


Become a mummy. 
Prerequisites:Undead Traits.
Benefit:You gain the mummified creature template. 
Special:The mummified creature template can be
found within Libris Mortis.

Mirror of Fate (Su)


Your opponents' fates reflect your desires.
Prerequisites:Cha 40, Divine Aura.
Benefit:Within your divine aura, your opponents don't
treat the roll of a “20” as an automatic success.

Mortal Traits (Ex) 


NB:See Gestalt Creature (see below).

Nether Heritor (Daemon Master (Altradaemon)) (Ex)


Prerequisites:Daemon (Yugoloth) and Evil subtypes, HD/L:40 (or Int 40).
Benefit:You gain the Nether Heritor (Daemon Master (Altradaemon)) template.
Convert all Dicefreaks cosmic/deific rules to I.H.:A. deific rules as necessary. No
template-
specific features aside from those specifically pertaining to cosmic/deific rules are
altered.
If you're using Pathfinder's Mythic rules, you gain the Deacon and Mythic subtypes.
Your Mythic Rank is equal to your divine rank x2 (Min.:MR1.; Max.:MR10.).
NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities = Demi-
Deities or >.
Your Dire Manifestations can't exceed divine abilities (exc. as esoterics) in power
(cost
increased for all such greater powers accordingly) and all cosmic/divine status-
specific (i.e. deific.) abilities are converted to I.H.:A. rules.
If it would be >, the radius of any/all of your auras (inc. your divine aura) = the
radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are also
equalized.
Special:Your Dire Manifestations can't exceed divine (or esoteric) abilities. You do
Not gain
any of the neg. aspects of the Nether Heritor template. (i.e. you do Not lose your
healing
or light-based abilities, if any, or acquire any "Accursed Gifts", unless desired.)

- Nether Master (Overmaster (Altradaemon)) (Ex)


Prerequisites:Daemon (Yugoloth) and Evil subtypes, HD/L:55
(or Int 55), Nether Heritor (Daemon Master (Altradaemon)).
Benefit:You gain the Nether Master (Overmaster (Altradaemon)) template.
Convert all Dicefreaks cosmic/deific rules to I.H.:A. deific rules as necessary. No
template-
specific features aside from those specifically pertaining to cosmic/deific rules are
altered.
Immunities from Divine Rank 0 are retained in spite of the conversion. If you're
using
Pathfinder's Mythic rules, you gain the Harbinger and Mythic subtypes. Your
Mythic Rank is equal to your divine rank x2 (Min.:MR1.; Max.:MR10.).
NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities = Demi-
Deities or >.
Your Dire Manifestations can't exceed divine abilities (exc. as esoterics) in power
(cost
increased for all such greater powers accordingly) and all cosmic/divine status-
specific (i.e. deific.) abilities are converted to I.H.:A. rules.
If it would be >, the radius of any/all of your auras (inc. your divine aura) = the
radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are also
equalized.
Special:Your Dire Manifestations can't exceed divine (or esoteric) abilities. You do
Not gain
any of the neg. aspects of the Nether Master template. (i.e. you do Not lose your
healing
or light-based abilities, if any, or acquire any "Accursed Gifts", unless desired.)

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.

Occult Abatement (Su)


Prerequisites:S/PR 40, Spellcraft 40 ranks.
Benefit:If you are subjected to an opponent's spell(s), power(s), psychic skill(s),
spell-like abilit(-y/-ies) or psi-like abilit(-y/-ies); you ignore the 1st spell, power,
psychic skill, spell-like ability, or psi-like ability each round (as if you had infinite
S/PR against that spell, power, psychic skill, spell-like ability, or psi-like ability).
You can lower this defense, if you so choose.

Occult Class Traits (Ex)


Your occult class gains add. occult class features.
Prerequisites:Int 60, Maven, Nescient, Omnicompetent.
Benefit:One of your occult classes (i.e. casting/manifesting classes.)
gains ALL of the beneficial class features of one other occult class
of your choice. It does Not, however, gain Full casting/manifesting
from this unless you have the Alter Reality (cosmic) ability, which
is superior to and supercedes said casting/manifesting anyway.
Duplicates of identical class features do Not stack unless you
pay double the standard cost (or triple (see below)).
Special:Even NonFull occult classes' (i.e. Bard, etc..) traits can be
acquired w/this ability. However, the cost is double the standard
cost (or triple (see previous)).You can gain this ability multiple
times. Its effects stack.

Occult Mimicry (Su)


You can mimic the spells/powers/psychic skills of your opponents.
Prerequisites:Bardic Music class feature, Int 40, Perform 40 ranks, Spellcraft 22
Ranks.
Benefit:You can duplicate any spell/power/psychic skill the round after having
witnessed
it in action. CL/ML, DCs, etc., are calculated according to your HD/L, etc.; rather
than
the original (caster/manifester)('s/s').
NB:This ability replaces Mime Spell.

Occult Power (Su) 


Your power seems inexhaustible.
Prerequisites:Spellcraft 40 ranks. 
Benefit:You gain +1x your spells (or spell points)/power points (inc. epic spells/epic
powers) per day.
(i.e. the number of spells/powers you can cast/manifest per day is doubled.)
Special:If you're an Erudite, you gain +1x your Unique Powers per day.
If you're psychic, all strain is halved and you gain +1x epic psychic skill uses per
day.

Occult Spirit (Su) 


You transcend the normal limitations of the occult (i.e. magic/psionics.).
Prerequisites:Spellcraft 40 ranks. 
Benefit:You transcend the normal limitations of the occult (i.e. magic/psionics.)
and can learn/pray for; cast/etc.; and reseach the occult (i.e. spells/powers.)
of any source, be it arcane/divine/psionic. This is similar to Psion (Erudite
(Convert Spell to Power (see The Mind's Eye:Expanded Classes, Part
Four))), exc. it's far more flexible and success is automatic.
Your spells/powers are undifferentiated (arcane, divine, and psionic), semi-
differentiated (arcane and divine, etc.), and differentiated (arcane, etc.) as
desired (chosen at the time of casting (if spontaneous); memorization
(if prepared); or prayer (if prepared),
Special:If you have Adamant Concentration (Inc.), neither are you required to
use components/foci (divine, etc.); nor do your spells/powers have displays ,
though you may still opt to use/manifest any/all associated components
/foci (divine, etc.)/displays. If you're an Erudite, you're unaffected by
"Exception".

Perfect Spring Attack (Ex)


Your top is made out of rubber and your legs are made out of springs.
Prerequisites:Dex 25, Dire Charge, Dodge, Epic Speed, Improved Initiative,
Mobility, Run, Spring Attack.
Benefit:When making the full attack action, you may move up to half your speed
before, after, and between any attacks you make. The total distance you move
during this action may not exceed twice your speed, and you must move at least
five ft. each time you have the opportunity to move. You gain a +4 dodge bonus to
AC against attacks of opportunity while spring attacking (stacking with the benefit
from Mobility).
Portfolio Mastery (Ex)
You've strengthened your bond with your portfolio.
Prerequisite:Cha 40, Portfolio:[Any] (x1).
Benefit:You've strengthened your bond with one of your portfolios. For
all purposes related to your portfolio benefits/weaknesses, your divine
status is considered to be two higher and your divine rank doubled.
Special:You can gain this ability multiple times. Its effects stack. Each
time you gain it, it applies to a different portfolio (or double portfolio,
if already applied to that specific single portfolio).

Possess Realm (Su)


You can possess your Godly Realm.
Prerequisites:Cha 40; Possession ability, or Possess Location and Possess Object.
Benefit:When you use your *Possession (F.C.I:H.o.t.A.) ability/Possession
(C.o.T.:T.I.S.) feat(s), you can possess your entire Godly Realm, or the locale
you're the embodiment of. Add., when you're in the role of Controller, you can
animate and control any object (or quantity of substance) or group of objects (or
different quantities of substance) with a combined CR no greater than your own.
Furthermore, when using Minor (7 PP) or Major (13 PP) Animation, only a portion
(or portions) of the object you possess need be animated (or included among the
items to be animated). Finally, if you have the Possession ability and Possession
feats you can freely combine them for greater effect.
Special:If you're incorporeal (prior to any use of possession) and have the
Possession ability; you retain all your extraordinary, supernatural, and spell-like
abilities regardless of locale (planar or otherwise) or possession (form or use
thereof). (NB:Certain abilities are useless while you're possessing your Godly
Realm, or the locale you're the embodiment of.) *If you're Undead, you also
function as a Haunting Presence (H.o.H.) and your Godly Realm, or the locale
you're the embodiment of, a Haunted Site (H.o.H.). If you have Inner Realm (see
previous), your Godly Realm, or the locale you're the embodiment of, is treated as
possessed by you, even if it isn't, enabling you to affect it, as if you were.

Prismatic Force (Su)


Your force effects (inc. attacks, etc.) gain prismatic effects.
Prerequisites:Cha 40, Spellcraft 40 ranks.
Benefit:Your force effects (inc. attacks, etc.) gain one prismatic
sphere color of your choice (red, orange, yellow, green, blue, or
indigo) and the full associated effects thereof.
Your force efffects retain their beneficial qualities (inc. damage,
mobility, etc.). Their prismatic effects do Not interfere w/their
standard function(s) (i.e. Force [Effect] abilities still inflict
d4s, magic missiles still strike targets, etc..).
You can freely choose (Immediate nonaction) which creature(s)
/object(s)/locale(s) your prismatic effects affect, if any, and
which prismatic effects effect them.
If you have P.:Dar. (x1), your force effects become jet-black and
become/remain opaque. Your senses remain unaffected. If you
have P.:Ent., your force effects become/remain invisible. If you
have both P.s, you can choose either, or some combination
of each, add. effect. Regardless of your P.(s), your force
effects can Still blind others normally.
Your continuous force effects' prismatic effects can be negated
normally. However this only suppresses Them and only for six
rounds. Your continuous force effects, if they can be negated,
must be negated separately from their prismatic effects and
their manner of negation, if any, is unchanged. However,
their prismatic effects could prevent their nullification.
Special:You can gain this ability up to six times. Each time you
gain this ability your force attacks and effects gain one prismatic
sphere effect of your choice (see previous). Upon gaining this
ability a sixth time you also gain violet.
NB:Different versions of this ability, such as Prismatic Acid, etc.
exist. They function similarly.

[Racial] Heritage (Ex)


Prerequisites:Classless (Inherent or via Gestalt (cosmic)).
Benefit:You gain the full benefits of 1 BD20C [Racial] feat
as Racial Traits. Add., you gain 5 BD20C feats as BD20C
feats. Their benefits are retroactive and you retain any/all
previous traits ([R.], etc.) desired.
Special:You can gain this ability multiple times. Its effects
stack. Each time you gain it, you choose a different [R.]
feat, etc.; NB:This permits multiple instances
of Oldblood (BD20C), etc.

[School] Immunity (Ex)


Benefit:You are immune to one school of magic as well as psionic, psychic, spell-
like, psi-like, spell-like, and supernatural
equivalents. Your own function normally. If you choose Divination Immunity, you're
also immune to Malifiecus (epic) and
similar divinatory abilities, etc. You are not, however, immune to Bardic Knowledge,
Lore, Mathesis (epic), Phrenology
(epic), Psychometry (cosmic), or similar nondivinatory abilities, etc.

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.

Shatter The Glass Ceiling II (Ex)


Your power extends beyond your normal limits.
Prerequisites:Wis 40, Shatter The Glass Ceiling I.
Benefit:You can gain Cosmic abilities normally. They're no
longer considered esoteric for you. You still can't gain any
Transcendental abilities. Not even as esoteric abilities.
Special:Sidereals inherently have this ability. If you're
still mortal, Cosmic abilities become esoteric for you.

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.)

Spell [Effect] (Su)


You create effects that mimic spells.
Benefit: Choose a spell (spell level can = DR x Y x [Effect] modifier (see
I.H.:Ascension, Pg. 116); Y = # of times you gain this ability)
you wish to mimic. Then choose an [Effect]. Your Spell [Effect] mimics your chosen
spell (save DC (if the spell permits a save) = 10
+ 1/2 your HD/L + your Cha modifier + your DR), affecting any/all applicable
targets subject to your chosen [Effect].
If you desire to gain "Perfect" Spell [Effect], you must pay the difference between
your chosen [Effect] +4x the base total cost for the
most expensive [Effect] of your Spell [Effect], or (alternatively), if you desire to
gain "Uncanny" Spell [Effect], you must pay the
difference between your chosen [Effect] +5x the base total cost for the most
expensive [Effect] of your Spell [Effect].
Example:A greater deity (DR16) seeking to gain Uncanny magic missile Mastery
would have to pay a cost of 6 divine ability slots,
while a lesser deity (DR8) seeking to gain Uncanny fireball Mastery would have to
pay a cost of 36 divine ability slots, etc.
Special:You can gain this ability multiple times. Its effects stack.

S/P Absorption (Su)


Prerequisites:S/PR 40/Immunity, Spellcraft 40 ranks.
Benefit:You're healed (10 hp per level of the spell/power/psychic effect
(inc. meta(-magic/-psionic/-psychic) levels) by magical/psionic energy
that fails to defeat your 'S/PR'/Immunity. As w/S/PR and all logical
extensions thereof, you can choose to suppress this ability.

Stone Body (Ex)


Your body turns into solid granite.
Prerequisites: Construct or elemental traits.
Benefit: Your body becomes pure granite, giving you a density of 2.75 grams per
cubic centimeter and multiplying your mass by x2.75 (assuming you were originally
composed of flesh and bone). This increases your Strength score by 15, giving you
an additional virtual size category. (See pages 5-6 of the Immortals Handbook:Epic
Bestiary Volume One for details on virtual size categories.) You also have damage
reduction 10/adamantine in addition to your existing damage reduction.

- Iron Body (Ex)


Your body turns into solid iron.
Prerequisites: Construct or elemental traits, Stone Body.
Benefit: Your body becomes pure iron, giving you a density of 7.87 grams per cubic
centimeter and multiplying your mass by x7.87 (assuming you were originally
composed of flesh and bone). This increases your Strength score by 30, giving you
two additional virtual size categories. (See pages 5-6 of the Immortals
Handbook:Epic Bestiary Volume One for details on virtual size categories.) You also
have damage reduction 10/adamantine in addition to your existing damage
reduction.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause rust,
such as the Rusting [Effect] divine ability.
Special: This divine ability overlaps with Stone Body, it doesn't stack.

- Gold Body (Ex)


Your body turns into solid gold.
Prerequisites:Construct or elemental traits, Iron Body, Stone Body.
Benefit:Your body becomes pure gold, giving you a density of 19.3 grams per cubic
centimeter and multiplying your mass by x19.3 (assuming you were originally
composed of flesh and bone). This increases your Strength score by 43, giving you
two additional virtual size categories. (See pages 5-6 of the Immortals
Handbook:Epic Bestiary Volume One for details on virtual size categories.) You also
have damage reduction 5/adamantine in addition to your existing damage
reduction.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause rust,
such as the Rusting [Effect] divine ability.
- Platinum Body (Ex)
Your body turns into solid platinum.
Prerequisites: Construct or elemental traits, Iron Body, Stone Body.
Benefit: Your body becomes pure platinum, giving you a density of 21.45 grams per
cubic centimeter and multiplying your mass by x21.45 (assuming you were
originally composed of flesh and bone). This increases your Strength score by 45,
giving you three additional virtual size categories. (See pages 5-6 of the Immortals
Handbook:Epic Bestiary Volume One for details on virtual size categories.) You also
have damage reduction 5/adamantine in addition to your existing damage
reduction.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause rust,
such as the Rusting [Effect] divine ability.
Special: This divine ability overlaps with Iron Body and Stone Body, it doesn't
stack.

Symbiont (Ex, Su)


Benefit:You gain the symbiont subtype. You can bond w
/any creature you can touch. Your Ego = 10 + 1/2 your
HD/L + your Charisma modifier + your divine rank.
You also gain Telepathy (w/your host only).
NB:See E.C.G., Pg. 298-301 for details.

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.

- Greater Synergy (Su)


Prerequisites:Wis 55, Ki Effect, Ki Occultist,
Synergy, Spellcraft 55 ranks.
Benefits:Your spell/psi/(Sp)/(Su) caster/manifester
/channeling HD/L and save DCs are determined
as if they're spell/psi/(Sp)/(Su) abilities. (i.e.
you use the most favorable.)
Continuous, static modifiers (any/all such bonuses
/penalties) applicable to one are applicable to all.
Special:Your (Ex) HD/L and save DCs are similarly
determined as if they're (Ex)/(Su) abilities.

Tainted Occultist (Ex)


If you weren't evil before, you certainly are now.
Prerequisites:Taint scores 50 (or Cha 40, if Construct, etc.).;
Ki Occultist, etc.; Tainted Spirit.
Benefit:You can substitute*10 plus either of your Taint scores
(Corruption or Depravity) for Any/ALL of your ability scores for
the purpose of determining your Ki Occultist, etc. benefits.; NB:
*See Tainted Scholar (Heroes of Horror, Pg. 113-119) for more
information.
Special:All your spells, etc. gain the [Evil] descriptor. Effects
which dam./drain one of these ability scores have no effect
on your Taint score.
Tainted Prince (Ex)
You are irredeemably evil.
Prerequisites:Taint scores 60 (or Cha 60, if Construct, etc.).;
Ki Occultist, etc.; Tainted Occultist, Tainted Spirit.
Benefit:You can substitute*10 plus either of your Taint scores
(Corruption and Depravity) for (((ONE))) of your ability scores
for all purposes. Furthermore, your Taint scores function like
ability scores.; NB:*See Tainted Scholar (Heroes of Horror,
Pg. 113-119) for more information.
Special:You can gain this ability up to six times. Once for
each of your ability scores. Effects which dam./drain
one of these ability scores have no effect on
your Taint score.

Tainted Spirit (Ex)


Taint fills your entire being.
Prerequisites:Taint scores 40 (or Cha 40, if Construct, etc.).
Benefit:You can substitute*10 plus either of your Taint scores
(Corruption or Depravity) for Any/ALL of your ability scores for
the purpose of determining your save DCs.; NB:*See Tainted
Scholar (Heroes of Horror, Pg. 113-119) for more information .
Add., if you're a Construct, etc., you can gain Taint normally ,
gaining the full benefits thereof, and remain impervious to
the negative effects thereof.
Add., you can gain/retain or regain/retain the Leadership feat,
if you are, or become, a Subverted Psion. The Undead
Leadership feat isn't affected by the Subverted
Psion prestige class. If it were, these
benefits would apply.
Special:You become Tainted (i.e. your Taint scores (initially) =
Cha + 2 (increase normally thereafter).) and evil, if not already,
and gain the evil subtype. Effects which dam./drain one of
these ability scores have no effect on your Taint score.

True Name Mastery (Ex)


You have mastered your true name.
Prerequisites:Int 40, Linguistics R40.
Benefit:You have mastered your true name and are immune
to abilities, etc. related to your given, secret, or true name(s)
or title(s), or the use, etc. thereof; unless you choose to be
otherwise (selective (Immediate nonaction)).
Add, you can use any/all of your given or secret name(s)
or title(s) in lieu of your true name, for any/all purposes
(selective (Immediate nonaction)).

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.)

Unfettered Power [Metapsionic]


Your psionics defy all limits.
Prerequisites:Spellcraft 70 ranks, Enlarge Power, Extend Power, Unbound Power,
Widen Power.
Benefit:Any non-variable numeric components of the power are quadrupled.
Using this feat increases the power point cost of the power by 12. The power’s total
cost cannot exceed your manifester level.

Unfettered Spell [Metamagic]


Your magic defies all limits.
Prerequisites:Spellcraft 70 ranks, Enlarge Spell, Extend Spell, Unbound Spell, Widen
Spell.
Benefit:Any non-variable numeric components of the spell are quadrupled.
Special:An Unbound Spell takes up a slot 6 levels higher. 

Unfettered Talent [Metapsychic]


Your psychics defies all limits.
Prerequisites:Spellcraft 70 ranks, Extend Talent, Unbound Talent, Widen Talent.
Benefit:Any non-variable numeric components of the psychic skill are quadrupled.
Using this feat quaduples the normal amount of strain (or +3, if the cost is 0).

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.)

X-Ray Vision (Ex) 


Your vision can penetrate matter. 
Prerequisites:Perception 40 ranks. 
Benefit:When you concentrate, your vision can penetrate matter and functions
as if you were in normal light, even if there is no illumination. For each round
of concentration, your vision can penetrate 3 ft. of earth, 1 ft. of stone, or 1
in. of metal; or similarly dense substances. Thinner substances are
easier to penetrate. Thicker substances, or a thin sheet
of lead, block your vision. 
Special:This ability stacks with Cosmic Consciousness, etc.

New Cosmic Abilities 

Abnormality [Extra Body] (Ex)


Your manifestation grows an extra body.
Prerequisites:Con 70 (Cha 70, if Con - ).
Benefit:Your gain an extra body. This functions like Multidimensional
(transcendental), exc., your extra body shares your hit points, spells
per day, etc. (i.e. (de/re)pleting it/you (de/re)pletes you/it as you're
both one and the same being (across (((ANY/ALL))) boundaries);
in spite of occupying separate locales and possessing separate,
though conjoined (sharing FULL multiconsciousness), minds.).
Special:You can gain this ability multiple times. It's effects stack.

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.

Adamic Dragon Mastery [Su]


Even the strongest of dragons bow before you.
Prerequisites:Cha 70, Ruler of Dragonkind, Draconic Fury (4), Epic Dragon Mastery,
Control
Impure Dragons, Gem Dragon Mastery, Oriental Dragon Mastery, Planar Dragon
Mastery.
Benefit:You can control, detect, and use the breath weapons of adamic dragons as
well as
all nonadamic, etc. true and epic/neotic dragons as well as creatures with the
dragonblood
subtype.

Akashic Infusion (Su)


You can grant another the gift of divinity.
Prerequisites:Wis 70, Siphoning [Effect] or Uncanny Lesser Siphoning Mastery.
Benefit:You can reverse the flow of your Siphoning [Effect] and give any/all
creature(s) affected a
commensurate portion of your quintessence. This is distributed as you see fit
amongst any/all
recipients. If any recipient(s) successfully avoid gaining said quintessence (i.e.
successfull
save(s), if a save is permitted, etc.), said experience are gained by the nearest
creature,
unless they too successfully avoid gaining said experience, etc., etc., etc.
Special:This gifting of quintessence is 1:1, rather than 10:1.

Alter Reality (Su)


You can alter reality.
Prerequisites:Cha 70, Ability to (cast/manifest) 9th level (spells/powers).
Benefit:You can (cast/manifest) any 0-9th level (spell/power), as a swift action, at
will. You 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, you can use Alter Reality to give yourself a circumstance bonus on all
di(e/ce) rolls equal to 9 + the number of Automatic Meta(magic/psionic) Capacity
feats you possess. If you've chosen to gain a circumstance bonus on all di(e/ce)
rolls, you lose your circumstance bonus any round you use Alter Reality for any
other purpose.
Your (C/M)L = your HD/L + your divine rank. The save DC's, if any, are Charisma-
based.
Special:If you have Epic (Spellcasting/Manifesting), you can (cast/manifest) any 0-
9th or Epic level (spell/power; of a Spellcraft skill check DC up to your Spellcraft
skill check modifier +20), as a swift action, at will.
If you have Epic Meta(magic/psionic) Capacity, you can also combine any 0-9th or
Epic level (spell/power; of a Spellcraft skill check DC up to your Spellcraft skill
check modifier +20) w/Automatic Meta(magic/psionic) Capacity,
Meta(magic/psionic) Freedom, and meta(magic/psionic) feats (as appropriate) for
greater results.
Alternatively, you can use Alter Reality to give yourself a circumstance bonus on all
di(e/ce) rolls equal to 1/10th your maximum epic spell Spellcraft DC + 7 + the
number of Automatic Meta(magic/psionic) Capacity feats you possess. If you've
chosen to gain a circumstance bonus on all di(e/ce) rolls, you lose your
circumstance bonus any round you use Alter Reality for any other purpose.

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.

ArchDevil (Archdevil) (Ex)


Prerequisites:Devil (Baatezu), Evil, and Lawful subtypes,
HD/L:40, Duke of Hell (Duke), ArchDevil (Archduke).
Special:Must either be promoted by Asmodeus himself or defeat the ArchDevil
(Archdevil)
you wish to supplant in honorable combat or discrete and secret assassination.
(Alt., you
must create your own Hellish demiplane, planar layer, or equivalent (as Lucifer
himself
did when he created Infernus (T.o.H.) after being defeated in The Nine Hells
of Perdition). You cannot be born into this position.
Benefit:You gain the Lord of The Nine template (T.G.o.H.:9). Convert all Dicefreaks
cosmic
/deific rules to I.H.:A. deific rules as necessary. No template-specific features aside
from
those specifically pertaining to cosmic/deific rules are altered. (i.e. Hell's Fire
converts
to Cosmic (d20s; Divine (100%)) Fire [Effect] (x2), etc..) Immunities and Senses
are
retained in spite of the conversion. If you're using Pathfinder's Mythic rules, you
gain the Mythic subtype. Your Mythic Rank = your divine rank (Max.:MR10.).
NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities = Demi-
Deities or >.
Your Diabolical Adaptations can't exceed cosmic abilities (exc. as esoterics) in power
and
all cosmic/divine status-specific (i.e. deific.) abilities are converted to I.H.:A. rules.
Your Diabolical Decree ability can affect any/all lesser devils (even those not sworn
to you
(even ArchDevils (Archdukes) (even w/o Asmodeus (Ahriman)'s consent))). (NB:No
devil
(not even Asmodeus (Ahriman)) can affect an ArchDevil (Archdevil) w/this ability.
(NB:
Asmodeus (Ahriman) has the Evolve (cosmic) (Inc.) ability.))
If it would be >, the radius of any/all of your auras (inc. your divine aura) = the
radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are also
equalized.
If you're an Abomination (Maleficari, etc.), you can retain all of your racial traits,
inc. any
/all abilities that enable you to see through illusion or determine
honesty/dishonesty,*fear
aura(s), etc.. None of your abilities are lost to you.
Godly Realm:The size of and your control of your layer(s) of The Nine Hells of
Perdition is
staggering. (i.e. treat as Greater Realm (NB:+3 d.a.c. for 3 tiers higher, if a Lesser
Deity.)
(Inc.). (NB:This varies. However, it's never < a Demiplane/Planar Layer or > a
Plane.))
NB:*In all instances, this is in add. to gaining the aura from your Lord of The Nine
template.
Special:Cosmic Safeguard (ArchDevil (Archdevil)) nullifies even Ahriman (i.e.
Asmodeus
/Lucifer.), The King of Hell's attempts to strip you of your Lord of The Nine template.
Add.,
if you have Anomaly + Apostasy, none (not even The King of Hell) can supercede
your
control over your layer of The Nine Hells, nor are you "Locked Within The Gates" or
hindered by Hallowed sites (automatically unhallowing the area, if/when desired
(Immediate nonaction)). Add., Ahriman loses (((ALL))) power over you/your
abilities/Infernal Arms (see the Lord of The Nine template).

Archetypal Form (Ex)


Noone else can assume your form.
Prerequisites:Cha 70.
Benefit:Noone else can assume, mimic, etc. your form or anything approximating
it. This renders any/all abilities useless, if used for such purposes (i.e. none else
can assume, mimic, etc. your form, etc., regardless of circumstances.).
Your avatars, etc. being a part of yourself can assume, etc. your form normally.
Special:If you have Theopoea, you can still animate representations of your
manifestation, etc. (dissimilar or otherwise) normally. However, only you or
your avatars, etc. can still create accurate/similar representations of your
form or anything approximating it.

Art of the Spheres (Su)


Your art can affect everyone in its celestial or planar locale.
Prerequisites:Int 70, Artist level 20th, Craft (any) 70 ranks.
Benefit:If your art is present in the celestial or planar locale (i.e. minor celestial
body (planet, etc.), demiplane, or planar layer)
it is of (or pertains to), your art can effect any/all creature(s), location(s), and/or
object(s) in said celestial or planar locale.
Special:If your art is of (or pertains to) your Godly Realm, you can affect any/all
creature(s), location(s), and/or object(s) in
your Godly Realm, even if its size exceeds the normal limitations of this ability.
NB:While the Exemplary Art ability can alter reality beyond the confines of your art,
the Real Art ability cannot alter reality
beyond the confines of your art/your art's created innerverse(s).

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.

Boundless Step (Ex)


Prerequisites:Dex 70.
Your tactical positioning is now augmented by your unfeasibly high movement
speed, allowing you to effortlessly make great steps in battle.
Benefit:Your 5-foot step now covers 1/6 your base movement speed in squares,
rounded down. These squares of movement do not have to be in a straight line. For
example, if you have a movement speed of 9600 feet (1920 squares), then your 5-
foot step is now a 1600-foot step (320 squares).
Normal:Your 5-foot step covers only 1 square of movement.

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.

Cosmic Blade (Ex)


Your mind blade is truly cosmic.
Prerequisites:Wis 70, Divine Blade, Epic
Mind Blade, Form Mind Blade.
Benefit:Your mind blade functions as an
add. Artifact and does Not count against
your normal Artifact total limit (4).
Add., you can choose cosmic abilities for
your mind blade's special abilities at a
cost of +36/cosmic ability, or itteration
thereof, you choose.
Add., you can choose ≤ special abilities
at their standard cost (i.e. Everdread
(+25), etc..).
Special:If your Mind Blade can become
Armor, etc., this ability applies to them
as well.

Cosmic Consciousness (Ex)


Your senses extend to the edge of the universe.
Prerequisites:Wis 70, Spot 70 Ranks.
Benefit:There is no limit to your senses. However, your sight is
still impeded by physical objects (unless you also have x-ray
vision) and your current planar or dimensional boundaries.

Cosmic Font (Ex)


Your power comes from within.
Perquisites:Cha 70, Indomitable Occultist, Spellcraft 70 ranks.
Benefit:Your spells, powers, psychic skills, spell-like, psi-like, and
supernatural abilities, function normally in/regardless of antimagic,
antipsionic, dead magic, and null psionic areas, effects, fields,
and zones; regardless of their origin, even if created, etc.
by an immortal of higher divine status. This ability
counters Numinous, Dead Zone, etc..

Cosmic Safeguard (Ex)


One of your cosmic abilities can never be separated from you.
Benefit:Upon taking this cosmic ability, choose one cosmic ability that you possess.
This choice cannot be changed. Your chosen cosmic ability cannot be negated by
effects that would suppress it, such as the Abrogate cosmic ability, the Cosmic
Nullification omnific ability, or the Dead Zone transcendental ability (if it is a
supernatural cosmic ability). It still functions normally under any of these
conditions. Cosmic Safeguard itself cannot be affected by any of these conditions as
well.
Special:You can gain this cosmic ability multiple times. Each time you take Cosmic
Safeguard, it applies to a different cosmic ability that you possess.

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).

[Creature] Messiah (Su)


Prerequisites:Race, Type, or subtype; Cha 70.
Benefit:Choose one race, Type, or subtype you possess.
Creatures of your chosen race, Type, or subtype cannot harm you (willingly or
otherwise), unless of a divine
status equal to or higher than yours. "Harm", for these purposes, doesn't include
emotional or psychological
harm, nor self-harm, caused by social interaction. Mixed-race characters can
choose their mixed race (i.e. a
half-elf can choose half-elves, etc.), etc.
Special:You can gain this ability multiple times. Once per race, Type, or subtype
you possess.
NB:This ability replaces [Aligned] Messiah. Creatures w/Apostasy are immune to
[Aligned] Messiah.

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.)

Divine Amplification (Ex)


Your ability is amplified.
Prerequisites:Variable.
Benefit:Your divine ability is amplified as if you've taken +1x
the number of iterations of said ability or, if it's an ability you
can only gain once, 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 divine ability. This ability can be
used in lieu of any/all cosmic abilities that double, etc.
any/all lesser abilities (i.e. Legendary [A.S.], etc..).
NB:Remember, a double double is a triple, etc.

Divine Presence (Su)


Your aura can greatly empower your allies.
Prerequisites:Cha 70, Divine Aura.
Benefit:While within your divine aura/godly realm, any/all of your allies gain
one of your divine abilities.
Special:You can gain this ability multiple times. Its effects stack. Each time
you gain this ability you can bestow another of your divine abilities upon
any/all allies within your divine aura/godly realm.

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.

Essence Mastery (Ex)


You transfer your essence w/flawless efficiency.
Prerequisites:Wis 70.
Benefit:You can transfer (gift, etc.) your exp./qui.
at a 1/1 (100%), rather than a 10/1 (10%), rate.
Special:You can gain this ability twice. Once
for exp. and once for qui..

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.

Extra Mind (Ex)


Prerequisites:Wis 70 or Abnormality [Extra Face/Head or Extra Psyche].
Benefit:You can perform an additional round's worth of actions each round.
Furthermore, when concentrating, you can concentrate on an additional ability, etc.
requiring concentration.
e.g. If you gain this ability once, you can perform 2 round's worth of actions and
maintain concentration on 2 abilities, etc. requiring concentration.
Your minds are, otherwise, functionally one mind (albeit, a hivemind) and still of
one soul/spirit for all other purposes (advancement, etc.).
i.e. anything affecting one affects them all.
Special:You can gain this ability multiple times. Its effects stack. If you have a
Wisdom score of less than 70, you must have one additional instance of
Abnormality [Extra Face/Head or Extra Psyche] each time you gain this ability.
This ability replaces the extra standard action gained from Abnormality [Extra
Face/Head or Extra Psyche].
This ability stacks with Time Dilation. Each instance of Time Dilation enables you to
perform an additional round's worth of actions, etc.
NB:The difference between Extra Mind and Time Dilation? Extra Mind is biological,
psychological, and spiritual. Time Dilation is chronal.

Extra Realm (Ex)


You rule multiple realms.
Prerequisites:Cha 70, Godly Realm.
Benefit:You gain an add. Godly Realm and all benefits thereof; inc.
any/all gained from Godly Realm related abilities, feats, etc.; if any;
if/when desired (Immediate nonaction). Furthermore, you can freely
alter any/all of your preexisting Godly Realms in the same manner.
Special:You can gain this ability multiple times. Its effects stack.

Familiar Class Merge (Ex)


Your familiar learns all the classes you know.
Prerequisite:Cha 70, a familiar, Familiar Divine Ability
Merge, Familiar Feat Merge, Familiar Freedom.
Benefit:Your familiar can use all your classes (integrated
or nonintegrated), just as it can use your feats and skills.
Special:Your familiar can also use your items, etc.

Familiar Cosmic Ability Merge (Ex)


Your familiar learns all the cosmic abilities you know.
Prerequisite:Cha 70, A familiar, Familiar Divine
Ability Merge, Familiar Feat Merge.
Benefit:Your familiar can use all your cosmic abilities
just as it can use your feats, divine abilities,
and skills.

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.

Gestalt Creature (Ex) 


You gain the traits of another ceature.
Benefit:You gain any/all Traits (i.e. abilities, etc. (inc. I.C.F.s, etc.).) of your choice of
one creature
of ≤ your HD/L and of ≤ your D.R. of your choice; as if they're yours. (i.e. their
effectiveness is
calculated according to your HD/L, D.R., etc..). However, said creature's I.C.F. lvls
and P.s;
though Not CL/ML, etc.; are calculated according to said creature's HD/L, D.R., etc.
and
"subsumed" (i.e. overlapped (i.e. replaced.).) if yours exceed theirs.
Any/all such Traits can be modified (((customized))) normally (i.e. templated;
I.C.F.s, etc. altered;
etc..). However, if you do so, the gestalted creature's final C.R. total can't exceed
1/2 your own
total after said modifications (((customizations))) or 3x its original C.R. total,
whichever's less.
Add., you can't gain the traits of diametrically opposed creatures. (i.e. evil fire deities
can't
gain good or cold/water-based traits respectively.)
Add., your base race can be treated as Gestalt Creature for any/all purposes. This
enables you to
have unique traits as are often ascribed to divinities; and could reduce your C.R., if
your base
race is particularly powerful. However, all modifications (((customizations)))
exceeding the
normal aforementioned limitations must be paid for normally; and your base racial
traits
become/remain subject to theft, etc..
(((NB:The var. "Safeguards" (i.e. Safeguard, etc.. (Inc.)) can still guard vs. theft,
etc. normally.)))
Special:You can gain this ability mutiple times. Its effects stack. "Lesser Gestalt
Creature (Mortal
Traits)" (divine) functions identically. However, it's 1/6th as powerful as this ability.
+36 c. (i.e.
Greater Gestalting ( = transcendental).) to use your HD/L, D.R., etc. to determine
all your
abilities (I.C.F.s, etc.), for either (or both) version(s) of this ability, regardless of
the
number of iterations of either (or both) version(s) of this ability.

Great Forgery (Su)


You can create constructs.
Prerequisites:Craft portfolio or Int 70.
Benefit:You can create construct creatures who can themselves create construct
creatures.
The creation of any construct 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
create a 21 Hit Dice being will cost
10,000 QP, not merely 1,000 QP.
Special:If you possess the Craft portfolio, you can gain this ability (for free) in lieu
of your ability to create outsiders.

Great Necrosis (Su)


You can create undead.
Prerequisites:Death portfolio or Wis 70.
Benefit:You can create undead creatures who can themselves create undead
creatures.
The creation of any undead 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
create a 21 Hit Dice being will cost
10,000 QP, not merely 1,000 QP.
Special:If you possess the Death portfolio, you gain this ability (for free) in lieu of
your ability to create outsiders.

Greater Aegis (Ex)


Prerequisites:Con 70 (Cha 70, if Con - ), Aegis.
Benefit:You defend as if you're 4 divine status higher vs.
all manner of defense Trumping; inc.; though not limited
to; abilities, feats, etc.; Portfolio Trumping (see I.H.:A. -
Portfolio Trumping, Pg. 47 for further information).
Special:This ability confers no protection vs. alternative
means of bypassing, etc. defenses (i.e. Cozen, etc..)
However, it Does bolster all abilities that do so.

Greater Integration (Ex) 


Your integrated class levels equal your racial Hit Dice. 
Prerequisites:Int 70.
Benefit:Your integrated class levels equal your racial Hit Dice. 
Special:This stacks w/the Gestalt cosmic ability.

Greater Portfolio Mastery (Ex)


You've strengthened your bond with your portfolio.
Prerequisite:Cha 70, Portfolio:[Any] (x1), Respective Portfolio Mastery.
Benefit:You've strengthened your bond with one of your portfolios. For
all purposes related to your portfolio benefits/weaknesses, your divine
status is considered to be four higher and your divine rank quadrupled.
Special:You can gain this ability multiple times. Its effects stack. Each
time you gain it, it applies to a different portfolio (or double portfolio,
if already applied to that specific single portfolio).

Greater Seal (Ex)


Prerequisites:Dex 30, Wis 70, Bluff 27 ranks, Aegic Essence,
Greater Aegic Essence, Seal, Superior Aegic Essence, Thwart.
Benefit:Your feats/divine/cosmic 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.

House of Creation (Ex)


Petitioners manifest as whatever you want.
Prerequisites:House of... (divine), Wis 70.
Benefit:As House of..., exc. any/all creature Types,
etc., though just one creature Type per creature.
Special:This can eff. permit a cyclical afterlife, etc.
of your choosing for any/all of your followers.

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.

Karmic Infusion (Su)


You can grant another the gift of experience.
Prerequisites:Wis 70, Karmic [Effect] or Uncanny Lesser Karmic Mastery.
Benefit:You can reverse the flow of your Karmic [Effect] and give any/all
creature(s) affected a
commensurate portion of your experience. This is distributed as you see fit amongst
any/all
recipients. If any recipient(s) successfully avoid gaining said experience (i.e.
successfull
save(s), if a save is permitted, etc.), said experience is gained by the nearest
creature,
unless they too successfully avoid gaining said experience, etc., etc., etc.
Special:This gifting of experience points is 1:1, rather than 10:1.

Legendary [Save] (Ex)


You're resiliency is legendary.
Prerequisites:Associated ability score 70.
Benefit:Your [Save] modifier is calculated
as if your HD/L = your HD/L*2.
Special:You can gain this abiliity multiple
times. Its effects stack.

Midas Touch (Su)


Your touch can turn all to gold.
Prerequisites:Sadim (or Cha 70, P.:Wealth (x1)).
Benefit:Your touch can turn any target (creature, etc.) to gold (no save).
Polymorph any object or Transmute (transcendental) can restore any
such target to its original state.
Special:The cursed version of this is free, has no prerequisites, affects
any/all targets (creatures, etc.) touched (even if ordinarily immune),
and can't be controlled/influenced by the afflicted (possessor).
All "Noble" Sadim (0.000001% of all Sadim) are born w/the Non
Cursed var. of this ability. Their CR/ECL are +3.333/+5 higher
respectively and they frequently "gift" mortals with the
cursed var. of this ability for their own sick,
twisted amusement.

Mutable A./D. (Su) 


Benefit:Choose up to one descriptor per iteration of this ability. Any/all your
attacks/defenses
gain that descriptor at 50% (or 1/12th, if "permanent" is chosen) per iteration of this
ability you
devote to said descriptor(s) to a max of 100% (or 1/1, if "permanent" is chosen).
You can
change your chosen descriptor(s) as an Immediate nonaction. Unless desired, any
/all attacks'/defenses' previous descriptors remain. (i.e. your fireball retains,
or loses, the [Fire] descriptor, as desired, and gains your chosen
descriptor(s), as desired.)
Special:You can gain this ability multiple times. Its effects stack.
Nether Fiend (Horseman (Altradaemon)) (Ex)
Prerequisites:Daemon (Yugoloth) and Evil subtypes, HD/L:70 (or Int 70), Nether
Heritor
(Daemon Master (Altradaemon)), Nether Master (Overmaster (Altradaemon)).
Benefit:You gain the Nether Fiend (Horseman (Altradaemon)) template.
Convert all Dicefreaks cosmic/deific rules to I.H.:A. deific rules as necessary. No
template-
specific features aside from those specifically pertaining to cosmic/deific rules are
altered.
Immunities from Divine Rank 0 are retained in spite of the conversion. If you're
using
Pathfinder's Mythic rules, you gain the Horseman and Mythic subtypes. Your
Mythic Rank is equal to your divine rank x2 (Min.:MR1.; Max.:MR10.).
NB:Cosmic Entities = Mythic creatures and Quasi-Deities or <. Deities = Demi-
Deities or >.
Your Dire Manifestations can't exceed divine abilities (exc. as esoterics) in power
(cost
increased for all such greater powers accordingly) and all cosmic/divine status-
specific (i.e. deific.) abilities are converted to I.H.:A. rules.
If it would be >, the radius of any/all of your auras (inc. your divine aura) = the
radius of your
aura w/the greatest radius. Similarly, your Su [Effect] attack(s), if any, are also
equalized.
Special:Your Dire Manifestations can't exceed cosmic (or esoteric) abilities. You
don't gain
any of the neg. aspects of the Nether Fiend template. (i.e. you do Not lose your
healing
or light-based abilities, if any, or acquire any "Accursed Gifts", unless desired.)

Occult Amplification (Su)


Send a spell, power, or psychic effect back with interest.
Prerequisites:S/PR 70, Automatic Meta(-magic/-psionic/-psychic) Capacity, S/P
Reflection.
Benefit:Whenever you reflect a spell/power/psychic effect (w/S/P Reflection), you
can add
your Automatic Meta(-magic/-psionic/-psychic) Capacity feats to the effect to
augment the
power of the spell/power/psychic as you see fit.
Special:While their variety of spell/power/psychic effect vs. your variety of
Automatic Meta
(-magic/-psionic/-psychic) Capacity is irrelevant, you remain restricted to using just
one
variety at a time to amplify the spell/power/psychic effect to be affected, even if
you
possess Extra Face/Head, Extra Psyche, and/or logical extensions thereof.

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.

NB:Polymath is less costly and more powerful.

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.

Portfolio Perfection/Yin-yang (Ex)


You can master your portfolio(s) (single, double, or opposed).
Prerequisites:Wis 70.
Benefit:You don't suffer the penalties of one of your portfolios
(single or double). Alt., you can gain a pair (or double pair)
of opposed portfolios and you don't suffer the penalties
of either portfolio (single or double).
(NB:Each iterration of this ability covers the FULL spec. set
of portfolio(s) (ex. Fire (x2)) or opposed portfolios (ex. Fire
(x2) and Win. (x2)) you possess. Not just one portfolio
(ex. Fire (x1)), etc..)
Special:You must still meet all remaining prerequisites. You
can gain this ability multiple times. Each time it applies to
a different portfolio (single or double) or pair of opposed
portfolios (single or double).

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.

Relocatable Realm (Ex)


Your Godly Realm is highly mobile.
Prerequisites:Wis 70, Godly Realm.
Benefit:You can freely relocate your realm as an Immediate nonaction at will .
This functions as if your realm is a Genius Loci (E.L.H.) of its size and has all
your mobility options (inc. (Ex)/(Sp)/(Ps)/(Su) (inc. sprouting appendages
as necessary)).

Repeating Effect (Su)


Your effects echo eternally.
Prerequisites:Cha 70, Any Uncanny [Effect] Mastery.
Benefit:Your [Effect](s) can affect target(s) normally then revisit (its/their) effect(s)
upon
them every round thereafter (no save(s), if initial save failed) until countered by
wish
(es; 1/RE), miracle(s; 1/RE), or reality revision(s; 1/RE). Limited wish(es; 1/RE) or
bend reality(s; 1/RE) delay a repeating effect for 1 round per C/ML.

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.

Shatter The Glass Ceiling III (Ex)


Your power extends beyond your normal limits.
Prerequisites:Wis 70, Shatter The Glass Ceiling I-II.
Benefit:You can gain Transcendental abilities normally. They're
no longer considered esoteric for you. You still can't gain any
Omnific abilities. Not even as esoteric abilities.
Special:Eternals inherently have this ability. If you're still a
mortal or immortal, Transcendental abilities become
esoteric for you.

Superior Aegic Essence (Ex)


You gain immunity to the Divine Nullification transcendental ability.
Prerequisites:Wis 70, Aegic Essence, Greater Aegic Essence.
Benefit:You gain immunity to the Divine Nullification transcendental ability.

Superior Presence (Ex)


You've strengthened your divine aura.
Prerequisite:Cha 70, Dvine Aura, Greater Presence.
Benefit:You've strengthened your divine aura. For all purposes
related to your divine aura, your divine status is considered to
be four higher and your divine rank quadrupled.

Superior Realm (Ex)


Your godly realm is vast.
Prerequisites:Cha 70, Godly Realm (or Cosmic Firmament (template)),
Greater Realm.
Benefit:Your Godly Realm's size is calculated as if your divine status is
4 tiers higher (5 if on Assiah (Dimension), 6 if on Assiah (((multiplanar)
))). If you're an Intermediate Deity, your Godly Realm, or locale you
(((are))) the embodiment of, becomes a Dimension; etc.. You
can still choose to have a lesser Godly Realm, etc..

Talismanic Occultist (Su)


Channel spells, etc. through items of power.
Prerequisites:Use Magic Device 70 ranks.
Benefit:You can channel spells, powers, psychic skills, spell-like abilities, and/or psi-
like
abilities (inc. those cast/manifested using Su abilities such as Alter Reality, etc.), as
well
as your Channel Energy ability (inc. Command Undead, etc.), through
magic/psionic/
psychic items and add the item's enhancement bonus to your HD/L, for the purpose
of determining your caster/manifester/channeling level.
Special:Non-[Effect] (Su) and (Sp) abilities are affected as well.

The Black Flames of Oblivion (Su)


Fire caused by your flames can never be extinguished.
Prerequisites:Wis 70, P.s Entropy (x1) and Fire (x1).
Benefit:Your fire-based abilities function normally in any/all environments (even in
airless
environments or underwater). Furthermore, your fire(s) and fire(s) caused by your
flames
(inc. fire caused by said fire(s), etc.) can never be extinguished w/o your
permission.
They require miracle, reality revision, or wish to be put out. Otherwise they burn
and spread endlessly (even if there's no more fuel, etc.).
Special:This ability doesn't enable your fire(s) to burn any target(s) normally
immune to
your fire(s), nor does it cause your fire(s) to continue to burn if this isn't your will.
You
can limit/end the effect at any time from any locale (spatial, planar, or otherwise)
as a Swift action at will.

The Black Ice of Oblivion (Su)


Cold/ice created by your cold/ice can never be ended/melted.
Prerequisites:Wis 70, P.s Entropy (x1) and [Ice or Sea] (x1).
Benefit:Your cold/ice-based abilities function normally in any/all environments
(even
in fiery environments or under magma, etc.). Furthermore, your cold/ice and
cold/ice
created by your cold/ice (inc. cold/ice created by said cold/ice, etc.) can never be
ended/melted w/o your permission. They require miracle, reality revision, or
wish to be ended/melted. Otherwise they freeze and spread endlessly
(even if there's no more liquid, etc.).
Special:This ability doesn't enable your cold/ice to freeze any target(s) normally
immune to your cold/ice, nor does it cause your cold/ice to continue to freeze
if this isn't your will. You can limit/end the effect at any time from any
locale (spatial, planar, or otherwise) as a Swift action at will.

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.

Undead Immortal (Ex)


Prerequisites:Undead, Cha 70.
You cannot be permanently destroyed/slain.
Benefit:You are disabled, not dead/destroyed, at 0 hp; helpless, not dying or
dead/destroyed,
at negative hp; and have no maximum negative hp total. Your ability scores can be
reduced
below 0 and have no maximum negative ability score total.
Furthermore, you treat permanent damage, ability damage, and ability drain as
normal
damage, ability damage, and ability drain instead.
Finally, you can cause/permit yourself to be destroyed/slain, if/when desired
(Immediate nonaction), even if helpless, etc., and cause/permit your
rejuvenation, etc. to function normally.
Special:This ability is a collection of immunities and, unlike
Transcorporeality, etc., can be trumped normally
by divinities of ≥ divine (rank/status).
Unearthly Reach (Su)
Bend space to attack/affect distant targets. 
Prerequisites:Dex 70. 
Benefit:Your reach equals (ranged attacks, etc. add) the range of your divine
aura vs. all targets (creatures, etc.). NB:This, like Panversal, is a lesser form
of Transversal. It applies to any/all attacks (physical, etc.), effects, etc..
Special:If you have Cosmic Consciousness, your ranged attacks (physical,
etc.), effects, etc. add the range of your senses vs. all targets
(creatures, etc.).

New Transcendental Abilities

Akashic Entity (Ex)


Prerequisites:Dex 30, Wis 70, Cha 130, Bluff 27 ranks, Aegic Essence,
Existential, Greater Aegic Essence, Greater Seal, Quintessential,
Seal, Slipstream, Superior Aegic Essence, Thwart.
Benefit:You can't be involuntarily stripped of any of your abilities/characteristics.
This renders any/all omnific/lesser abilities useless, if used for such purposes
(i.e. you retain all your abilities, ability scores, HD/L, feats, skills, templates,
and the like regardless of circumstances.). This ability doesn't protect you
from physical (hp), psychological (xp), or spiritual (qp) harm; status
effects; etc.. It Does protect you from Nullium, etc..
NB:From a metagaming point of view, this is a defensive measure against
involuntary character editing.

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.

Cosmic Amplification (Ex)


Your ability is amplified.
Prerequisites:Variable.
Benefit:Your cosmic ability is amplified as if you've taken +1x
the number of iterations of said ability or, if it's an ability you
can only gain once, 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 divine ability.
NB:Remember, a double double is a triple, etc.

Cosmic Presence (Su)


Your aura can truly empower your allies.
Prerequisites:Cha 130, Divine Aura.
Benefit:While within your divine aura/godly realm, any/all of your allies gain
one of your cosmic abilities.
Special:You can gain this ability multiple times. Its effects stack. Each time
you gain this ability you can bestow another of your cosmic abilities upon
any/all allies within your divine aura/godly realm.

Divine Ratification (Su)


Prerequisites:Cha 130, Alter Reality, Ratification.
Benefit:Your gain the Divine Abilities of all beings within your Divine Aura.

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.

Familiar Transcendental Ability Merge (Ex)


Your familiar learns all the transcendental abilities you know.
Prerequisite:Cha 130, a familiar, Familiar Cosmic Ability Merge,
Familiar Divine Ability Merge, Familiar Feat Merge.
Benefit:Your familiar can use all your transcendental abilities
just as it can use your feats, divine abilities, cosmic abilities,
and skills. Your familiar need not meet their prerequisites
to use them.

Hand of Destiny (Ex)


You're the instrument of eternity.
Prerequisites:Wis 130, Alter Reality.
Benefit:You can reverse/undo any "permanent" (i.e.
requiring limited wish, etc. to fix, etc.) damage, etc.
(inc. anything made irreversible/undoable by
Hand of Doom, Oblivion, etc.).

Hand of Doom (Ex)


You're the instrument of finality.
Prerequisites:Wis 130 and; Entropic Mastery,
P.:Entropy (x1), Omega [Effect], or Uncanny
Annihilating Mastery.
Benefit:Any "permanent" (i.e. requiring limited
wish, etc. to fix, etc.) damage, etc. you inflict
can't be reversed or undone.

Nehaschimic Dragon Mastery (Su)


Even the strongest of dragons bow before you.
Prerequisites:Cha 130, Adamic Dragon Mastery, Ruler of Dragonkind, Draconic Fury
(4), Epic Dragon Mastery,
Control Impure Dragons, Gem Dragon Mastery, Oriental Dragon Mastery, Planar
Dragon Mastery.
Benefit:You can control, detect, and use the breath weapons of nehaschimic
dragons as well as all
nonnehaschimic, etc. true, epic/neotic, and adamic dragons as well as creatures
with the
dragonblood subtype.

Neutronium Body (Ex)


Your body turns into ultra-dense neutronium, the raw material of neutron stars.
Prerequisites:Construct or elemental traits, Iron Body, Orichalcum Body, Platinum
Body, Stone Body.
Benefit:Your body becomes pure neutronium, giving you a density of 3.23e14
grams per cubic centimeter and multiplying your mass by x3.23e14 (assuming you
were originally composed of flesh and bone). This increases your Strength score by
482, giving you 32 or 33 additional virtual size categories depending on your
original Strength score. (See pages 5-6 of the Immortals Handbook:Epic Bestiary
Volume One for details on virtual size categories.) You also add damage reduction
1500/— to your existing damage reduction.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause rust,
such as the Rusting [Effect] divine ability.
Special:This transcendental ability overlaps with Iron Body, Orichalcum Body,
Platinum Body, and Stone Body, it doesn't stack.

Omega Power [Metapsionic] (Su)


Your psionics are absolute.
Prerequisites:Spellcraft 260 ranks, 48 Metapsionic Feats.
Benefit:The effects of the power are permanent and cannot be undone by any
means.
i.e. a target slain by an Omega Decerebrate cannot be returned to life by any
means. 
Special:Using this ability increases the power point cost of the power by 64.
The power’s total cost cannot exceed your manifester level.

Omega Spell [Metamagic] (Su)


Your magic is absolute.
Prerequisites:Spellcraft 260 ranks, 48 Metamagic Feats.
Benefit:The effects of the spell are permanent and cannot be undone by any
means.
i.e. a target slain by an Omega Finger of Death cannot be returned to life by any
means. 
Special:A spell modified by Omega Spell occupies a slot 32 levels higher.
Omega Talent [Metapsychic] (Su)
Your psychic skills are absolute.
Prerequisites:Spellcraft 260 ranks, 48 Metapsychic Feats.
Benefit:The effects of the spell are permanent and cannot be undone by any
means.
i.e. a target slain by an Omega Finger of Death cannot be returned to life by any
means. 
Special:Using this ability septendecuple (17•) the normal amount of strain (or +16,
if the cost is 0).

Orichalcum Body (Ex)


Your body turns into dense orichalcum, the raw material of white dwarf stars.
Prerequisites:Construct or elemental traits, Iron Body, Platinum Body, Stone Body.
Benefit:Your body becomes pure orichalcum, giving you a density of 9.64e6 grams
per cubic centimeter and multiplying your mass by x9.64e6 (assuming you were
originally composed of flesh and bone). This increases your Strength score by 232,
giving you 15 or 16 additional virtual size categories depending on your original
Strength score. (See pages 5-6 of the Immortals Handbook:Epic Bestiary Volume
One for details on virtual size categories.) You also add damage reduction 100/— to
your existing damage reduction.
You are immune to any non-epic effects that might rust you, such as a rust
monster's touch. However, you are still vulnerable to epic effects that cause rust,
such as the Rusting [Effect] divine ability.
Special:This transcendental ability overlaps with Iron Body, Platinum Body, and
Stone Body, it doesn't stack.

Perfect Aegic Essence (Ex)


You gain immunity to the Cosmic Nullification transcendental ability.
Prerequisites:Wis 130, Aegic Essence, Greater Aegic Essence,
Superior Aegic Essence.
Benefit:You gain immunity to the Cosmic Nullification omnific ability.

Perfect Realm (Ex)


Your godly realm is vast.
Prerequisites:Cha 130, Godly Realm (or Cosmic Firmament (template)),
Greater Realm, Superior Realm.
Benefit:Your Godly Realm's size is calculated as if your divine status is
6 tiers higher (7 if on Assiah (Dimension), 8 if on Assiah (((multiplanar)
))). If you're a Demi-deity, your Godly Realm, or locale you (((are)))
the embodiment of, becomes a Dimension; etc.. You can still
choose to have a lesser Godly Realm, etc..

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.

Shatter The Glass Ceiling IV (Ex)


Your power extends beyond your normal limits.
Prerequisites:Wis 130, Shatter The Glass Ceiling I-III.
Benefit:You can gain Omnific abilities normally. They're no
longer considered esoteric for you. You still can't gain any
Metaempiric abilities. Not even as esoteric abilities.
Special:Supernals inherently have this ability. If you're still
a mortal, immortal, or sidereal, Omnific abilities become
esoteric for you.

Superior Seal (Ex)


Prerequisites:Dex 30, Wis 130, Bluff 27 ranks, Aegic Essence,
Greater Aegic Essence, Greater Seal, Perfect Aegic Essence,
Seal, Superior Aegic Essence, Thwart.
Benefit:Your feats/divine/cosmic/transcendental 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.

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.

Transcendental Blade (Ex)


Your mind blade is truly transcendental.
Prerequisites:Wis 130, Cosmic Blade, Divine Blade, Epic
Mind Blade, Form Mind Blade.
Benefit:Your mind blade functions as an add. Artifact and
does Not count against your normal Artifact total limit (4).
Add., you can choose transcendental abilities for your
mind blade's special abilities at a cost of +216
/transcendental ability, or itteration
thereof, you choose.
Special:If your Mind Blade can become Armor, etc., this
ability applies to them as well.

Transcendental Safeguard (Ex)


One of your transcendental abilities can never be separated from you.
Benefit:Upon taking this transcendental ability, choose one transcendental ability
you possess. This choice cannot be changed. Your chosen transcendental cannot be
negated by effects that would suppress it, such as the Abrogate cosmic ability or
the Dead Zone transcendental ability (if it is a supernatural cosmic ability). It still
functions normally under any of these conditions. Transcendental Safeguard itself
cannot be affected by any of these conditions as well.
Special:You can gain this transcendental ability multiple times. Each time you take
Transcendental Safeguard, it applies to a different transcendental ability that you
possess.

New Omnific Abilities

Cosmic Ratification (Su)


Prerequisites:Cha 250, Alter Reality, Ratification, Divine Ratification.
Benefit:Your gain the Cosmic Abilities of all beings within your Divine Aura.

Omnific Safeguard (Ex)


One of your omnific abilities can never be separated from you.
Benefit:Upon taking this omnific ability, choose one omnific ability you possess. This
choice cannot be changed. Your chosen omnific ability cannot be negated by effects
that would suppress it, such as the Abrogate cosmic ability or the Dead Zone
transcendental ability (if it is a supernatural omnific ability). It still functions
normally under any of these conditions. Omnific Safeguard itself cannot be affected
by any of these conditions as well.
Special:You can gain this omnific ability multiple times. Each time you take Omnific
Safeguard, it applies to a different omnific ability that you possess.

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.

New Warlock Stuff

Gramarye [Epic] (Su)


Your baleful power is magnified by your tremendous will.
Prerequisites:Int 25, Witchfire 10d6.
Benefit:All manifestations of your witchfire now deal d8 damage.
Normal:Your witchfire deals d6 damage.

Witchfire Empowerment [Epic] (Su)


Your witchfire is surpassingly potent.
Prerequisites:Int 25, Witchfire 10d6, Empowered Spell-Like Ability.
Benefit:All of your witchfire attacks are treated as Empowered as if
by the Empower Spell feat (i.e. +50% of base to all var. numerics.).
Special:This ability can be taken multiple times; its effects stack.
Every 7th time this ability is taken it becomes an ability of the
next highest tier (Feat to Divine Ability, etc.).

Tellurian Witchfire [Divine] (Su)


Your witchfire is beyond the ken of magic.
Prerequisites:Int 40, Eldritch Blast 20d6, Knowledge
(Arcana) 40 ranks.
Benefit:Your witchfire ignores Spell Resistance.
Normal:Your witchfire is subject to Spell Resistance.

Witchfire Font [Divine] (Su)


Your flow of witchfire is endless.
Prerequisites:Int 40, Base Attack +25, Witchfire 20d6.
Benefit:You can use witchfire an unlimited number of times per day.
Normal:You can only use witchfire a number of times per day equal
to your class level plus your Intelligence modifier.

Witchfire Fusillade [Divine] (Su)


You unfetter a veritable storm of malevolent eruptions.
Prerequisites:Int 40, Base Attack +25, Witchfire 20d6.
Benefit:As a Standard Action, you can make a number of witchfire
attacks equal to your number of Iterative Attacks
Normal:You can only make one witchfire attack per round.

Witchfyre [Divine] (Su)


The black flame of your spirit grants your terrifying power
Prerequisites:Int 40, Witchfire 20d6, Spellcraft 40 ranks.
Benefit:Your witchfire damage is equal to your HD/L.
Normal:Your witchfire damage is equal to ½ your HD/L.

Dreadfyre [Cosmic] (Su)


Your demoniac soul imparts horrendous power to you.
Prerequisites:Int 70, Witchfire 40d6, Witchfyre, Spellcraft 80 ranks.
Benefit:Your witchfire damage is equal to twice your HD/L.
Normal:Your witchfire damage is equal to ½ your HD/L.

Astral Blast [Cosmic] (Su)


Your witchfire is a harrowing force of annihilation.
Prerequisites:Int 70, Witchfire 40d6, Tellurian Witchfire, Knowledge (Arcana) 80
ranks.
Benefit:Your witchfire deals Divine Damage, thereby ignoring an opponent’s Critical
Hit Immunity.
Normal:Your witchfire is subject to Critical Hit Immunity.

Eldritch Empowerment [Epic]

Your Eldritch Blasts are surpassingly potent

Prerequisites:Eldritch Blast 10d6, Cha 25, Empowered Spell-Like Ability


Benefit:All of your Eldritch Blast attacks are treated as Empowered as by the
Empower Spell feat
Special:This ability can be taken multiple times; its effects stack. Each time it is
taken, the variable, numeric components are increased by 50%.
Special:Every 7th times this ability is taken it becomes an ability of the next highest
tier (Feat to Divine Ability, Divine Ability to Cosmic Ability, Cosmic Ability to
Transcendental Ability)

Gramarye [Epic]

Your baleful power is magnified by your tremendous will

Prerequisites:Eldritch Blast 10d6, Cha 25


Benefit:All manifestations of your Eldritch Blast attack now deal d8 damage
Normal:Your Eldritch Blast deals d6 damage

Divine Gramarye [Divine]

Your benighted evocations are empowered by your divine potency

Prerequisites:Eldritch Blast 20d6, Cha 40, Gramarye


Benefit:All manifestations of your Eldritch Blast attack now deal d12 damage
Normal:Your Eldritch Blast deals d6 damage
Special:This ability overlaps (does not stack) with Gramarye

Eldritch Fusillade [Divine]

You unfetter a veritable storm of malevolent eruptions

Prerequisites:Base Attack +25, Eldritch Blast 20d6, Cha 40


Benefit:As a Standard Action, you can make a number of Eldritch Blast attacks
equal to your number of Iterative Attacks
Normal:You can only make Eldritch Blast attack per round

Metablast [Divine]

The effects of your Eldritch Blasts are myriad


Prerequisites:Cha 40, Eldritch Blast 20d6, 10 Blast Shape or Eldritch Essences
Known
Benefit:You may apply a number of Eldritch Essences or Blast Shape Invocations to
your Eldritch Blast equal to your Charisma Modifier. In lieu of either, you may
double either the Range or the Area of your Eldritch Blast for each point of
Charisma Bonus unused by either
Normal:You may only apply one Eldritch Essence or Blast Shape to an Eldritch Blast
at a time

Tellurian Blast [Divine]

Your Eldritch Blast is beyond the ken of magic

Prerequisites:Cha 40, Eldritch Blast 20d6, Knowledge (Arcana) 43 Ranks


Benefit:Your Eldritch Blast ignores Spell Resistance
Normal:Your Eldritch Blast is subject to Spell Resistance

Witchfyre [Divine]

The black flame of your spirit grants your terrifying power

Prerequisites:Eldritch Blast 20d6, Cha 40, Spellcraft 43 Ranks


Benefit:Your Eldritch Blast damage is equal to your HD
Normal:Your Eldritch Blast damage is equal to ½ your HD

Cosmic Gramarye [Cosmic]

Your stygian thaumaturgies draw power from the dimensions themselves

Prerequisites:Eldritch Blast 40d6, Cha 70, Divine Gramarye, Gramarye


Benefit:All manifestations of your Eldritch Blast attack now deal d20 damage
Normal:Your Eldritch Blast deals d6 damage
Special:This ability overlaps (does not stack) with Gramarye and/or Divine
Gramarye

Dreadfyre [Cosmic]

Your demoniac soul imparts horrendous power to you

Prerequisites:Eldritch Blast 40d6, Cha 70, Spellcraft 83 Ranks, Witchfyre


Benefit:Your Eldritch Blast damage is equal to twice your HD
Normal:Your Eldritch Blast damage is equal to ½ your HD

Astral Blast [Cosmic]

Your Eldritch Blast is a harrowing force of annihilation

Prerequisites:Cha 70, Eldritch Blast 40d6, Knowledge (Arcana) 83 Ranks, Tellurian


Blast
Benefit:Your Eldritch Blast deals Divine Damage, thereby ignoring an opponent’s
Critical Hit Immunity
Normal:Your Eldritch Blast is subject to Critical Hit Immunity
Transcendental Gramarye [Transcendental]

Your malefic conjurations are intensified by your universal power

Prerequisites:Eldritch Blast 80d6, Cha 130, Cosmic Gramarye, Divine Gramarye,


Gramarye
Benefit:All manifestations of your Eldritch Blast attack now deal d100 damage
Normal:Your Eldritch Blast deals d6 damage
Special:This ability overlaps (does not stack) with Gramarye, Divine Gramarye,
and/or Cosmic Gramarye

Ebonfyre [Transcendental]

Your unhallowed essence bestows upon you a dreadful, life-shattering puissance

Prerequisites:Eldritch Blast 80d6, Cha 130, Spellcraft 163 Ranks, Ebonfyre,


Witchfyre
Benefit:Your Eldritch Blast damage is equal to four times your HD
Normal:Your Eldritch Blast damage is equal to ½ your HD

Oblivion Blast [Transcendental]

Your Eldritch Blast is the scourge of all things

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

Spiked Chain-whip [Exotic]


Statistics:2d4; x2; 15 lb.; B, P, and S.
Benefit:A spiked chain-whip (aka a devil's chain for its frequent use by
Kytons (chain devils)) deals lethal damage, even to creatures w/armor
bonuses. If you're proficient w/whips, you can use a spiked chain-whip
as a whip.
Weapon Feature(s):Performance (plus disarm, reach, and trip, if you're
proficient w/whip).

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.

New Weapon: Glaive (Cyclops Throwing Blade)

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.

Warglaives:Warglaives; forged of adamantine, daemon ichor, and mithril; are a


deadlier var. of the standard glaive; and are only found in the possession of
daemonic cyclops generals and nobles; or, rarely, in the possession of their
daemonic half-cyclops progeny.
NB:The Glaive, featured in Krull, was an artifact (((+20 (+20) deflecting (feat (x2))
(i.e. Deflect Arrows (feat) (+1) and Exceptional Deflection (feat) (+1).) (+2),
dispellling (divine) (as per Dead Zone (transcendental), exc. 1 (Sp)/(Su)
eff./deflection (see deflecting (see previous))) (+4), everflying (i.e. everdancing
(+8) var. of flying (+5).) (+9), returning (+1), sharpness (+4) Medium; etc.)))
warglaive.

New Special Materials

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

Black Magic Bargain


Universal ([Evil])
Level:Sor/Wiz 3
Components:V, S, F, XP
Casting Time:1 standard action
Range:See text
Target, Effect, or Area:See text
Duration:See text
Saving Throw:See text
Spell Resistance:Yes

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).

Secondly, in exchange for the wish the beneficiary must agree to make an


exorbitant payment of some kind. Such payment is never financial but can
otherwise take many forms, including:being subject to an irremovable greater
bestow curse, being permanently baleful polymorphed if they do not perform a
difficult task for you in an agreed-upon time, giving you their most beloved child, or
even relinquishing their immortal soul after their death or at a specified date. You
are free to make the terms of the payment as difficult or complex as you wish but
they must be at least as stringent as the aforementioned examples.

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.

XP Cost:The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates


a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more.
When a wish creates or improves a magic item, you must pay twice the normal XP
cost for crafting or improving the item, plus an additional 5,000 XP.

Kyk's Skeletal Extraction 


Necromancy [Evil] 
Level:Clr 9, Sor/Wiz 9 
Components:V, S, M 
Casting Time:1 standard action 
Range:Close (25 ft. + 5 ft./2 levels) 
Target:One living creature 
Duration:Instantaneous 
Saving Throw:Fortitude partial 
Spell Resistance:Yes 

As finger of death, except, if the target creature is slain, its skeleton is animated


(skeleton
creature (B.o.V.D.)) and forcibly tears itself from the target creature's flesh as
a free action. 

Material Component:You must swallow a black onyx gem worth at least 25 gp per


Hit Die
of the target creature. The magic of the spell turns this gem into a worthless
burned out
shell.

Kyk's True Revive Undead


Necromancy [Evil]
Level:Sor/Wiz 9
Components V, S, M
Casting Time:10 minutes
This spell functions like revive undead, except that you can revive a
creature that has been dead as long as 10 years per caster level.
This spell can even bring back creatures whose bodies have been
destroyed, provided that you unambiguously identify the deceased
in some fashion (reciting the deceased's place and time of birth or
death is the most common method).

Upon completion of the spell, the creature is immediately restored


to full hit points, vigor, and health, with no negative levels (or Cha
loss) and all of the prepared spells it possessed when it died.
You can revive someone killed by a disruption effect or someone
who has been turned into a living creature and then destroyed.

Material Component:A black pearl worth at least 25,000 gp.

New Epic Spells

Kyk’s Fragmented Phylactery


Transmutation
Spellcraft DC:335
Components:None
Casting Time:1 standard action.
Range:Touch
Target:One or more objects, including the caster’s phylactery.
Duration:Instantaneous.
Saving Throw:None
Spell Resistance:No
To Develop:3,015,000 gp; 61 days; 120,600 XP. Seeds:Transform (DC 21), ward
(DC 14).
Mitigating Factors:Quickened spell (+28), no components (+4), instantaneous (x5).

As Aumvor's fragmented phylactery, except each and every "phylactery fragment"


is considered
to be and functions in all ways as a true phylactery in its own right and remains so
even if the
original/other subsequent iterations thereof are destroyed, dispelled, etc.
If cast by a demilich, etc. upon any of its soul gems (or equivalent (phylacteric ribs,
etc.)), each
and every "phylactery fragment" produced therefrom is considered to be and
functions in all
ways as a true soul gem (or equivalent (phylacteric ribs, etc.)) in its own right and
remains
so even if the original/other subsequent iterations thereof are destroyed, dispelled,
etc.

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.

Curse of the Vanished Mind


Spellcraft DC:2400
Components:V, S
Casting Time:1 standard action
Range:300 ft.
Target:One living creature
Duration:Instantaneous
Saving Throw:Will negates
Spell Resistance:Yes

To Develop: 21,600,000 gp; 432 days; 864,000 XP; Seed:afflict (DC 14).


Factors:increase Intelligence penalty by 199 (+796 DC), +35 to saving throw DC
(+70 DC), convert ability penalties into ability drain (x5 DC). Mitigating
Factors:2000d6 backlash (-2000 DC)

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.

Rain of Chaos (Conjuration [Summoning])


Spellcraft DC:115
Components:V, S, XP, Backlash, Demon
Casting Time:1 round
Range:150 ft.
Effect:Three summoned Infernals
Duration:60 rounds
Saving Throw:Will negates (see text)
Spell Resistance:Yes (see text)
To Develop:1,035,000 gp, 41,400 XP, 21 days. Seeds:Summon (DC 14), summon
CR 12 creature (+20 DC), double range (+2), reduce casting time by 9 rounds
(+18 DC), summon two additional creatures (+68 DC), increase duration by 200%
(+4 DC). Mitigating Factors:caster must be a Demon (ad hoc -4 DC), 4d6 backlash
damage (-4 DC), burn 300 XP (-3 DC)

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.

Scorch the Sky (Evocation [fire])


Spellcraft DC:115
Components:V, S
Casting Time:1 minute
Range:0 ft.
Area:10-mile radius emanation
Duration:300 hours
Saving Throw:Reflex negates (see text)
To Develop:1,035,000 gp, 41,400 XP, 21 days. Seeds:energy (DC 19), energy
(weather) (DC 25). Factor:change rain to wisps of flame (ad hoc +12 DC), increase
area by 400% (+16 DC), increase duration by 200% (+4), increase save DC by 1
(+2 DC), increase damage die by three steps (1, 1d2, 1d3, 1d4) (+30 DC).
Mitigating factor:1d6 backlash (-1 DC).

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.

Shard of Oblivion (Transmutation)


Spellcraft DC:115
Components:V, S, XP, Backlash, Demon
Casting Time:1 standard action
Range:12,000 ft.
Area:100 ft. radius burst
Duration:Instantaneous
Saving Throw:Fortitude half
Spell Resistance:Yes
To Develop:1,035,000 gp, 41,400 XP, 21 days. Seeds:Destroy (DC 29).
Factors:increase damage to 35d6 (+30 DC), 1-action casting time (+20 DC),
change from target to area (+10 DC), increase area by 400% (+16 DC), increase
damage die one step (+10 DC), increase save DC by 3 (+6 DC). Mitigating
factor:2d6 backlash (-2 DC), caster must be a Demon (ad hoc -4 DC).

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)

Summon an elder unelemental from the negative energy plane

The Goal of All Life is Death


Necromancy
Spellcraft DC: 122
Components: V, S
Casting time: 2 rounds
Range: personal
Target: you
Duration: instantaneous
To Develop: 1,098,000 gp; 21 days; Seed: slay (DC 25). Factor: ignore spell
resistance (+8 DC), quadrupled all effects (+30 DC), ignore all immunities (+30
DC), remove attack rolls (+5 DC), require the casting of another spell (-2 DC),
increase the DC of counterspell (+10 DC), increase casting time to 2 rounds (-4
DC), add your caster level the DC of subject’s save (+20 DC).

“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

To Develop: 21,600,000 gp; 432 days; 864,000 XP; Seed:destroy (DC 29).


Factors:no verbal or somatic components (+4 DC), quickened (+28 DC), increase
range 1600% (+32 DC), change from target to area, 20-ft. radius (+10 DC),
increase area 800% (+32 DC), increase damage dice to d20 (+40 DC), increase
damage dice to d100 (ad hoc +65 DC*), increase destroy damage by 980 dice
(+1960 DC), overcome spell resistance +100 (+200 DC)

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.

True Finger of Death (Necromancy, Transmutation)


Spellcraft DC:115
Components:S
Casting Time:1 free (or swift) action
Range:300 ft.
Target:One creature, or 10 sq. ft. of solid matter
Duration:Instantaneous
Saving Throw:Fortitude partial (see text)
Spell Resistance:Yes
To Develop:1,035,000 gp, 41,400 XP, 21 days. Seeds:slay (DC 25), destroy (DC
29). Factors:quickened (+28 DC), no verbal component (+2 DC), save DC
increased by 9 (+18 DC), +4 to overcome Spell Resistance (+8 DC).

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.

New Weapon Special Abilities

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. 

Everfull:A weapon with this ability replenishes/replicates its own ammunition


(enchanted or otherwise). This consists of the most recent ammunition (enchanted
or otherwise) utilized. Ammunition is replenished/replicated after missing or striking
its target (or targets). Ammunition disintegrates after missing or striking its target
(or targets). 
CL 17th; Craft Magic Arms and Armor, wish; Price:+4 bonus. 

Lashing:This property triples the reach of a melee weapon. 


CL 13th; Craft Magic Arms and Armor, limited wish; Price:+3 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.

Phase:A phase weapon accumulates magical energy within its blade. The weapon


phases through any armor. Treat any attack with this weapon as a touch attack.
Ranged weapons bestow this power on their ammo.
Strong transmutation;CL 21st; Craft Magic Arms and Armor, Etherealness; Market
Price:+6 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.

Wailing:This property can only be applied to ammunition. A fired wailing weapon


emits a terrible wail, forcing all creatures of 10 HD or less within 20 ft of its path to
succeed on a DC 18 Fortitude save or die instantly. If any Fortitude saves succeed,
those creature become panicked for 1 minute. All other creatures must succeed on
a DC 14 Will save or become panicked for 1 minute. If any Will saves succeed,
those creatures become shaken for 1 round. This is a mind-affecting fear effect.
Strong necromancy;CL 20; Craft Magic Arms and Armor, wail of the
banshee; Market Price:+9 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

New Metamagic Feats, etc.

Annihilating Spell [Epic] [Metamagic]


Your magic obliterates those it strikes.
Prerequisites:6 Metamagic Feats, Spellcraft 43 ranks
Benefit:Any damage dealt by the spell is considered Permanent Damage.
Special:A spell modified by Annihilating Spell occupies a slot 6 levels higher.

Cataclysmic Spell [Epic] [Metamagic]


Your magic strikes with all elemental fury.
Prerequisites:Spellcraft 38 ranks, Energy Admixture (Acid, Cold, Electricity, Fire),
Energy Substitution (Acid, Cold, Electricity, Fire)
Benefit:Any spell that deals elemental damage deals damage of all four elements
instead. i.e. a Cataclysmic Fireball would deal 10d6 points of Acid, Cold, Electricity,
and Fire damage.
Special:A spell modified by Cataclysmic Spell occupies a slot 5 levels higher.

Theurgic Spell [Epic] [Metamagic]


Your magic is infused with divine power.
Prerequisites:6 Metamagic Feats, Spellcraft 43 ranks
Benefit:Any damage dealt by the spell is considered Divine Damage.
Special:A spell modified by Theurgic Spell occupies a slot 6 levels higher.

Quintessential Spell [Divine] [Metamagic]


Your spells are especially effective against Immortals.
Prerequisites:Theurgic Spell, Spellcraft 78 ranks
Benefit:For every 4 points of Divine Bonus possessed by the spell’s target, the all
numeric components of the spell double. i.e. a Quintessential Fireball cast at a
Greater Deity would deal 40d6 damage.
Special:A Quintessential Spell takes up a slot 5 levels higher than normal.

Resonating Spell [Divine] [Metamagic]


Your magic resounds through all that you perceive.
Prerequisites:12 Metamagic Feats, Spellcraft 73 ranks
Benefit:The spell effects every creature within the caster’s Divine Aura. 
Special:A spell modified by Resonating Spell occupies a slot 7 levels higher.
Special:If the caster doesn't possess a Divine Aura, the spell effects everything
within 100 ft. + 10 ft. per Caster Level.

Supreme Metamagic [Divine] [Metamagic]


Your mastery of your art is unequalled.
Prerequisites:12 Metamagic Feats, Spellcraft 68 ranks
Benefit:Choose a specific Metamagic feat that you possess that modifies a spell’s
numerical component in some way. Its effect is doubled. i.e. an Empowered Fireball
cast by a wizard with this ability would deal 20d6 instead of 15d6 for a +2 spell-
level adjustment. 
Special:This ability may be taken multiple times, each for a different Metamagic
feat. It doesn't stack with itself.

Telluric Spell [Divine] [Metamagic]


Your magic intensifies with each use.
Prerequisites:12 Metamagic Feats, Spellcraft 83 ranks
Benefit:The spell’s effect is doubled each time it is cast against the same target.
Special:A spell modified by Telluric Spell occupies a slot 8 levels higher.
Special:This feat uses Double-Double=Quadruple rather than Double-Double=Triple
multiplication.
Special:The same spell must be cast at the same target for the feat to take effect.
i.e. if a Telluric Fireball is cast three times at the same target, it would deal 40d6
damage on the 3rd casting, whereas if the caster instead cast a Telluric Fireball, a
Telluric Lightning Bolt, and a Telluric Polar Ray, each spell would only have its
normal effect. 

Transient Spell [Divine] [Metamagic]


Your magic warps space and time.
Prerequisites:12 Metamagic Feats, Spellcraft 83 ranks
Benefit:The spell strikes three times simultaneously, once in the present, once in
the immediate past, and once in the immediate future. 
Special:A spell modified by Transient Spell occupies a slot 9 levels higher.

Devastating Spell [Cosmic] [Metamagic]


Your spells are catastrophically powerful.
Prerequisites:Dolorous Spell, Spellcraft 123 ranks
Benefit:Any variable numeric component of the spell is increased from its original
die-size to d100s.
Special:A Devastating Spell takes up a slot 12 levels higher

Immediate Spell [Cosmic] [Metamagic]


Your spell is cast faster than thought.
Prerequisites:Quicken Spell, Spellcraft 148 ranks
Benefit:The spell is cast as an Immediate Action, allowing it to be used on another
character’s turn.
Special:An Immediate Spell takes up a slot 10 levels higher.

Ultimate Metamagic [Cosmic] [Metamagic]


Your mastery of your art is beyond teckoning.
Prerequisites:24 Metamagic Feats, Spellcraft 143 ranks
Benefit:Choose a specific Metamagic feat that you possess that modifies a spell’s
numerical component in some way. Its effect is quadrupled. i.e. an Empowered
Fireball cast by a wizard with this ability would deal 30d6 instead of 15d6 for a +2
spell-level adjustment. 
Special:This ability may be taken multiple times, each for a different Metamagic
feat. It doesn't stack with itself.

Ultima Spell [Cosmic] [Metamagic]


Your magic knows no limits.
Prerequisites:24 Metamagic Feats, Spellcraft 183 ranks
Benefit:The spell recasts itself for a number of rounds equal to the caster’s Caster
Level. 
Special:A spell modified by Ultima Spell occupies a slot 18 levels higher. 

Untrammeled Spell [Cosmic] [Metamagic]


Your magic is unsurpassable.
Prerequisites:Unfettered Spell, Spellcraft 133 ranks
Benefit:Any non-variable numeric components of the spell are octupled. i.e. A
Tenser’s Transformation spell affected by this feat would provide +32 to Strength,
Dexterity, and Constitution, +40 to Natural Armor, a +40 Competence Bonus on
Fortitude Saves, and last for 8 rounds/Caster Level.
Special:An Unbound Spell takes up a slot 12 levels higher. 

Doomsday Spell [Transcendental] [Metamagic]


Your spells are impossibly powerful.
Prerequisites:Devastating Spell, Spellcraft 243 ranks
Benefit:Any variable numeric component of the spell is increased from its original
die-size to d1000s.
Special:A Doomsday Spell takes up a slot 24 levels higher

Unreal Spell [Transcendental] [Metamagic]


Your magic is irresistible.
Prerequisites:64 Metamagic Feats, Spellcraft 343 ranks
Benefit:The spell allows no Spell Resistance, no Saving Throw, and ignores any
resistance or immunity. 
Special:An Unreal Spell takes up a slot 48 levels higher.

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