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Strength:23+24+18+12=77+58=135x2=270
Dexterity:23+24+18+12=77+58=135x2=270
Constitution:23+24+18+12=77+58=135x2=270
Intelligence:23+24+18+12=77+58=135x2=270
Wisdom:23+24+18+12=77+58=135x2=270
Charisma:23+24+18+12=77+58=135x2=270
Cyber Cha -2
Dark Lord Str +60, Dex +30, Con +40, Int +30, Wis +20, Cha +50.
Ada. Body Str +40
B.o.t.A. Str +2, Con +2, Cha +2
Inveigler Int +4, Cha +6
Lich Str +22, Dex +12, Con +12, Int +50, Wis +50, Cha +50
Mythic (x8) +80
Ninja Int +4, Wis +4, Cha +4
Paragon +120
Promethean +90
Pseudo +52
Spirit Cha +4
SubP. -2
Vampire Str +64, Dex +28, Con +26, Int +16, Wis +16, Cha +30
V.S.C.s 17 -34 Dex, +68 Con
-696 for +58 d.a.
Total:+354
r6
T-YY (Reaping One), Abomination Traits (As T-YY (Reaping One), Abomination (i.e.
Changeling (Devil (Baatezu)), T-Y (i.e. Amalgam [T-810/T-825/T-882/T-X].) (Changeling
(Devil (Baatezu))), Mercury Golem (Devil (Baatezu)), T-1000 (Devil (Baatezu)), T-1G (T-
100000) (Devil (Baatezu)) (E.C.S., F.C.II:T.o.T.N.H. (Changeling (Devil (Baatezu)), T-Y (i.e.
Amalgam [T-810/T-825/T-882/T-X].) (Changeling (Devil (Baatezu))), Mercury Golem (Devil
(Baatezu)), T-1000 (Devil (Baatezu)), T-1G (T-100000) (Devil (Baatezu))), I.H.:E.B.
(Mercury Golem (Devil (Baatezu))), Terminator:Future Fate v2.0 (T-Y (i.e. Amalgam [T-
810/T-825/T-882/T-X].) (Changeling (Devil (Baatezu))), T-1000 (Devil (Baatezu))),
Terminator:Future Fate v1.0 (T-1G (T-100000) (Devil (Baatezu))); Errata:I.H.:A., I.H.:E.B.,
T.G.o.H.:4, T.I.:U..; 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:Gains Construct Traits (exc. retains Constitution (exc. is Undead (see previous)), can
heal damage on his own, and isn't immediately destroyed when reduced to 0 hp or less
(exc. is Undead (see previous)).). Gains armored (inobvious), biomechanical, mechanized
(inobvious), nano-tech (T-1000 (Devil (Baatezu)) (i.e. liquid-state (i.e. mimetic polyalloy.).)-
and T-1G (T-100000) (Devil (Baatezu)) (i.e. energy-state (i.e. frequency matter.).)-based),
necro-tech (cybernetic (Inc.)), reinforced, endoskeleton. Augmented [Energy Form (Ex),
Morph (Ex), and Natural Invisibility (Ex)] (see below) apply to grown flesh (see below)
(selective (Immediate nonaction)). Retains own abilities (inc. Type, subtype, etc.).;
ArchDevil (Archdevil; Archduke (Great Kings); Archduke (Chiefest Kings); Duke of Hell;
Knight of Hell):No (No; No; No; No; No).; Demon Lord (Demon Emperor; Demon Monarch;
Demon Prince; Demon Lord; Demon Champion):No (No; No; No; No; 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 Lesser Gestalt Creature (x5 (see previous)) (Inc.),
Spiritual Ancestry (Devil (Baatezu)), and Divine Safeguard (x6 (see previous)) (Inc.).), and
T-YY (((Golem))) Traits:A T-YY's appearance is that of a deep jet-black, fleshed/fleshless (i.e.
can freely grow/mimic dead, living, or undead flesh, if desired (Standard action; NB:This is
part of its Morph ability, though it could use its Reconstructive Nanites ability as well.).;
NB:Living flesh functions normally. T-YYs can even produce either I-950s or normal,
nonTerminator offspring this way.), nonmechanized (NB:Is mechanized (inobvious).),
semimetallic, changeling endoskeleton. T-YYs are devil-engineered. T-YYs can't be controlled,
(re)created, or reprogrammed by Skynet or its equivalencies. Abomination subtype, Devil
(Baatezu) subtype, Evil subtype, Lawful subtype, Psionic subtype, Adjuration (NB:T-YYs
prefer to summon T-YYs of lesser status or allied (i.e. T-YY constructed, etc.) Terminators
(esp. T-1000s (Devil (Baatezu)), T-1Gs (T-100000s) (Devil (Baatezu)), T-Xs (Devil
(Baatezu)), and T-Ys (Devil (Baatezu))).), Alter Reality (NB:T-YYs prefer to manifest psionic
powers.) (Inc.), Divine Electricity (100%), Electricity Command (Similar and equal to Blood,
etc. Command (Inc.). Inc. electricity, etc..), Missile Effect, Portfolios (Art. (x2), Dea. (x2),
Evil (x2), Law (x2), Time (x2)), Tech Command (Similar and equal to Blood, etc. Command
(Inc.). Inc. equipment, etc..) (Inc.), Uncanny Electricity Mastery (x2), Vile Electricity
(100%), Vindictive (i.e. Lawful var. of Vile.) Electricity (100%), Acid (and corrosion (inc.
Disintegration and Rusting (NB:Also gains +1 to saves vs. such per 5HD and is permited a
Fortitude save, for 1/2 damage/negation (i.e. one or the other if one or the other is
applicable or both if both are applicable.), if no save is normally permitted.))) (NB:Retained
even w/o Devil (Baatezu) subtype.) and Cold (NB:Retained even w/o Devil (Baatezu)
subtype.) Resistance 40, Anyfeat (x6), Aura Mastery, Cosmic Font (Inc.), Cosmic Safeguard
(x3; Cosmic Font (Inc.), Cosmic String, Slipstream) (Inc.), Cosmic String (Inc.), Divine
Nescience, DR 40/ - (H 40), Electricity Absorption (NB:Inc. Electricity Immunity.), Electricity
Reflection, FH 20 (NB:Retained even w/o Abomination subtype.), Fire (NB:Retained even
w/o Devil (Baatezu) subtype.) and Sonic Immunity, I.C.F.:20 (Assassin (The Tomes) 20 (plus
Occult Class Traits (x3 (+2):Arcanist (((Receiving Class:Assassin (The Tomes).; 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:17
(((2/15))).), Divinist (((Receiving Class:Assassin (The Tomes).; NB:+1 d.a.c. for stacking of
duplicates of identical class features.))) (As Monk (As Sohei (KQ 12), exc. casts as a Divine
var. Psion (Erudite).).; Archetype: - .; BF:15 (((0/15))).), Psionicist (((Receiving
Class:Assassin (The Tomes).; 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:15 (((0/15))).)) (Inc.)).), Legendary [A.S.] (x3; Int (x1), Wis (x1), Cha (x1)),
Nescient, Occult Immunity (((Magic Immunity))) (As [Elder Lich (DemiLich (SkullLich), etc.)]
([ELH]; NB:This applies to all magic, psionics, and (Su) abilities (selective (Immediate
nonaction)).), exc. No vulnerability.), Occult Spirit, Omnicompetent, Perfect Initiative,
Postcognition, Psychometry, R 20 (NB:Only Aligned (Chaotic/Anarchic and Good/Holy)
attacks inflict normal damage. Retained even w/o Abomination and Devil (Baatezu)
subtypes.), Selectivity, Slipstream, SR 58, Telepathy ∞ (via Cosmic Consciousness ( ∞ )),
Time Dilation (x5), and X-ray Vision (Inc.).*R.HD:30-39 (Medium:Guardian), 40-49 (Large),
50-59 (Huge:Sentinel), 60-90 (Gargantuan:Gargant). No T-YYs greater than T-YY Gargants
exist. C.R.:160.*L.A.:+200.;*NB:Inc. R.HD (40), R.Traits (+160), and L.D. template (+40).;
Appearance:No change.; R.HD:60.; P.s:+6 (+4).; I.C.F.:+90.; F.:+30.; M.F.:+5.; D.A.:+8.;
E.A.C.:10 (Str +40, Dex +20, Int +10, Wis +10, Cha +10; S.:+50 ft.; B.D.R.:+25.; N.A.:
+10.; C.R.:+10.; S.P. (10):Swift Foot (x10; +100 ft.) (T.I.:U.).).; 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:Assimilate (cosmic) (Inc.). Augmented [Energy Form (Ex), Morph
(Ex), and Natural Invisibility (Ex)] (i.e. eff. Corporeal/Incorporeal (Ex) (selective (Immediate
nonaction)), greater invisibility (Ex) (selective (Immediate nonaction)), Indissoluble (Ex)
(Regeneration (NB:No vulnerability.)), Mutability (Ex) (Mutable (selective (Immediate
nonaction)), - Blind (NB:Retains blindsight.), - Mindless (NB:Retains immunity.);
Special:Any/all Breath Weapons are deliverable by any/all orifices (inc. anus, etc.; etc.;
NB:Anus, etc. emit cloud of a r. = 1/4 cone l.; Special:The entirety of one's skin (i.e. pores.)
counts as 1 or multiple orifices. This permits selectivity.). Any/all Diseases, Poisons, etc. are
deliverable by any/all P/S natural attacks (inc. unarmed, etc.).), and Perfect Change Shape
(Ex):Action:Swift, Free, or Immediate.; Form(s):Any creature/location/object of HD/L, exp.,
and qui. ≤ Nyki's HD/L, exp., and qui. (inc. Artifact/Divine/etc. creatures/locations/objects),
inc. Gestalt (i.e. Chimera/Hybrid/etc..)/etc. forms of any assumed form and his own true
form(s). Furthermore, Nyki remains in one form until he chooses to assume a new one. A
change in form cannot be dispelled, nor does Nyki 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. Finally, this ability combines
w/Nyki's preexisting shapeshifting abilities (Change Shape, etc.; see previous), permitting a
greater var. of form(s).; NB:This ability is similar to Change Shape plus Chimerical (cosmic)
and Doppelganger (cosmic). However, it's far less limited in lateral power (with its ability to
enhance its possessors existing abilities) and far more limited in vertical power (with its
inability to replicate more powerful creatures/etc. abilities).; Special:This ability can be
combined w/anything Transmutation (polymorph) abilities, etc. can be combined with (ex.
Divine Immensity (divine), etc.) for greater results. (cosmic (x2)) C.R./L.A. (C.R.:+6.666.;
L.A.:+10.) (÷6x5 (x2)).). Cybersuite, Abomination Traits (see below). Divination Immunity
(divine). Eklektos (Chosen One) (see below). Ethereal (B.o.T.:D.E.v3.5). Divine Safeguard
(divine) (x1; Ethereal (see previous)) (Inc.). Fiend (see below). Malaclypse (divine). Spirit
(B.o.T.:D.E.v3.5; S.A.:Manifestation, Materialization, Possession, Spirit Touch.;
S.Q.:Rejuvenation.). Divine Safeguard (divine) (x1; Spirit (see previous)) (Inc.).). Warp
(divine) (Inc.). Retains own abilities (inc. Type, subtype, etc.).; ArchDevil (Archdevil;
Archduke (Great Kings); ArchDevil (Archdevil; Archduke (Great Kings); Archduke (Chiefest
Kings); Duke of Hell; Knight of Hell):Yes (No; Yes; No; No; No).; Demon Lord (Demon
Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon Champion):No (No; No;
No; No; No).; Great Old One:No.; Horseman (Altradaemon; Oinadaemon):No (Yes; 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.).),
Thought Entity, Abomination Traits (As Thought Entity (Thought Entity; Errata:I.H.:A.,
I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; R.HD:60.; P.s:+2 (+2).; I.C.F.:+90.; F.:
+30.; M.F.:+5.; D.A.:+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
(I.H.:E.B.). Adjuration (divine). Assimilate (cosmic) (Inc.). Counter-Conceptual Interposition
(Insight (((Madness))) bonus; 472/Day (# = Int or Cha modifier, whichever is greater.)).
Cybersuite, Abomination Traits (see below). Divination Immunity (divine). Eklektos (Chosen
One) (see below). Ethereal (B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1; Ethereal (see
previous)) (Inc.). Fiend (see below). Malaclypse (divine). Mind-Hand Manipulation
(Telekinesis:389,700 lb. (194.85 T.) (100 lb./C/M/IL).; Weapons:472 (1d8+47 (Any, inc.
force ten.s (Str 955 (each); [2,621,440 d10+3,899] (each)); NB:Gains 472 f.ten.s
(Total:472.).); # = Int or Cha modifier, whichever is greater.; Divine (100%)).).
Psychometry (cosmic). Spirit (B.o.T.:D.E.v3.5; S.A.:Manifestation, Materialization,
Possession, Spirit Touch.; S.Q.:Rejuvenation.). Divine Safeguard (divine) (x1; Spirit (see
previous)) (Inc.).). Warp (divine) (Inc.). Retains own abilities (inc. Type, subtype, etc.).;
ArchDevil (Archdevil; Archduke (Great Kings); ArchDevil (Archdevil; Archduke (Great
Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):Yes (No; Yes; No; No; No).;
Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon
Champion):No (No; No; No; No; No).; Great Old One:No.; Horseman (Altradaemon;
Oinadaemon):No (Yes; 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.).),
Transmigration (tra.) (Special:This ability can be combined w/As I Die (Inc.), Possession
(F.C.I:H.o.T.A.), and Profane Invasion (Inc.) for greater results.), Unyielding Damage
Reduction (divine), and Weaponbreaking (divine).;
NB:Altradaemons gain 1-2 d.a. (3-4 d.a., +1-2 c.a.; if self-, Not Nighthag-, evolved), if
nonBaern (nonAbomination), or 3-4 d.a. (x2, if self-, Not Nighthag-, evolved) and 1-2 c.a.
(x2, +1-2 t.a.; if self-, Not Nighthag-, evolved), if Baern (Abomination). Nyki is self-, Not
Nighthag-, evolved. Thus, no Debt, infirmity, or Vulnerability were acquired.).
1 (divine), 0 (cosmic)
(■)Anathema (Profane One), Abomination Traits (As Anathema (Profane One), Abomination
(Inc.; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; R.HD:60.; P.s:+0.;
I.C.F.:+0.; F.:+0.; M.F.:+0.; D.A.:+0.; 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 (I.H.:E.B.). Adjuration (divine) (B). Assimilate (cosmic) (Inc.) (B).
Cybersuite, Abomination Traits (see previous). Divination Immunity (divine). Eklektos
(Chosen One) (see below). Ethereal (B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1;
Ethereal (see previous)) (Inc.). Face of Evil ([bestow greater curse (selective (Immediate
nonaction))/mindrape (selective (Immediate nonaction))] (selective (Immediate
nonaction))). Feast of Anguish ([any/all] (selective (Immediate nonaction))). Fiend (see
previous). Malaclypse (divine). Profane Invasion (Special:This ability can be combined w/As
I Die (Inc.), Possession (F.C.I:H.o.T.A.), and Transmigration (I.H.:A.) for greater results.).
Psychometry (cosmic). Spirit (B.o.T.:D.E.v3.5; S.A.:Manifestation, Materialization,
Possession, Spirit Touch.; S.Q.:Rejuvenation.). Divine Safeguard (divine) (x1; Spirit (see
previous)) (Inc.).). Warp (divine) (Inc.) (B). Retains own abilities (inc. Type, subtype, etc.).;
ArchDevil (Archdevil; Archduke (Great Kings); ArchDevil (Archdevil; Archduke (Great
Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):Yes (No; Yes; No; No; No).;
Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon
Champion):No (No; No; No; No; No).; Great Old One:No.; Horseman (Altradaemon;
Oinadaemon):No (Yes; 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.).).
(■)Augmented (Sp) (As Alter Reality (cosmic) (Inc.), exc. (Sp).). ■Aura, Greater-Perfect
(divine (x3)). ■Aura Mastery (divine) (Inc.). (■)B.U.A.:1-8 (i.e. Ancestor's Bidding - Weavers
of the Flesh (NB:Weavers of the Flesh (i.e. AllCreation (tra.) (Inc.), Essence Mastery
(cosmic) (x2) (Inc.), Existential (cosmic) (Inc.), and Quintessential (cosmic) (Inc.).; NB:This
counts as 1 ability.).).). ■Beast of The Apocalypse (divine) (Apocalypse Mage [PRC and
Template]; Master:The Hand (CE M F.O. (Elder Evil); Attitude/Personality:Helpful and
honest, though abusive, condescending, and dangerously insane.; Status:Awake, Free.) of
Dyllythyx (CE M D.u.(S.II) (Elder Evil), Formerly H.L.(x36); Attitude/Personality:Helpful,
honest, and very polite though cryptic and highly evasive.; Status:Slumbering, Free.).;
Improved Arm:Nyki's Amalgam [Improved Arm/Undead Graft (i.e. Nyki's (original
(cyberskeletal, lich (As Nyki (see previous and below).))) left forearm (discretely augmented
(see previous) by The Hand (see previous) and tiled in reliefs thereof making var. (mostly
obscene) gestures).)].). ■Cosmic Amplification (tra.) (x2; I.C.F. (x1; Multi.:x2.) (see
previous), P.s (x1; Multi.:x2.) (see previous)) (Inc.). ■Creative [Effect] (divine) (Inc.).
7 (divine), 0 (cosmic), 2 (tra.)
(■)Elder Brain, Psionic Traits (As Elder Brain, Psionic (Lords of Madness; Errata:I.H.:A.,
I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; NB:Tongue(s) are (can become) 1-4 3 in.-18
ft., 9 in.+ long barbed (extendable/retractable (morphic (selective (Immediate nonaction))))
tongues (((ten.s))) (extendable/retractable (morphic (selective (Immediate nonaction)))).
Brain Golem Budding (selective (Immediate nonaction)).; R.HD:60.; P.s:+0.; I.C.F.:+0.; F.:
+0.; M.F.:+0.; D.A.:+0.; 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
(I.H.:E.B.). Adjuration (divine). Assimilate (cosmic) (Inc.). Cybersuite, Abomination Traits
(see previous). Divination Immunity (divine). Eklektos (Chosen One) (see below). Ethereal
(B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1; Ethereal (see previous)) (Inc.). Fiend (see
previous). Malaclypse (divine). Psychometry (cosmic). Spirit (B.o.T.:D.E.v3.5;
S.A.:Manifestation, Materialization, Possession, Spirit Touch.; S.Q.:Rejuvenation.). Divine
Safeguard (divine) (x1; Spirit (see previous)) (Inc.).). Warp (divine) (Inc.). Retains own
abilities (inc. Type, subtype, etc.).; ArchDevil (Archdevil; Archduke (Great Kings); ArchDevil
(Archdevil; Archduke (Great Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of
Hell):Yes (No; Yes; No; No; No).; Demon Lord (Demon Emperor; Demon Monarch; Demon
Prince; Demon Lord; Demon Champion):No (No; No; No; No; No).; Great Old One:No.;
Horseman (Altradaemon; Oinadaemon):No (Yes; 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.).).
(■)Hellfire Wyrm (Draco Infernus), Abomination (As Hellfire Wyrm (Draco Infernus), Dragon
(True) (((Mythic Red Dragon (Draco Rubrum), Dragon (True)))) (M.M.M.I; Errata:I.H.:A.,
I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; E.A.C.:18.; R.HD:60.; P.s:+0.; I.C.F.:+0.;
F.:+0.; M.F.:+0.; D.A.:+0.; 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
(I.H.:E.B.). Adjuration (divine). Armathrax Traits (As Armathrax (Inc.; Errata:I.H.:A.,
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.). Tri-Pincer
(concealable (extendable/retractable (semi-morphic)); NB:Conceals Tail Stinger (see
below).).; Special:Retains own abilities (inc. Type, subtype, etc.).; ArchDevil (Archdevil;
Archduke (Great Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):No (No;
No; No; No; No).; Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon
Lord; Demon Champion):No (No; No; No; No; No).; Great Old One:No.; Horseman
(Altradaemon; Oinadaemon):No (No; No).; Mythic:Yes.; Possession (F.C.I:H.o.T.A.):No.).;
NB:Treat as Lesser Gestalt Creature (divine) (x1; see previous) (Inc.) and Divine Safeguard
(divine) (x1; Lesser Gestalt Creature (divine) (x1; see previous) (Inc.)) (Inc.).). Assimilate
(cosmic) (Inc.). BWs (x50 (x1/Orifice)) (Annihilating [Acid/Ele./Fire/Son.] (Cone or Line;
Annihilation+1,299d20+22; [Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic
(100%), Divine (100%), [(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped
(100%), Vile (100%), Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var.
of Vile.) (100%); Disease (As Nyki.), Poison (As Nyki.)), Petrification (Cone or Line), Sadim
(Cone or Line), or Torpor (Cone or Line).; Special:Each of Nyki's orifices (regardless of his
current form) gain/have/retain access to all of Nyki's BWs, etc., even if they're severed.
Losing an orifice does Not cause Nyki's remaining orifice(s) to lose access to any of Nyki's
BWs, etc., even if it's destroyed/severed.). Cybersuite, Abomination Traits (see previous).
Divination Immunity (divine). Eklektos (Chosen One) (see below). Ethereal
(B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1; Ethereal (see previous)) (Inc.). Fiend (see
previous). Hellfire (324d20+22; [Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic
(100%), Divine (100%), [(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped
(100%), Vile (100%), Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var.
of Vile.) (100%); Disease (As Nyki.), Poison (As Nyki.)). Infernal Aura (((Fire Aura)))
(324d20+22; [Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic (100%), Divine
(100%), [(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped (100%), Vile
(100%), Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var. of Vile.)
(100%); Disease (As Nyki.), Poison (As Nyki.)). Malaclypse (divine). Melt Stone
(1,299d20+22, 649d20+22; [Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic
(100%), Divine (100%), [(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped
(100%), Vile (100%), Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var.
of Vile.) (100%); Disease (As Nyki.), Poison (As Nyki.)). Searing Smoke (324d20+22;
[Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic (100%), Divine (100%),
[(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped (100%), Vile (100%),
Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var. of Vile.) (100%);
Disease (As Nyki.), Poison (As Nyki.)). Psychometry (cosmic). Spirit (B.o.T.:D.E.v3.5;
S.A.:Manifestation, Materialization, Possession, Spirit Touch.; S.Q.:Rejuvenation.). Divine
Safeguard (divine) (x1; Spirit (see previous)) (Inc.).). Unholy Blood (((Dragon Blood)))
(324d20+22; [Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic (100%), Divine
(100%), [(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped (100%), Vile
(100%), Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var. of Vile.)
(100%); Disease (As Nyki.), Poison (As Nyki.)). Warp (divine) (Inc.). Retains own abilities
(inc. Type, subtype, etc.).; ArchDevil (Archdevil; Archduke (Great Kings); Arch Devil
(Archdevil; Archduke (Great Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of
Hell):Yes (No; Yes; No; No; No).; Demon Lord (Demon Emperor; Demon Monarch; Demon
Prince; Demon Lord; Demon Champion):No (No; No; No; No; No).; Great Old One:No.;
Horseman (Altradaemon; Oinadaemon):No (Yes; 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.).).
■House of Death (divine). ■House of Plants (divine) (As House of Death, exc. Plants, rather
than Undead.). ■Inveigler (divine) (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.]).
■Karmic Touch (cosmic). (■)Neotic (I.H.:E.B.; Errata:I.H.:E.B. (+2 (divine)). Keen Senses
(((Dragon Senses (x2) (PRG:B1), Scent (x2) (PRG:B1), and See In Darkness (Ex)
(PRG:B1)))).; B.R.HD:20 (A.C.:1.).; E.A.C.:7.; Bw:Cone of Divine Fire (1d20/HD/L
(Annihiliation+1,299d20+22; [Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic
(100%), Divine (100%), [(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped
(100%), Vile (100%), Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var.
of Vile.) (100%); Disease (As Nyki.), Poison (As Nyki.))).; BF:Epic Damage Reduction (x7).;
D.T.:+7 divine bonus.; E.I.:Fire.; S.P.:Infernal Aura (((Fire Aura)))/Unholy Blood (((Dragon
Blood))).; Special:Tail Stinger (concealable (extendable/retractable (semi-morphic));
NB:Concealed by Tri-Pincer (see previous).; Poison (As Nyki.), Disease (As Nyki.)).). 11
19 (divine), 5 (cosmic), 2 (tra.)
(■)Necodius (Forsaken One), Abomination Traits (As Necodius (Forsaken One), Abomination
(Inc.; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; R.HD:60.; P.s:+0.;
I.C.F.:+0.; F.:+0.; M.F.:+0.; D.A.:+0.; 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 (I.H.:E.B.). Adjuration (divine) (B). Assimilate (cosmic) (Inc.) (B).
Cybersuite, Abomination Traits (see previous). Divination Immunity (divine). Eklektos
(Chosen One) (see below). Ethereal (B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1;
Ethereal (see previous)) (Inc.). Fiend (see previous). Malaclypse (divine). Profane Blast
(541d20 (Base:649d20.; -Base Special (see below) dice.)+22 +Special (i.e. +72d20+22
Permanent Wisdom Drain (NB:To calculate use Profane damage (÷9).)+29d20
(Base:36d20.)+22 Permanent Divine Rank Drain (NB:To calculate use Profane damage
(÷18; -1 d.c.).).); Anarchic (100%), Axiomatic (100%), Divine (100%), Permanent (100%),
Profane (100%), Untyped (100%), Vile (100%), Vengeful (i.e. Chaotic var. of Vile.) (100%),
Vindictive (i.e. Lawful var. of Vile.) (100%); Disease (As Nyki.), Poison (As Nyki.))).
Psychometry (cosmic). Spirit (B.o.T.:D.E.v3.5; S.A.:Manifestation, Materialization,
Possession, Spirit Touch.; S.Q.:Rejuvenation.). Divine Safeguard (divine) (x1; Spirit (see
previous)) (Inc.).). Warp (divine) (Inc.) (B). Retains own abilities (inc. Type, subtype, etc.).;
ArchDevil (Archdevil; Archduke (Great Kings); ArchDevil (Archdevil; Archduke (Great
Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):Yes (No; Yes; No; No; No).;
Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon
Champion):No (No; No; No; No; No).; Great Old One:No.; Horseman (Altradaemon;
Oinadaemon):No (Yes; 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.).).
■Nictagons (Night Devil), Devil Traits (As Cambion (Marquis), Demon (E.T.T.D.P.;
Errata:I.H.:E.B., I.H.:A., T.G.o.H.:4.; Appearance:A Medium (6 ft. tall; +4 d.a.) Deep Void-
black Nictagon (Night Devil) (+8 d.a.) (((Base True Form))).; NB:Nictagons, or night devils,
are Nyki's favored creation and function as assassins and spies in his secret war against
Moloch. Easily mistaken for abnormally attractive, deep jet-black Cambions or Drow (Drey),
they're not particularly powerful. However, they're brutally sadistic, stealthy, and terrifying.
(NB:Nyki did not get permission from Asmodeus to create this new breed of devil. This
could, eventually, lead to legal action being taken against him.); 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:Doppelganger Traits (As Doppelganger (M.M.M.I; 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 (Great Kings); Archduke
(Chiefest Kings); Duke of Hell; Knight of Hell):No (No; No; No; No; No).; Demon Lord
(Demon Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon Champion):No
(No; No; No; No; 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 Lesser Gestalt Creature
(divine) (x1; see previous) (Inc.) and Divine Safeguard (divine) (x1; Lesser Gestalt Creature
(divine) (x1; see previous) (Inc.)) (Inc.).). Drow (Drey) Traits (As Drow (Drey) (A.R.C.:D.;
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
(Great Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):No (No; No; No; No;
No).; Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon
Champion):No (No; No; No; No; 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
Lesser Gestalt Creature (divine) (x1; see previous) (Inc.) and Divine Safeguard (divine) (x1;
Lesser Gestalt Creature (divine) (x1; see previous) (Inc.)) (Inc.).). Eldritch (divine) (A.B.
(P.E.); Errata:C.R./L.A. (C.R.:+0.138.; L.A.:+0.208.) (I.H:A. (÷6x5 (x2))); Appearance:No
change.; EP:3.; S.A.:Maddening Presence (Appearance:No change.) (-2 EP), No Breath
(Appearance:No change.) (-1 EP).). Fiend (see previous). Selectivity (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 (Great Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of
Hell):No (No; No; No; No; No).; Demon Lord (Demon Emperor; Demon Monarch; Demon
Prince; Demon Lord; Demon Champion):No (No; No; No; No; 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 Lesser Gestalt Creature (divine) (x1; see previous) (Inc.)
and Divine Safeguard (divine) (x1; Lesser Gestalt Creature (divine) (x1; see previous)
(Inc.)) (Inc.).). Retains own abilities (inc. Type, subtype, etc.).; ArchDevil (Archdevil;
Archduke (Great Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):No (No;
No; No; No; No).; Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon
Lord; Demon Champion):No (No; No; No; No; 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 Lesser Gestalt Creature (divine) (x1; see previous) (Inc.) and Divine Safeguard
(divine) (x1; Lesser Gestalt Creature (divine) (x1; see previous) (Inc.)) (Inc.).).
21 (divine), 5 (cosmic), 2 (tra.)
■Rapid Rejuvenation (divine). (■)Root of All Evil (28 (Max:28 (2 (+1/1.5 HD/L>21
(((Altradaemon (self-, Not Nighthag-, evolved)))))).)):Anomaly (cosmic) (Inc.), Apophenia
(cosmic) (Inc.), Apostasy (cosmic) (I.H.:A.), Archetypal Form (cosmic) (Inc.), Cauterize (As
Wuigart (T.B.o.F.), exc. adjust for his capability.), Cosmic Consciousness (cosmic) (Inc.),
Cosmic Occultist (tra.) (d20s; Divine (100%)), Excrement of Reformation (As Wuigart
(T.B.o.F.), exc. adjust for his capability.; NB:Neither requires, nor is possessed of feastings.),
House of Creation (cosmic) (Inc.), Impermeable (cosmic) (NB:≥+12.) (Inc.), Legendary
[A.S.] (cosmic) (x2; Str (x1), Con (x1)) (I.H.:A.; NB:This counts as 2 abilities.), Limited
Infinite Taint (tra.) (Corruption: ∞ .; Depravity: ∞ .; Limitation:This ability Only functions in
Nyki's Godly Realm (((Domain (((Dark Lord's Castle, etc.)))))).; Special:This ability Does
stack w/divine or lesser abilities, etc. (Ex.:Racial Traits, etc.; Class features, etc.; The Truth
(see below); Ki Effect (divine), etc.; etc..). However, this ability does Not stack w/cosmic or
greater abilities, etc. (Ex.:Cosmic Firmament I (cosmic), etc.; Elusion (cosmic), etc.; etc..),
exc. for those cosmic or greater abilities, etc. replicating divine or lesser abilities, etc.
(Ex.:Alter Reality (cosmic), etc.; Divine Inspiration (cosmic), etc.; etc..) and those cosmic or
greater abilities that stack w/Infinite [A.S.] normally. Due to Nyki's Undead Type, etc., he's
impervious to all adverse effects of Taint. However, he can still acquire and use Taint
normally.; NB:Cosmic Firmament, Planar Harbinger, etc. canNot and do Not circumvent the
limitation; neither does having repeatedly assimilated and recreated (see previous) his
Godly Realm (((Domain (((Dark Lord's Castle, etc.)))))), as Nyki must be FULLY Within his
Godly Realm (((Domain (((Dark Lord's Castle, etc.)))))) not merely Partially Within, Of, or
Outside and Touching his Godly Realm (((Domain (((Dark Lord's Castle, etc.)))))).),
Paradoxal (cosmic) (Inc.), Paragon (Perfect One) (cosmic) (Inc.), Perfection of Form (i.e.
Killing Beauty & Unearthly Grace (As He (((She))) (T.B.o.F.), exc. adjust for his capability.).;
NB:This counts as 1 ability.), Poison (As Fair One (T.B.o.F.), exc. adjust for his capability (i.e.
All [Self (bite, etc.)/emissions (breath, etc.)]-contact/injury; Initial:4d6+22 Dex/R for 9
R/Secondary:Paralysis 1d3+22 hr. (10th R).).), Polymath (tra.) (I.H.:A.), Pseudonatural
(Starspawn) (cosmic) (Inc.; Errata:C.R./L.A. (C.R.:+26.593.; L.A.:+39.890.; NB:+2.5 for
divine (x3) (see below).) (÷6x5 (x2)), I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:Ten.s var.
(see Morphic Tentacles (divine) (see below)). Otherwise, No change.; P.ten.s:514
(15+1+98+200+200).; T.Ten.s:2,301 (514 (p.t. (pseudonatural ten.s)) + 1,299 (d.c./r.t.
(dancing chains/raiment ten.s)) + 472 (f.t. (force ten.s), 16 (s.t. (shadow ten.s))).;
Special:Alien Form (divine) (NB:-1 d.a.c. for no arm to p.t. conversion.) (Inc.), Divine
Safeguard (divine) (Alien Form (Inc.)) (Inc.), Morphic Tentacles (divine) (Morphic Tentacles
(Ex):Nyki can manifest (selective (Immediate nonaction)) any/all (selective (Immediate
nonaction)) p.t. (i.e. all t. w/Morphic Tentacle Mastery (divine) (see below).) as
non/prehensile [creatures (asps/etc.); objects (chains/etc.); or portions thereof (hair/etc.)]
(selective (Immediate nonaction)) of var. (0x-2x normal reach) length (selective (Immediate
nonaction)) and bodily locale (selective (Immediate nonaction)) in any/all forms (inc. "Base"
form, etc.).), Morphic Tentacle Mastery (divine) (Morphic Tentacle Mastery (Ex):All (i.e. all
Nyki's p., etc. t. (see previous).) t. are any/all (i.e. Any/all Nyki's p., etc. t. (see previous).)
t. (selective (Immediate nonaction)) and gain any/all (i.e. Any/all Nyki's p., etc. t. (see
previous).) t. abilities (inc. (Ex), etc.; or even the lack thereof (permitting the replication of
vulnerabilities, if any)) (selective (Immediate nonaction)).).), Reassemble (As Mechtenaek
(T.B.o.F.), exc. adjust for his capability.), Sealed Mind (As Barregon (T.G.o.H.:4), exc. adjust
for his capability.), Self-hypnosis (divine) (I.H.:A.; Errata:Mind blank/mind blank, psionic.),
Shroud of Death (cosmic) (Appearance:No change.; NB:This ability is an entropic (i.e.
[Death], necromantic, and N.E..) effect. However, P.Trumping (+5 (+4 via Destroyer (Inc.).;
+1 via E.O.P.s:Dar. (x2), Dea. (x2), Ent. (x2).); D.u.(S.III) (DR (DB):128.)) permits Nyki to
kill/destroy any/all creature(s) of eff. lower tier (up to D.u.(S.II) (DR(DB):127, if No P.-S.P.,
or D.u.(S.I) (DR(DB)):95, if D.P..)) w/this ability.) (I.H.:A.), Sporagmos (As Mechtenaek
(T.B.o.F.), exc. adjust for his capability.), Steal Head (As Languishing (T.B.o.F.), exc. adjust
for his capability.; NB:Nyki can leave heads' jaws/etc. intact.), Superior Infernal Presence
(As Executor Infernal (Monsternomicon 2), exc. adjust for his capability.), Transmortality
(tra.) (NB:No vulnerability.), Wallwalker (As Quelvitar Infernal (Monsternomicon 2), exc.
adjust for his capability.). 13
22 (divine), 5 (cosmic), 2 (tra.)
(■)Sadim (Greedy One), Abomination Traits (As Sadim (Greedy One), Abomination
(I.H.:E.B.; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; R.HD:60.; P.s:+0.;
I.C.F.:+0.; F.:+0.; M.F.:+0.; D.A.:+0.; 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 (I.H.:E.B.). Adjuration (divine) (B). Assimilate (cosmic) (Inc.) (B). BWs
(x50 (x1/Orifice)) (Annihilating [Acid/Ele./Fire/Son.] (Cone or Line;
Annihilation+1,299d20+22; [Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic
(100%), Divine (100%), [(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped
(100%), Vile (100%), Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var.
of Vile.) (100%); Disease (As Nyki.), Poison (As Nyki.)), Petrification (Cone or Line), Sadim
(Cone or Line), or Torpor (Cone or Line).; Special:Each of Nyki's orifices (regardless of his
current form) gain/have/retain access to all of Nyki's BWs, etc., even if they're severed.
Losing an orifice does Not cause Nyki's remaining orifice(s) to lose access to any of Nyki's
BWs, etc., even if it's destroyed/severed.). Cybersuite, Abomination Traits (see previous).
Divination Immunity (divine). Eklektos (Chosen One) (see below). Ethereal
(B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1; Ethereal (see previous)) (Inc.). Fiend (see
previous). Malaclypse (divine). Psychometry (cosmic). Sadim Noble (i.e. gains Midas Touch
(cosmic) (Inc.) and can grant others the cursed var. thereof.). Spirit (B.o.T.:D.E.v3.5;
S.A.:Manifestation, Materialization, Possession, Spirit Touch.; S.Q.:Rejuvenation.). Divine
Safeguard (divine) (x1; Spirit (see previous)) (Inc.).). Warp (divine) (Inc.) ( B). Retains own
abilities (inc. Type, subtype, etc.).; ArchDevil (Archdevil; Archduke (Great Kings); ArchDevil
(Archdevil; Archduke (Great Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of
Hell):Yes (No; Yes; No; No; No).; Demon Lord (Demon Emperor; Demon Monarch; Demon
Prince; Demon Lord; Demon Champion):No (No; No; No; No; No).; Great Old One:No.;
Horseman (Altradaemon; Oinadaemon):No (Yes; 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.).).
■Sangrolu (BloodLich) (i.e. Lord of Bone (divine) (x8; E.R.:10 (Str +22 (4+18), Dex +12
(4+8), Con +12 (4+8), Int +14 (4+10), Wis +16 (6+10), Cha +16 (8+8); NAC:+16
(8+8).; Spd:+50 ft..; DR:25/ - (15+10).; FH:15 (10+5).; TR:NA.).; Lich (R.P.H.v3.5;
Errata:I.H.:E.B., [T.I.:U./T.I.:V.].; Phylactery:Nyki's Godly Realm (((Domain (((Dark Lord's
Castle, etc.)))))).), Dread Lich (A.B.(P.E.); Errata:I.H.:E.B., [T.I.:U./T.I.:V.].; S.A. (24 (+3))
(see T.I.:U., T.I.:V.; NB:Liches gain 1-10 (10 (+1)). DemiLiches gain +1-8 (18 (+2)) (Army
of The Damned I (see below)). AkaLiches gain +1-6 (24 (+3))) (Army of The Damned II
(see below)).)):Animating Touch (R.P.H.v3.5; (Su):At will-animate dead (1), create greater
undead (10), create undead (5).), Bone Command (divine) (10d20+22) (Inc.), Ethereal
(B.o.T.:D.E.v3.5), Divine Safeguard (divine) (x1; Ethereal (see previous)) (Inc.), Poison Aura
(R.P.H.v3.5; Disease (As Nyki.), Poison (As Nyki.)), Pristine Appearance (V.R.M.H.C.) (B),
Proxy Travel (R.P.H.v3.5), Skull Scry (R.P.H.v3.5), Spirit (B.o.T.:D.E.v3.5; 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 (R.P.H.v3.5).; Var.:Puritan (i.e.
(re)gains/retains entire self (i.e. body, etc..), Pristine Appearance (V.R.M.H.C.) as a bonus
salient ability, and Mortal Visage (W.o.t.W.:B.5) as a bonus feat.) (B).), Mythic Lich
(PRG:Mythic Adventures; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].); Dark Lord (Dark Lord;
Errata:I.H.:E.B., [T.I.:U./T.I.:V.].), Dire Lich (Dire Lich; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].),
Master Lich (Master Lich; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].; Locus Point:Nyki's Godly Realm
(((Domain (((Dark Lord's Castle, etc.)))))).), Moss Lich (A.B.(P.E.); Errata:I.H.:E.B.,
[T.I.:U./T.I.:V.].), Sepulchre Thief (Cityscape; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].).;
Weaknesses:None.) + Lord of Blood (divine) (x8; E.A.C.:10 (Str +64 (12+6+46), Dex +28
(6+4+28), Con +26 (8+18), Int +16 (4+2+10), Wis +16 (4+2+10), Cha +30 (8+4+18);
NAC:+32 (8+24).; Spd:+5,120 ft..; DR 35/ - (10+25).; FH:20 (5+15).; TR:NA.).; Vampire
(R.P.H.v3.5; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].; Coffin Home:Nyki's Godly Realm (((Domain
(((Dark Lord's Castle, etc.)))))).), Dread Vampire (A.B.(P.E.); Errata:I.H.:E.B.,
[T.I.:U./T.I.:V.].; S.A. (18 (+2)) (see T.I.:U., T.I.:V.; NB:Vampires gain 1-10 (10 (+1)).
Nosferatu gain +1-8 (18 (+2)) (Army of The Damned I (see below)). Welkin gain +1-6 (24
(+3)) (Army of The Damned II (see below)).)):Blood Command (divine) (10d20+22) (Inc.),
Flesh Command (divine) (10d20+22) (Inc.), Flight (T.I.:V.) (B), Greater Telekinesis (T.I.:V.),
Immolate (2d20+494) (T.I.:V.), Immolation Immunity (T.I.:V.), Immolation Resistance
(T.I.:V.), Massive Telekinesis (9,742,500 lb. (4.87125 KT.)) (T.I.:V.), Photographic Memory
(T.I.:V.), Telekinesis (T.I.:V.), Total Recall (T.I.:V.).), Mythic Vampire (PRG:Mythic
Adventures; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].); Blood King (Blood King; Errata:I.H.:E.B.,
[T.I.:U./T.I.:V.].; Calurga Egg:Nyki's Calurga Egg (inc. the Calurga within)/Cybersuite.;
Special:Deadfire (1,299d20+22; [Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic
(100%), Divine (100%), [(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped
(100%), Vile (100%), Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var.
of Vile.) (100%); Disease (As Nyki.), Poison (As Nyki.)). Swarm Form (Night Creatures (i.e.
bats, etc..):600 (10/HD/L (see Hannible Lothmoren Holmes (Hannible Lothmoren
Holmes)).).), Master Vampire (i.e. THE Dracula template.) (T.I.:V.; Errata:I.H.:E.B.,
[T.I.:U./T.I.:V.].), Romantic Vampire (T.I.:V.; Errata:I.H.:E.B., [T.I.:U./T.I.:V.].), Vampire
Lord (M.M.:T.V.L.(T.); Errata:I.H.:E.B., [T.I.:U./T.I.:V.].), Veldrane Mold Vampire (T.C.G.t.V.;
Errata:I.H.:E.B., [T.I.:U./T.I.:V.].).; Weaknesses:None.).; 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
(BloodLich)'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.).
38 (divine), 5 (cosmic), 2 (tra.); 32 (((0, 5, 1, 0, 0, 0, 4, 0, 1; 5, 1, 0, 0, 0, 0, 2, 0, 0)))
■Sangrolu, Elder (BloodLich, Elder) (i.e. Lord of Bone II (cosmic) (DemiLich (SkullLich)
(E.L.H.; Errata:I.H.:E.B., [T.I.:U., T.I.:V.].; Phylactery:Nyki's Godly Realm (((Domain (((Dark
Lord's Castle, etc.)))))).; Soul Gems:The Eight Dimensions of Nyki's Godly Realm (((Domain
(((Dark Lord's Castle, etc.)))))).; S.A. (24 (+3)) (see T.I.:U., T.I.:V.; NB:Liches gain 1-10
(10 (+1)). DemiLiches gain +1-8 (18 (+2)) (Army of The Damned I (see below)). AkaLiches
gain +1-6 (24 (+3))) (Army of The Damned II (see below)).)):Abrogate (cosmic), Army of
The Damned I (cosmic) (Prerequisites:DemiLich, Int 70, Animating Touch, Proxy Travel,
Skull Scry, Undead Control, Undead Mastery.; Benefit:The demilich may animate and control
a number of corpses equal to its caster level as liches (inc. dread, etc. as long as he has said
var. himself.) of half the demilich's level. (Exception:These undead do Not gain this ability as
the demilich can't divide its consciousness further by virtue of this ability.); Special:These
undead do Not count against the demilich's normal control limit, if he has one. Add., if the
demilich has the Spawn Lord feat, he can freely imbue them with any/all traits/templates he
himself possesses. (NB:A Elder Sangrolu (Elder BloodLich) can freely combine the benefits of
Army of The Damned I [DemiLich] and Army of The Damned I [Nosferatu].)), Dark Lord II
(cosmic) (x1; Entropic (Inc.)), Elusion (cosmic), Grim Reaper, Abomination Traits (As Grim
Reaper (PRG:B5; Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.; R.HD:60.;
P.s:+2 (+2).; I.C.F.:+90.; F.:+30.; M.F.:+5.; D.A.:+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 (I.H.:E.B.). Adjuration (divine). Assimilate (cosmic) (Inc.).
Cybersuite, Abomination Traits (see previous). Divination Immunity (divine). Eklektos
(Chosen One) (see below). Ethereal (B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1;
Ethereal (see previous)) (Inc.). Fiend (see previous). Malaclypse (divine). Psychometry
(cosmic). Spirit (B.o.T.:D.E.v3.5; S.A.:Manifestation, Materialization, Possession, Spirit
Touch.; S.Q.:Rejuvenation.). Divine Safeguard (divine) (x1; Spirit (see previous)) (Inc.).).
Undead Messiah (cosmic). Warp (divine) (Inc.). Retains own abilities (inc. Type, subtype,
etc.).; ArchDevil (Archdevil; Archduke (Great Kings); ArchDevil (Archdevil; Archduke (Great
Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):Yes (No; Yes; No; No; No).;
Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon
Champion):No (No; No; No; No; No).; Great Old One:No.; Horseman (Altradaemon;
Oinadaemon):No (Yes; 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.).), Nullification (cosmic), Numinous (cosmic),
Supersonic (cosmic) (B).; Var.:ABF (Conscious Phylactery (M.F.II), Phylacteric Item (M.F.II),
Revitalize Essence (M.F.II)), Puritan (i.e. (re)gains/retains entire self (i.e. body, etc..),
Pristine Appearance (V.R.M.H.C.) as a bonus salient ability, and Mortal Visage (W.o.t.W.:B.5)
as a bonus feat.) (B).; Special:Occult Immunity (((Magic Immunity))) (As [Elder Lich
(DemiLich (SkullLich), etc.)] ([ELH]; NB:This applies to all magic, psionics, and (Su) abilities
(selective (Immediate nonaction)).).).)) + Lord of Blood II (cosmic) (Nosferatu (Nosferatu;
Errata:I.H.:E.B., [T.I.:U., T.I.:V.].; I.C.F.:Shadow Warrior (Tome) = HD/L (I.C.F. = HD/L
(cosmic (x2)); NB:Replaces Cloak of Darkness (Nosferatu) (divine), Creeping Fear
(Nosferatu) (divine), Degeneration Aura (Nosferatu) (cosmic), Palanquin (Nosferatu)
(divine), Shadow Form (Nosferatu) (divine), Shadow Strike (Nosferatu) (divine), and
Shadow Tendrils (Nosferatu) (divine).).; Coffin Home:Nyki's Godly Realm (((Domain (((Dark
Lord's Castle, etc.)))))).; S.Coffin Homes:The Eight Dimensions of Nyki's Godly Realm
(((Domain (((Dark Lord's Castle, etc.)))))).; S.A. (18 (+2)) (see T.I.:U., T.I.:V.; NB:Vampires
gain 1-10 (10 (+1)). Nosferatu gain +1-8 (18 (+2)) (Army of The Damned I (see below)).
Welkin gain +1-6 (24 (+2)) (Army of The Damned II (see below)).)):Army of The Damned I
(cosmic) (Prerequisites:Nosferatu, Cha 70, Ability to cast 9th level spells, Ability to channel
energy, Command Undead, Undead Mastery (Complete Divine), Zone of Animation
(Complete Divine).; Benefit:The nosferatu may animate and control a number of corpses
equal to its caster level as vampires (inc. dread, etc. (even Pichal-Peri (i.e. 1/2-Str
Nosferatu.)) as long as he has said var. himself.) of half the nosferatu's level.
(Exception:These undead do Not gain this ability as the demilich can't divide its
consciousness further by virtue of this ability.); Special: These undead do Not count against
the nosferatu's normal control limit, if he has one. Add., if the nosferatu has the Spawn Lord
feat, he can freely imbue them with any/all traits/templates he himself possesses. (NB:A
Elder Sangrolu (Elder BloodLich) can freely combine the benefits of Army of The Damned I
[DemiLich] and Army of The Damned I [Nosferatu].)), Cosmic Serpent (cosmic), Maskim
(Ancient One), Abomination Traits (As Maskim (Ancient One), Devil (I.H.:E.B.;
Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change. Glistening Skin (selective
(Immediate nonaction)).; Type:Outsider [Fey [Humanoid, Monstrous Humanoid]].;
R.HD:60.; P.s:+2 (+2).; I.C.F.:+90.; F.:+30.; M.F.:+5.; D.A.:+4.; 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 (I.H.:E.B.). Adjuration (divine). Assimilate (cosmic)
(Inc.). Calugon (Gloom Devil), Devil Traits (As Gloom (ELH; Errata:I.H.:A., I.H.:E.B.,
T.G.o.H.:4.; Appearance:No change.; Type:Outsider [Fey [Humanoid, Monstrous
Humanoid]].; 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:Devil (Baatezu). 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
(Great Kings); ArchDevil (Archdevil; Archduke (Great Kings); Archduke (Chiefest Kings);
Duke of Hell; Knight of Hell):No (No; No; No; No; No).; Demon Lord (Demon Emperor;
Demon Monarch; Demon Prince; Demon Lord; Demon Champion):No (No; No; No; No;
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 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 (Great Kings); ArchDevil (Archdevil; Archduke (Great Kings); Archduke
(Chiefest Kings); Duke of Hell; Knight of Hell):Yes (No; Yes; No; No; No).; Demon Lord
(Demon Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon Champion):No
(No; No; No; No; No).; Great Old One:No.; Horseman (Altradaemon; Oinadaemon):No
(Yes; 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.).). Cybersuite, Abomination Traits (see previous). Divination
Immunity (divine). Eklektos (Chosen One) (see below). Ethereal (B.o.T.:D.E.v3.5). Divine
Safeguard (divine) (x1; Ethereal (see previous)) (Inc.). Fiend (see previous). Malaclypse
(divine). Psychometry (cosmic). Spirit (B.o.T.:D.E.v3.5; S.A.:Manifestation, Materialization,
Possession, Spirit Touch.; S.Q.:Rejuvenation.). Divine Safeguard (divine) (x1; Spirit (see
previous)) (Inc.).). Unholy Messiah (cosmic). Warp (divine) (Inc.). Retains own abilities (inc.
Type, subtype, etc.).; ArchDevil (Archdevil; Archduke (Great Kings); ArchDevil (Archdevil;
Archduke (Great Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):Yes (No;
Yes; No; No; No).; Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon
Lord; Demon Champion):No (No; No; No; No; No).; Great Old One:No.; Horseman
(Altradaemon; Oinadaemon):No (Yes; 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.).), Shinigami, Abomination Traits (As
Shinigami (M.M.:46 (Japan); Errata:I.H.:A., I.H.:E.B., T.G.o.H.:4.; Appearance:No change.;
R.HD:60.; P.s:+0 (+0).; I.C.F.:+0.; F.:+0.; M.F.:+0.; D.A.:+0.; 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 (I.H.:E.B.). Adjuration (divine). Assimilate (cosmic)
(Inc.). Cybersuite, Abomination Traits (see previous). Divination Immunity (divine). Eklektos
(Chosen One) (see below). Ethereal (B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1;
Ethereal (see previous)) (Inc.). Fiend (see previous). Malaclypse (divine). Psychometry
(cosmic). Spirit (B.o.T.:D.E.v3.5; S.A.:Manifestation, Materialization, Possession, Spirit
Touch.; S.Q.:Rejuvenation.). Divine Safeguard (divine) (x1; Spirit (see previous)) (Inc.).).
Undead Messiah (cosmic). Warp (divine) (Inc.). Retains own abilities (inc. Type, subtype,
etc.).; ArchDevil (Archdevil; Archduke (Great Kings); ArchDevil (Archdevil; Archduke (Great
Kings); Archduke (Chiefest Kings); Duke of Hell; Knight of Hell):Yes (No; Yes; No; No; No).;
Demon Lord (Demon Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon
Champion):No (No; No; No; No; No).; Great Old One:No.; Horseman (Altradaemon;
Oinadaemon):No (Yes; 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.).), Spirited Away (cosmic) ( B),
Summersouled, Abomination Traits (As Wintersouled (Ptolus; Errata:I.H.:A., I.H.:E.B.,
T.G.o.H.:4.; Appearance:No change.; R.HD:60.; P.s:+0 (+0).; I.C.F.:+0.; F.:+0.; M.F.:+0.;
D.A.:+0.; 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 (I.H.:E.B.).
Adjuration (divine). Assimilate (cosmic) (Inc.). Cybersuite, Abomination Traits (see
previous). Divination Immunity (divine). Eklektos (Chosen One) (see below). Ethereal
(B.o.T.:D.E.v3.5). Divine Safeguard (divine) (x1; Ethereal (see previous)) (Inc.). Fiend (see
previous) (((Cold Immunity))). Malaclypse (divine). Psychometry (cosmic). Spirit
(B.o.T.:D.E.v3.5; S.A.:Manifestation, Materialization, Possession, Spirit Touch.;
S.Q.:Rejuvenation.). Divine Safeguard (divine) (x1; Spirit (see previous)) (Inc.).). Undead
Lord (cosmic) (B). Undead Messiah (cosmic). Warp (divine) (Inc.). Lacks Sunlight
Powerlessness. Retains own abilities (inc. Type, subtype, etc.).; ArchDevil (Archdevil;
Archduke (Great Kings); ArchDevil (Archdevil; Archduke (Great Kings); Archduke (Chiefest
Kings); Duke of Hell; Knight of Hell):Yes (No; Yes; No; No; No).; Demon Lord (Demon
Emperor; Demon Monarch; Demon Prince; Demon Lord; Demon Champion):No (No; No;
No; No; No).; Great Old One:No.; Horseman (Altradaemon; Oinadaemon):No (Yes; 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.).).; Special:Apex Predator (Ex):A Nosferatu's abilities (((inc. Racial, etc.)))
affect "lesser" (i.e. of up to 2/3 their HD/L.) Undead as if said "lesser" Undead were living
creatures of their original creature Type(s), etc., regardless of their physical/metaphysical
state (i.e. whether they're corporeal, incorporeal, or even skeletal.). (NB:Use said "lesser"
Undeads' Charisma scores in place of their Constitution scores, if necessary, to adjudicate
the effects of this ability.) This is the equivalent of a cosmic ability. Bite +5 d.c.+*Blood
Drain (5d6+22 Con drain+*Postcognition.; Heals (((A.S.(÷4))x5) 37+15 hp.)+*Energy
Drain (10 HD/L (1/R); Heals 50 hp, etc..)+*Shadow Rot (i.e. [Disease (Su):Shadow Rot
(Necrosis); Bite-injury; save Fort DC 1,201 negates; onset immediate; frequency 1/round;
effect Energy Drain (1 HD/L (Permanent)); cure 1 save. The save DC is Charisma-based.].).
Claw +5 d.c.+*Energy Drain (10 HD/L (1/R); Heals 50 hp, etc..)+*Shadow Rot (i.e.
[Disease (Su):Shadow Rot (Necrosis); Claw-injury; save Fort DC 1,201 negates; onset
immediate; frequency 1/round; effect Energy Drain (1 HD/L (Permanent)); cure 1 save. The
save DC is Charisma-based .].).*Create Spawn (Su):Those killed by the*Blood Drain
(NB:Not biteless Blood Drain (see below).),*Energy Drain, or*Shadow Rot of a Nosferatu
return as vampire spawn, if of 0-4 HD/L, vampires, if of 5-8 HD/L, dread vampires, if of 9-19
HD, or Pichal-Peri (i.e. 1/2-Str Nosferatu.), if of 20+ HD/L, or, alternatively (if desired (via its
Shadow Warrior class features)), lesser shadows, if of 0-1 HD/L, shadows, if of 2-8 HD/L, or
greater shadows, if of 9+ HD/L, under its command.*Domination Aura (Su):Always active.
Can be indefinitely suppressed or resumed as a free action at will. As dominate monster at
Medium range (100 ft. (+10 ft./HD/L)). Can't be dispelled. CL = HD/L. The save DC is
Charisma-based. Gaze of Terror (Su):Gaze (Close range (25 ft. (+5 ft./2HD/L))); Fortitude
DC 1,201 partial; Failure:Death.; Success:-50% hp and Str. The save DC is Charisma-based.
Shadow Rot (i.e. [Disease (Su):Shadow Rot (Necrosis); Bite/claw-injury; save Fort DC 1,201
negates; onset immediate; frequency 1/round; effect Energy Drain (1 HD/L (Permanent));
cure 1 save. The save DC is Charisma-based.].). Stench of Death (Ex):A Nosferatu exudes
an overwhelming stink of death and corruption in a (Medium range (100 ft. (+10 ft./HD/L)))
radius. Those within the stench must succeed at a DC 1,201 Fortitude save or be sickened
for 1d6+26 minutes. As a free action, at will, the Nosferatu can suppress (or resume) this
stench indefinitely. (NB:A Pichel-Peri can suppress this stench for up to 12 hours/day. This
amount can be split among many suppression periods, but each one, no matter how small,
counts as a 1 hour suppression period.) A Nosferatu's (inc. Pichel-Peri) lair reeks of death
and corruption if it fails to cleanse it or take precautionary measures (such as suppressing
its stench, etc.). This stench eventually (within 12 hours) becomes equal to its own (same
range, etc.) and requires a miracle, reality revision, or wish to remove. The save DC is
Charisma-based. FH (divine). Polymorph (divine). Shapechange (divine). Vile Horror (Ex):A
Nosferatu is a vile horror and, as such, all damage/drain (inc. ability, HD/L, etc.) dealt by it
is Vile damage/drain (selective (Immediate nonaction)). (NB:This ability is the same as
P.s:Evil (x2)'s Taint of Evil (divine) (x2) ability.) Add., a Nosferatu (as well as its spawn) is
(are) itself (theirselves) immune to the Vile aspect of Vile damage/drain.; D.A.:Adjuration
(NB:Replaces Summon Rats (Nosferatu) (divine).), *Blood Command (Special:Can use this
to do a biteless Blood Drain (5d6+22 Con drain + Postcognition.; Heals (((A.S.(÷4))x5)
37+15 hp.) at Medium range (100 ft. (+10 ft./HD/L)).; NB:Replaces Blood Vomit
(Nosferatu) (divine).) (Inc.), Maven, Perfect Initiative,*Postcognition (NB:This also occurs
w/any Blood Drain. Not, however, w/Energy Drain or Shadow Rot (i.e. Necrosis (1 HD/L/R
(NB:(Su) Disease.)).).).; Weaknesses:None.)).; Special:The flesh and fluids of a standard
Elder Sangrolu (Elder BloodLich) lose the standard vampiric-specific weaknesses.). 35
38 (divine), 8 (cosmic), 2 (tra.)
■Spawn of Nyki (((Spawn of Hell))) (cosmic) (T.G.o.H.:5; NB:All Nyki's spawn are creatures
of*[any Type(s)/subtype(s)] (Nyki's choice) of up to 60 HD/L (Nyki's choice). However, no
such creature can have more exp. or qui. than Nyki himself possesses.); Special:Nyki can
choose his spawn (NB:Limited to HD/L parameters.) and even spawn lesser (NB:Any/all of a
CR/LA ≤ Nyki's CR/LA.) spawn (creatures of [any Type(s)/subtype(s)].). This ability has no
exp. or qui. cost.*This is due to his Anomalous nature.).
38 (divine), 9 (cosmic), 2 (tra.)
(■)Summon/Call Creatures (((Summon/Call Devils))) (Sp):As a Swift action, at will, Nyki
can automatically summon/call up to 1d4+22 (1+22) (≥ Intermediate Deity, ≥ 121 HD/L),
2d4+22 (3+22) (Lesser Deity, ≤ 120 HD/L), 2d8+22 (or 6+22) (Demi-deity, ≤ 90 HD/L),
4d6+22 (or 9+22) (Quasi-deity, ≤ 60 HD/L), 8d6+22 (or 18+22) (Hero-deity, ≤ 45 HD/L),
or 12d6+22 (or 27+22) (≤ Prophet, ≤ 44 HD/L) creatures of*[any Type(s)/subtype(s)]
(Nyki's choice). Creatures can have HD/L = triple their standard R.HD. (NB:No creature can
have > R.HD than its max R.HD. Add., No creature gains HD/L by virtue of this ability.)
Creatures ≤ 1,299 HD/L gain Improved Toughness (x3) ( B). Any creature
(((Exception:Divinities (≥ Demi-deity (or Mythic Rank 10 (NB:Mythic Rank÷2 (round down)
+1=Divine Rank for all purposes.)), like himself, can freely ignore any such
summoning/calling, if desired, or, if desired, send an aspect, avatar, or other representative
of their choice (only one) in their stead.))) is vulnerable to being summoned/called by Nyki,
regardless of locale (((dimensional, etc., but not Kosmological or temporal by virtue of this
ability))). Furthermore, he can, add., choose to summon/call lesser numbers of/specific
creatures (i.e. the ones he knows the given, secret, or true names or titles of.) of up to
3,897 HD/L, if desired. However, he doesn't gain control over creatures that exceed 1,299
HD/L by virtue of this ability.; NB:The specified numbers in the parentheses are the specific
numbers of creatures he can summon/call in lieu of the more random numbers.*This is due
to his Anomalous nature.
Retains own abilities (inc. Type, subtype, etc.).; ArchDevil (Archdevil; Archduke (Great
Kings); ArchDevil (Archdevil; Archduke (Great Kings); Archduke (Chiefest Kings); Duke of
Hell; Knight of Hell):Yes (No; Yes; No; No; No).; Demon Lord (Demon Emperor; Demon
Monarch; Demon Prince; Demon Lord; Demon Champion):No (No; No; No; No; No).; Great
Old One:No.; Horseman (Altradaemon; Oinadaemon):No (Yes; No).; Mythic:Yes.;
Possession (F.C.I:H.o.T.A.):Yes.).; NB:Treat as Assimilation (see previous), Gestalt Creature
(cosmic) (x3; see previous) (Inc.), and Cosmic Safeguard (cosmic) (x3; Gestalt Creature
(cosmic) (x3; see previous) (Inc.)) (Inc.).),
Dark Lord (Inc.; Base Creature Type(s):Undead [Construct [Outsider [Dragon [Aberration,
Animal, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Plant]]]]. [NB:Living
Construct (via Assimilate (cosmic), etc.).].; Special:Nyki'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:Nyki'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.)),
42
Mythic (M.M.16 (U), PRG:Mythic Adventures (A, U), Path of Villains (V); Errata:C.R./L.A.
(C.R.:+5 (+5 (+0.925/M.P.I.)).; L.A.:+7.5 (+7.5 (+1.388/M.P. I.)).) (I.H:A. (÷6x5 (x2))).;
NB:Alternative, NonMythic (i.e. Divine, NonDivine, etc..) forms of immortality overlap/are
overlapped by Back From The Grave and are bypassed normally by the methods required to
bypass them. Alternative, NonMythic forms of immortality are Not bypassed by the methods
that bypass Back From The Grave, unless specifically stated otherwise in their descriptions.;
Ascension:Godling (M.P.:Archmage (x1), Villain (x1) (M.T.:10; A.A.:Arcane Strike ( A).; P.A.
(10 (A), 3 (V)):Beyond Morality (3; U), Crafting Mastery (1; A), Deep Understanding (1; A),
Divine Source (x3; Dea. (Mur. (D), Und. (D)), Evil (Dev. (E, L), Fear (E, F)), Fire, Law (Dev. (E,
L))) (3; U), Escape Plan (1; V), Flexible Counterspell (1; A), Impervious (3; V), Planar Savant (3;
U),Planar Scholar (1; U), Sleepless (3; U), Unspeakable Name (1; V).); NB:Deities (and certain
epic creatures) can possess Mythic Ranks and Mythic Tiers simultaneously, even from
several sources (via Assimilate (cosmic), etc.).), and
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- Chronal Wand (PL8-9; The chronal wand is a personal chronal gate generator. It creates a
rupture in the fabric of time just large enough for one character to step through into another
time. The gate remains open until the wand itself passes through, so multiple characters can
step through without using their own wands. The drawback to the chronal wand is that it
must be recalibrated after each use (see Equipment Failure, D20 Future), or entirely new
chronal coordinates must be entered, as though changing the settings. The PL8 version of
the chronal wand weighs only 1 pound. The PL9 version has the same purchase DC, with the
added benefit that it stores the last five chronal coordinates automatically, enabling anyone
to thumb through settings without recalibrating the wand.; Weight:1 lb.; Purchase DC:58.;
Restriction:Illegal (+4).)
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Divine Rank:12.; Homeplane(s):The Nine Hells of Perdition (esp. Malbolge, The 6th Layer of
The Nine Hells of Perdition (esp. Nykj (Nyki's Dark Lord's Castle))), The Ethereal Plane (esp.
Nykj (Nyki's Dark Lord's Castle)), and Nyki's Innerverse (Psyche).; Symbol:Self, etc..
[Godly Heritage]:Juiblex (Paternal), Malagard (Maternal).; [Godly Realm]:Nykj
(uncontested).; Description:Nykj (i.e. Nyki's Dark Lord's Castle (inc. said castle, its contents,
and its environs (Nyki's Innerverse (Psyche); 1,001,000,000,000 mi. r.)).) is, add., his
corner office, 9 of his coffin homes, 1 of his phylacteries, 8 of his soul gems, and 9 of his
Artifact Avatars (see below) and has all of the abilities thereof. (NB:Nyki's, his avatars', and
his aspects' Godly Realm (((Domain (((Dark Lord's Castle, etc.))))))s count as one another's
own add. Godly Realm (((Domain (((Dark Lord's Castle, etc.))))))s for all purposes.
(NB:Nyki currently has all said Godly Realm (((Domain (((Dark Lord's Castle, etc.))))))s
arranged like nesting dolls w/his primary Godly Realm (((Domain (((Dark Lord's Castle,
etc.)))))) situated as his innermost Godly Realm (((Domain (((Dark Lord's Castle, etc.))))))
and his outermost add. Godly Realm (((Domain (((Dark Lord's Castle, etc.)))))) situated in
The Nine Hells of Perdition (spec. Malbolge, The 6th Layer of The Nine Hells of Perdition
(spec. its infernal "Underdark" (which is concealed 1 mi. below the surface)))/The Ethereal
Plane/Nyki's Artifact Avatar's Innerverse (Psyche) (selective (Immediate nonaction)).))
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542 (52+42+6+6+378+58)
Add. Divine Abilities (146 (+6)):Aegis (Inc.), Apport, Armor Debasement, Armor Deficiency,
Armor Depreciation, Asport, Cozen, Create Greater Spawn, Create Spawn, Dancing Chains
(NB:Nyki's 1,299 Dancing Chains are functionally 1,299 tentacles for all purposes related to
tentacles. Furthermore, each one can manifest as either one of Nyki's Dancing Chains (i.e.
their standard manifestations.) or part of Nyki's Dancing Raiment (i.e. their secondary
manifestations.).). Finally, they're 1,299 of Nyki's Artifact Avatars (((Amalgam [[[Artifact
(I.H.:A.), Avatar (I.H.:A.), Symbiont (Fiend Folio)]]]))) ('Ego:1,171 (N/a vs. Nyki (Avatar
(L.D. (HD:60.; DR (DB):8.); Appearance:As noted.; Form:As noted.; Statistics:As Nyki, exc.
as noted.))).; NB:'Though Nyki'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..).; NB:Transcorporeal (NB:No vulnerability.)
and Unreal (NB:No vulnerability.), if conjoined.) (Inc.), Dancing Raiment (NB:As Nyki's
Dancing Chains (see previous).) (Inc.), Deific Monster (Inc.), Delayed Effect (Inc.),
Dimensional Reach (x1) (Inc.), Distant Gaze, Divine Architect (NB:Hr..), Divine
(((Uncanny))) Dodge, Divine Iaijutsu Focus (Inc.), Divine Palm (Inc.), Entropic Immortal
(Inc.), Epic Metamagic Capacity (Inc.), Epic Metapsionic Capacity (Inc.), Epic Metapsychic
Capacity (Inc.), Familiarity (Inc.), Greater Delayed Effect (Inc.), Greater Synergy (Inc.),
Inner Realm (Inc.), Innerverse (Psyche) (Inc.), Inverse Defense (Inc.), Ki Effect (Inc.), Ki
Occultist (Inc.), Kingpin (NB:Nyki 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.), Lesser Gestalt Creature (x2; Dementor
(Inc.; Appearance:No change.; NB:Dementor Spawning, if/when desired.), Thestral (Inc.;
Appearance:No change.); Special: Invisibility (selective (Immediate nonaction)).) (Inc.),
Mask of Darkness (NB:Nyki's Mask of Darkness is 1 of Nyki's Artifact Avatars (((Amalgam
[[[Artifact (I.H.:A.), Avatar (I.H.:A.), Symbiont (Fiend Folio)]]]))) ('Ego:1,171 (N/a vs. Nyki
(Avatar (L.D. (HD:60.; DR(DB):8.); Appearance:As noted.; Form:As noted.; Statistics:As
Nyki, exc. as noted.))).; NB:'Though Nyki'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..).; NB:Transcorporeal (NB:No
vulnerability.) and Unreal (NB:No vulnerability.), if conjoined.) (Inc.), Mime Ability, Mime
Ability Score, Mutable A./D. (x12; [Descriptor] (100%) (x6); [Permanent] (1/1)) (Inc.),
Occult Class Traits (x9 (+8); Total:x12 (+10) (x36 (+30) (via Divine Amplification (divine)
(x2))); Arcanist (((Receiving Class:Assassin (The Tomes).; 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:17 (((2/15))).), Divinist (((Receiving
Class:Assassin (The Tomes).; 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:15 (((0/15))).), Psionicist (((Receiving Class:Assassin (The Tomes).; 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:15 (((0/15))).).; Wizard
(((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of
duplicates of identical class features.).))) (HPD20; Archetype: - .; BF:11 (((4/7))).),
Alchemist (((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking
of duplicates of identical class features.). +1 d.a.c. for nonFULL occult class.))) (HPD20;
Archetype: - .; BF:10 (((0/10))).), Auror (((Receiving Class:Assassin (The Tomes).; NB:Base
(i.e. No +1 d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c. for
nonFULL occult class.))) (HPD20; Archetype: - .; BF:10 (((0/10))).), Combat Seer
(((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of
duplicates of identical class features.). +1 d.a.c. for nonFULL occult class.))) (HPD20;
Archetype: - .; BF:11 (((0/11))).), Dark Wizard (((Receiving Class:Assassin (The Tomes).;
NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c.
for nonFULL occult class.))) (HPD20; Archetype: - .; BF:13 (((3/10))).), Duelist (((Receiving
Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of
identical class features.). +1 d.a.c. for nonFULL occult class.))) (HPD20; Archetype: - .;
BF:12 (((1 /11))).), Transfiguration Master (((Receiving Class:Assassin (The Tomes).;
NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c.
for nonFULL occult class.))) (HPD20; Archetype: - .; BF:12 (((1/11))).), Wandmaker
(((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of
duplicates of identical class features.). +1 d.a.c. for nonFULL occult class.))) (HPD20;
Archetype: - .; BF:10 (((0/10))).), Windrider ((( Receiving Class:Assassin (The Tomes).;
NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c.
for nonFULL occult class .))) (HPD20; Archetype: - .; BF:14 (((4/10))).); Black Chorister
(((Receiving Class:Assassin (The Tomes).))) (Archetype:Harbinger (DR337).; BF:20
(((0/20))).; NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of identical class features.).
+1 d.a.c. for nonFULL occult class.) (Inc.), Black Chorister (((Receiving Class:Assassin (The
Tomes).))) (Archetype: - .; BF:20 (((0/20))).; NB:+1 d.a.c. for nonFULL occult class. +1
d.a.c. for stacking of duplicates of identical class features.) (Inc.), Black Chorister
(((Receiving Class:Assassin (The Tomes).))) (Archetype:Deathsinger (T.B.o.M.).; BF:20
(((0/20))).; NB:+1 d.a.c. for non FULL occult class. +1 d.a.c. for stacking of duplicates of
identical class features.) (Inc.), Black Chorister (((Receiving Class:Assassin (The Tomes).)))
( Archetype:Harbinger (DR337).; BF:20 (((0/20))).; NB:+1 d.a.c. for nonFULL occult class.
+1 d.a.c. for stacking of duplicates of identical class features.) (Inc.), Disciple of Metal
(((Receiving Class:Assassin (The Tomes).))) (Archetype: - .; BF:20 (((0/20))).; NB:Base
(i.e. No +1 d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c. for non
FULL occult class.) (Disciple of Metal (Disciple of Metal (The Book of Metal), Epic Disciple of
Metal (Disciple of Metal))); Apocalypse Mage (((Receiving Class:Assassin (The Tomes).;
NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c.
for nonFULL occult class.))) (Apocalypse Mage; Archetype: - .; BF:10 (((0/10))).),
Chronographer (((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for
stacking of duplicates of identical class features.).))) (Nb.o.T.; Archetype: - .; BF:10
(((0/10))).), Chronomancer ((( Receiving Class: Assassin (The Tomes).; NB:Base (i.e. No
+1 d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c. for nonFULL occult
class .))) (Nb.o.T.; Archetype: - .; BF:10 (((0/10))).), Digital Sorcerer (((Receiving
Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of
identical class features.). +1 d.a.c. for nonFULL occult class.))) (D7ACU:Digital Sorcerer;
Archetype: - .; BF:13 (((3/10))).), Druid (((Receiving Class: Assassin (The Tomes).;
NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of identical class features.).)))
(PRG:CR; Archetype: - .; Nature Bond:Druidic Herbalism (PPC: Healer's Handbook).; Terrain
Adaptation: - .; BF:10 (((0/10))).), Druid (((Receiving Class:Assassin (The Tomes).; NB:+1
d.a.c. for stacking of duplicates of identical class features.))) (PRG:CR; Archetype:Cave
Druid (PRG:APG).; Nature Bond:Earth (Caves).; Terrain Adaptation: - .; BF:10 (((0/10))).),
Druid ((( Receiving Class:Assassin (The Tomes).; NB:+1 d.a.c. for stacking of duplicates of
identical class features.))) (PRG:CR; Archetype:Ossuarite (The Ossuarite ).; Nature
Bond:Skeletal Beast.; Terrain Adaptation: - .; BF:11 (((1/10))).), Druid (((Receiving
Class:Assassin (The Tomes).; NB:+1 d.a.c. for stacking of duplicates of identical class
features.))) (PRG:CR; Archetype:Horticulturist (((Treesinger (PRG:ARG); NB:No mech.
change.))).; Nature Bond:Plant.; Terrain Adaptation: - .; BF:10 (((0/10))).), Entropomancer
(((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of
duplicates of identical class features.). +1 d.a.c. for nonFULL occult class.))) (Complete
Divine; Archetype: - .; Entropic Shard:+29d6.; BF:13 (((0/13))).), Jester (((Receiving
Class: Assassin (The Tomes).))) (Archetype: - .; BF:20 (((0/20))).; NB:Base (i.e. No +1
d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c. for non FULL occult
class.) (Inc.), Necrologist (((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1
d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c. for nonFULL occult
class.))) (The Complete Guide To Vampires; Archetype: - .; BF:13 (((0/13))).), Murder Lord
(((Receiving Class: Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of
duplicates of identical class features.). +1 d.a.c. for nonFULL occult class.))) (Inc.;
Archetype:Vampiric Swarm Lord (Familiar:Vampire Bat Swarm (T.G.G.t.t.T.B.).; NB:Exc. as
prev. noted, No mech. change.).; BF:10 (((0 /10))).), Necromancer (((Receiving
Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of
identical class features.). +1 d.a.c. for non FULL occult class.))) (Medieval Player's Manual;
Archetype: - .; BF:10 (((0/10))).), Necropimp (((Receiving Class:Assassin (The Tomes).;
NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of identical class features.).)))
(Unorthodox Wizards; Archetype: - .; BF:7 (((0/7))).), Shadowcaster (((Receiving Class:
Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of duplicates of identical
class features.).))) (The Tome of Magic; Archetype: - .; BF:17 (((10 /7))).), Spirit Shaman
(((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking of
duplicates of identical class features.).))) (The Tomes; Archetype: - .; BF:10 (((0/10))).),
Theurge (((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c. for stacking
of duplicates of identical class features.).))) (Medieval Player's Manual; Archetype: - .; BF:7
(((0/7))).), Warmage (((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1 d.a.c.
for stacking of duplicates of identical class features.).))) (The Tomes; Archetype: - .; BF:7
(((0/7))).), Witch Hunter (((Receiving Class:Assassin (The Tomes).; NB:Base (i.e. No +1
d.a.c. for stacking of duplicates of identical class features.). +1 d.a.c. for nonFULL occult
class.))) (Nephandum; Archetype: - .; BF:20 (((0/20))).)) (Inc.), Occult Mimicry (Inc.),
Perfect Delayed Effect (Inc.), Perfect Spring Attack (Inc.), Perfect Weapon Focus, Perfect
Weapon Specialization, Portfolio Mastery (x11 (x42 (via Divine Amplfication (divine) (x3)));
Eff.D.R:24 (E.O.).) (Inc.), Possess Realm (Inc.), Precognition, Prismatic Force (x6) (Inc.),
Raiment of Darkness (NB:As Nyki's Mask of Darkness (see previous).) (Inc.), Self-mastery,
Seventh Sense, Soul Stealer (Inc.), Spell [Effect] (x21 (x126 (via Divine Amplification
(divine) (x5)); Uncanny [Miraculous Wish (Epic Incantations)] Mastery (C:13 (x6).; L:62nd
(NB:No mitigating factors (+247 DC).).; All.; NB:Miraculous Wish can replicate Epic
spells/powers of a Spellcraft DC of up to Spellcraft DC 100 (i.e. spell/power level 17.).
[Miraculous Wish] [Effect] can affect any/all targets (creatures, etc.) differently/identically,
producing countless effects within its area(s) of effect.).; Errata:If you have Portfolio
Mastery (x1 (x2); P.(s):Mag. (x1 (x2))/Psi. (x1 (x2))) (Inc.), your eff. divine rank, etc. for all
purposes related to this ability is also enhanced.; NB:To determine the spell level of an epic
spell, divide the spell DC by 10 and add 7.) (Inc.), Superior Delayed Effect (Inc.), Sure-
Footed, Sure-Handed, Sure-Minded, Symbiont (Inc.), Synergy (Inc.), Tainted Occultist
(Inc.), Tainted Prince (x6; Str, Dex, Con, Int,*Wis, Cha; NB:*This interacts w/The Truth
(Secrets) normally.) (Inc.), Tainted Spirit (Inc.), Telelocation, Theopoea, True Name Mastery
(Inc.), Two-dimensional (Inc.), Uncanny Lesser (÷6) Chronal (NB:Age/deages.) Mastery,
Uncanny Lesser (÷6) Gravitic Mastery, Uncanny Weapon Focus, Uncanny Weapon
Specialization (Min.V.S.C.s:34 (17×2).; Max.V.S.C.s:62.; Special:Backlash = Overdice (i.e.
V.S.C. dice > Min.V.S.C. dice.).), Vampiric Effect, Vengeful Effect, Weapon Debasement,
Weapon Deficiency, Weapon Depreciation 49 458
Add. Cosmic Abilities (210):Art of The Spheres (Inc.), Boundless Step (Inc.), Convergent
(Inc.), Cosmic Architect (NB:Min..), Cosmic Monster (Inc.), Cosmispective (Inc.), Divine
Amplification (x7 (x14 (via Cosmic Amplification (x1))); Occult Class Traits (x2; Multi.:x3.)
(Inc.), Portfolio Mastery (x3; Multi.:x4.) (Inc.), Saves (x2; Multi.:x3.), Skills (x2; Multi.:x3.),
Spell [Effect] (x5; Multi.:x5.) (Inc.)) (Inc.), Eighth Sense, Exclusivity, Extra Portfolio (x1 (x2
(via Cosmic Amplification (x1))); Total:x19 (x40 (via Cosmic Amplification (x1))).; Mus.
(x2)), Five-dimensional (Inc.), Force Field II (Inc.), Force Field III (x1) (Inc.), Greater
Abnormality [Extra Body] (x2; NB:Nyki's extra selves guard/reside in his Godly Realm
(((Domain (((Dark Lord's Castle, etc.)))))). Nyki's second self guards his throne and handles
the daily affairs of his realm, posing as a mere regent. His third self guards his realm itself,
posing as a mere vagabond. Neither ever reveals the truth of the situation.) (Inc.), Greater
Aegis (Inc.), Music of The Spheres, Pandimensional (x1) (Inc.), Pantemporal (x1) (Inc.),
Panversal (x1) (Inc.), Relocatable Realm (Inc.), The Black Flames of Oblivion (Inc.),
Uncanny Karmic Mastery (((Karmic [Effect] (cosmic (+x3; Total:x6.)); NB:Replacement.))),
Uncanny Siphoning Mastery (((Siphoning [Effect] (cosmic (+x3; Total:x6.));
NB:Replacement.)))), Unearthly Reach (Inc.)
HGPs (85; 317 ((21×15)+2 (+1 (Cero Manipulation), +1 (Cero Mastery)); Appearance:No
change.):Anti-Aerial Cero (BD20C:TESH), Bala (x20; Bala:40/R.) (BD20C), Bite Attack
(Attack:Bite (+12d6).) (BD20C), Cero (Color:Deep Void-black.; Special:See Nyki's HGPs
(see below).) (BD20C), Cero Bocanada (BD20C), Cero Mine (BD20C:TESH), Cero Seccion
(BD20C), Cero Snare (BD20C:TCH), Cero Strike (BD20C:TCH), Cero Web (BD20C:TESH),
Consumption (BD20C), Delayed Blast Cero (BD20C:TCH), Fast Healing (x2; FH:6/R.)
(BD20C), Gatling Cero (BD20C:TESH), Glamorous Cero (BD20C), High Speed Regeneration
(R:40/R.) (BD20C), Homing Cero (BD20C:TESH), Infinite Slick (BD20C), Quad Cero
(BD20C:TCH), Regeneration (R:20/R.) (BD20C), Scent (BD20C), Shape Cero (BD20C:TCH),
Snaking Cero (BD20C:TCH), Soul Burning Cero (BD20C:TCH), Special (x36; Type I
(x8):Animist (Benefit:You can use your Mind of The Beast (BD20C) feat to affect any/all
Type(s)/number(s) of creature(s)/object(s)/day (up to 433 (1/3 your HD/L (round
down))/round), regardless of Int, or lack thereof; its effects (((i.e. (Su) aug. (see previous)
mass awaken.))), if desired, are permanent (((instantaneous, natural))); and, while there is
No limit to the number of creatures you can command, each day a creature is under your
control, it receives a DC 1,201 Will save to break free of your control. The save DC is
Charisma-based.), Gabriel (var.) (x4; Clones (Affects (selective (Immediate nonaction))
any/all creature(s) touched (as/part of any/all melee Attack(s)/Touch Attack(s) (effect
bypasses armor/natural armor, damage reduction, hardness, and damage mitigation (i.e. No
direct (bodily fluid, etc.) contact or injury required.))).):1 Self (inc. his +2 selves (via
Abnormality [Extra Body] (cosmic) (x2) (Inc.)); eff. being an extension of As I Die, etc.), if
killed/destroyed, or 3 Artifact Avatars (see previous; inc. their +6 selves (via Abnormality
[Extra Body] (cosmic) (x2) (Inc.))) (selective (Immediate nonaction)).; Special:Creature(s)
affected (DC 1,201 Fortitude save negates) (is/are) slain/destroyed (no save) as Nyki/Nyki's
Artifact Avatars violently erupt from their corpse(s) in (a) shower(s) of blood and gore. This
ability has no exp. or qui. cost(s). The save DC is Charisma-based.) (BD20C:TCH), Gemelos
Sonido (BD20C:TCH), Spiritualist (Benefit:You're considered to have the Alive (BD20C)
(selective (Immediate nonaction)), Hollow Within (((Inner Hollow))) (BD20C) (selective
(Immediate nonaction)), and Spiritually Aware (BD20C) feats and all the benefits thereof,
even if/though you don't actually have/qualify for them. Add., you ARE your Hollow Within
(((Inner Hollow))) and gain all beneficial traits (i.e. HGPs (if berserk (selective (Immediate
nonaction))), hollow mask (if Maskless (BD20C:TCH)), etc..) thereof.), Unsealable
(Benefit:NONE of your HGPs are/can EVER be lost or sealed. Add., you gain Humanoid
Countenence (BD20C:TCH) as a virtual feat. If you gain Hollow Perfection (BD20C), all of
your Hollow abilities remain unsealed and you gain no stat bonuses for Hollow Perfection
(BD20C). However, you still qualify for abilities, feats, etc. as if you had Hollow Perfection
(BD20C) as normal. If you gain Sealed Form (BD20C), all of your Hollow abilities remain
unsealed and you gain no stat bonuses for Sealed Form (BD20C). However, you still qualify
for abilities, feats, etc. as if you had Sealed Form (BD20C) as normal and gain a Zanpakutou
as normal. If you gain Powerful Resurreccion (BD20C:TCH), all of your Hollow abilities are
considered sealed (NB:None of them are.).; Special:This affects similar abilities, feats, etc.
in a similar manner.) (BD20C).; Type II (x18):Cero Manipulation (BD20C:TCH), Brutal Cero
(BD20C:TCH), Cero Mastery (BD20C:TCH) ~ I'm Not From Around Here (Base
Universe:P.S.C.S. (T.G.W.) (i.e. Amalgam [3.0/3.5//CoCD20//D20P/M/F//PF1E/SF1E], and
all campaign settings thereof (NB:This is canonical and the result of the P.S.C.S. (T.G.W.)
universe (i.e. "multiverse" (i.e. infinite, multidimensional, muliplanar, multilayer Kosmos
(Cosmology)/reality.).)'s Assiah (i.e. material "plane" (i.e. dimension (i.e. infinite,
muliplanar, multilayer reality.).).) having multiple planes (i.e. infinite, multilayer realities.)
and planar layers (i.e. infinite realities.).). (NB:Nyki's Native (((nonBD20C, etc.))) abilities,
etc. already enable him to gain/retain non/Native (((non/BD20C, etc.))) abilities, etc. (via
Nescient (divine), etc.; Seal, etc.; etc.). This ability is merely a refinement of that.);
Special:Nyki has (will) never permanently left (leave) his universe (multiverse (kosmos
(cosmology))). He merely explores, observes, and studies other ones. Add., although Nyki is
Immune to effects that would send him back to his universe (multiverse (kosmos
(cosmology))) from these ones, he Can drop this immunity as normal.) (BD20C:TESH),
That's Not My World's Kryptonite (x5; Add. Universes (Multiverses (Kosmos
(Cosmologies))):BD20C, BD20C:D, HPD20, PD20M, SWD20. (NB:Nyki's Native
(((nonBD20C, etc.))) abilities, etc. already enable him to gain/retain non/Native
(((non/BD20C, etc.))) abilities, etc. (via Nescient (divine), etc.; Seal, etc.; etc.). This ability
is merely a refinement of that.)) (BD20C:TESH) ~ Improved Transcription (BD20C:TDW),
Nose In A Book (BD20C:TDW), Contemplation (BD20C:TDW) ~ Perceive (Benefit:You gain a
+10 bonus on Perception checks and are free to interfere as you see fit w/o penalty.), Pierce
The Veil (BD20C:TDW), God-Like Senses (NB:For the purposes of this ability, the "name of
Nyki's people" is The Execrated (his followers).) (BD20C:TDW) ~ Proxies (Proxies:1,299.;
Special:This ability can affect any/all Int 3+ creature(s).) (BD20C:TCH), Improved Proxies
(Special:This ability can affect any/all Int 3+ creature(s).) (BD20C:TCH), Superior Proxies
(Errata:STATISTIC points.; Superior Proxies:472.; Special:This ability can affect any/all Int
3+ creature(s).) (BD20C:TCH).; Type III (x10):I (x5):Nyki's Bw(s) (All), Cero, Divine Blast
(Cost:-10 P.L..), Energy Drain, and Ki Blast are combined ((((Unarmed (+2 d.c. (via
Improved Blast, etc.) [+6 d.c., if Bw/-related (via Improved Blast, etc.)];
[Acid/Ele./Fire/Son.] (100%), Anarchic (100%), Axiomatic (100%), Divine (100%),
[(N./P.)E.] (100%), Permanent (100%), Profane (100%), Untyped (100%), Vile (100%),
Vengeful (i.e. Chaotic var. of Vile.) (100%), Vindictive (i.e. Lawful var. of Vile.) (100%); 19-
20/x3 [ - , if Bw/-related]; Poison (As Nyki (All).), Disease (As Nyki.)), Iterative
[NonIterative, 1/1d3-22 rounds, if Bw/-related], Ranged (2,480 ft. [Cone (825 ft. (i.e. 1/3 of
base (round down to the nearest multiple of 5).)) or Line (1,650 ft. (i.e. 2/3 of base (round
down to the nearest multiple of 5).)), if Bw/-related])))) (+24d20 [+96d20, if Bw/-related]
(via Improved Blast, etc.))); as are their branch (chain) abilities, etc. (selective (Immediate
nonaction)) (NB:Nyki's Breath Weapon's related abilities (i.e. Hellfire (Bw÷4), Hellfire Blast
(Bw÷2), Hellfire Breath (((Breath Weapon))) (Bw), Infernal Aura (((Fire Aura))) (Bw÷4),
Infernal Conflagration (Bw÷2), Melt Stone (Bw, Bw÷2), Searing Smoke (Bw÷4), and Unholy
Blood (((Draconic Blood))) (Bw÷4).) are similarly improved (although this is not reflected in
the original statistics).). ~ II (x5) Add., they benefit from all of the beneficial qualities of his
Unholy Blood ability.; Special:This ability suite counts as a Special Attack
(BD20C:D:TCD)/Ultimate Attack (BD20C:D:DBPP) for the purposes of meeting
prerequisites.) (BD20C:TCH), Superior Cero (BD20C:TCH), Telepathy (BD20C), Vessel of
Dreams (BD20C:TESH), Wall Cero (BD20C:TESH), Wrath Cero (BD20C:TESH)
Epic HGPs (232; Appearance:No change.):Bala Storm (x1; 1,375 ft. r. (i.e. 5/9 of base
(round down to the nearest multiple of 5).)) (BD20C:ELH), Cero Absolute (BD20C:ELH),
Cero Adherirse (BD20C:ELH), Cero Emanacion (825 ft. r. (i.e. 1/3 of base (round down to
the nearest multiple of 5).)) (BD20C:ELH), Cero Gemelo (BD20C:ELH), Cero Magna
Absolute (BD20C:ELH), Cero Naturaleza (x4; acid, ele., fire, son.) (BD20C:ELH), Cero
Recuperar (BD20C:ELH), Cero Seccion Mas (BD20C:ELH), Cero Seccion Suprema
(BD20C:ELH), Cero Suprema (BD20C:ELH), Cero Ultima (BD20C:ELH), Ecstatic Kiss
(BD20C:ELH), Epic Ceroshape (BD20C:ELH), Gonzui (BD20C:ELH), Greater Kido Suck
(BD20C:ELH), Greater Vampiric Bite (BD20C:ELH), Horrific Visage (BD20C:ELH), Improved
Telepathy (BD20C:ELH), Kido Suck (BD20C:ELH), Magia Frasco (BD20C:ELH), Overpowering
Aura (BD20C:ELH), Special (x206; Type I (x200):Abnormality [Extra Eyes] (divine) (x100;
P.E.:100.; E.E.:7,200.; T.E.:7,300.) (Inc.), Abnormality [Extra Ten.s (((Arms)))] (divine)
(x100; P.T.:314.; E.P.T.:200.; T.P.T.:514.) (Inc.).; Type II (x6):Malgrowth (BD20C:TCH),
Perfect Regeneration (BD20C:TCH), True Malgrowth (BD20C:TCH) ~ Mastery of Cosmic
Power (BD20C:AG:TOP), Further Mastery of Cosmic Power (BD20C:AG:TOP), Total Mastery
of Cosmic Power (Special Attack (BP:14 (4+10).; Cost:+20 P.L..):Omicron Blast (As Cero,
etc.; and P/S (100%); plus wrack (B.o.V.D.).; Special:This ability counts as a Special Attack
(BD20C:D:TCD)/Ultimate Attack (BD20C:D:DBPP) for the purposes of meeting
prerequisites.).) (BD20C:AG:TOP).) (BD20C:TCH), Vampiric Bite (BD20C:ELH)
--------------------------------------------------------------------------------------------------------
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Archetype:Anti-Hero (Inc.), Creepy Kid (Inc.), Dark Lord (Inc.), King of Spirits (Inc.), Serial
Killer (Inc.). 4
Occupation:Dark Lord (Custom; BF:Dark Lord (Inc.).; S:Intimidate, Sense Motive.; WBI:
+1.). 5
Character Traits:Carve Netsuke (BTL:R.o.T.T.), Urban Acolyte (PPC:H.o.T.S.).
Allegiances:D.P.:Self, D.P.:The Hand, Clan:The Execrated.; Clan:The Execrated.; Faction: - .;
Sect: - .
NB:The Execrated are Nyki's followers. Carefully chosen from the eclectic ranks of the,
literally, execrated, they're
deadly, highly secretive fanatics who exist only to serve his will. The majority operate
independently.
Action Points:35 (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. Nyki can replenish 1
A.P./3 miracles,
etc. or 1 A.P./miraculous wish.).).; Reputation (Nyki/Peter Stumpf):+15/+0.
Corruption:945.; C.E.: - ; - ; - ; Bonus Feats:2.; Depravity:945.; D.E.: - ; - ; - ; Bonus
Feats:2. 9
Force Points (L/D):945/945; Dark Side Points = Taint score. They're the same.
NB:Nyki 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:945.; Defiler Points = Taint Score. They're the same.; Status:Preserver.
Special:ImproveYour Name (BF:7.; C.R./L.A. (C.R.:+0.648.; L.A.:+0.972.) (I.H.:A. (÷6x5
(x2)))) (Dweomercraft:Lich), 16
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 19
5 (x2)))) (Epic Incantations).
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----------------------------------------------------------------------------------
Special (Class (700):Artist (M.P.M.), Assassin (The Tomes), Carnifex (Inc.), Fire Mage (The
Tomes), Monster Tamer (Inc.), Ninja (The Tomes), Rogue (PRG:CR), Samurai (The Tomes),
Scholar (M.P.M.), Shadow Warrior (The Tomes), Soldier of Truth (Secrets), Tenken (Tome)
(Tenken (Tome)), Thief Acrobat (The Tomes), Threat (Inc.).; NB:Epic level progressions
follow ELH patterns. Epic Pathfinder (or equiv.) is used for Specials (NB:Exclusively for
Pathfinder classes.), if desired, and Bonus Feats, if any. The remainder is ignored.):
- Artist (50):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 (x15) 19
- Assassin (Arcanist, Divinist, Psionicist; Wizard, Alchemist, Auror, Combat Seer, Dark
Wizard, Duelist, Transfiguration Master, Wandmaker, Windrider; Black Chorister (x4),
Disciple of Metal; Apocalypse Mage, Chronographer, Chronomancer, Digital Sorceror, Druid
(x4), Entropomancer, Jester, Murder Lord, Necrologist, Necromancer, Necropimp,
Shadowcaster, Spirit Shaman, Theurge, Warmage, Witch Hunter) (50):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 (x15), Death Attack (+52d6); Arcanist (50):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, lawful), 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 (x15); Divinist (50):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, lawful), 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 (x15); Psionicist (50):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, lawful), 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 (x15); Wizard (50):House Chosen, Magical Counterspelling, Magical Blast 1d6, Natural
Affinity +1, Bonus Feat, Non-verbal Magic, Magical Blast 2d6, Natural Affinity +2, Bonus
Feat, Wandless Magic, Natural Affinity +3, Magical Blast 3d6, Bonus Feat, Natural Affinity
+4, Bonus Feat, Magical Blast 4d6, Natural Affinity +5/Epic Wizard:Bonus Feat (x7), Magical
Blast (10d6), Natural Affinity (+25); Alchemist (50):The Philosopher's Stone:Flawed,
Seduction of Immortality, The Price, The Philosopher's Stone:Developing, The Philosopher's
Stone:Stable, The Philosopher's Stone:Emergent, The Philosopher's Stone:Imperfect, The
Philosopher's Stone:Perfect/Epic Alchemist:Bonus Feat (x10); Auror (50):Favored
Enemy:Dark Wizards/Witches +2, Auror Training, Magical Quickdraw, Quickened Casting,
Magical Assault, Favored Enemy:Dark Wizards/Witches +4/Epic Auror:Bonus Feat (x11),
Favored Enemy:Dark Wizards/Witches (+26); Combat Seer (50):Bonus To Forewarning,
Deflect Spells, Bonus To Combat Divination, Drawn To Combat, Dodge Spells, Predetermine
Combat, Return Spells/Epic Combat Seer:Bonus Feat (x11), Bonus To Combat Divination
(+50), Bonus To Forewarning (+50), Deflect Spells (90 ft.), Dodge Spells (50/day), Drawn
To Combat (51 mi. r.); Dark Wizard (10):Negative Energy +2, Influence (1/day), Bonus
Feat, Negative Energy +3, Influence (2/day), Negative Energy +4, Bonus Feat, Negative
Energy +5, Influence (3/day), Negative Energy +6, Bonus Feat, Dark Lord/Epic Dark
Wizard:Bonus Feat (x10), Influence (23/day), Negative Energy (+26); Duelist (50):Evasion,
Improved Disarm, Dualcast, Improved Spellcasting, Heightened Senses, Skilled Duelist/Epic
Duelist:Bonus Feat (x11), Evasion (50/day), Heightened Senses (+20), Improved Disarm
(+50), Improved Spellcasting (Charms +6, Curses and Countercurses +8, Transfiguration
+6); Transfiguration Master (50):Bonus Transfiguration, Out of Nothing, Extend
Transfiguration, Combat Transfiguration, Animagus, Ease of Use, Transfigure Counterspell,
Enduring Transfiguration/Epic Transfiguration Master:Bonus Feat (x11), Bonus
Transfiguration (+50), Extend Transfiguration (CLx50 min.); Wandmaker (50):Wand
Identification, Craft Wand, Wandlore +2, Dual Ability, Unlocking The Core, Wandlore +4,
Master Crafter, Triple Ability, Wandlore +6, Block Wands, Master's Wand/Epic
Wandmaker:Bonus Feat (x10), XII Ability, Wandlore (+34); Windrider (50):Aerial Reflexes
+2, Windrider Apprentice, Bonus Feat, One With The Broom, Aerial Reflexes +4, Bonus Feat,
Windrider Journeyman, Aerial Reflexes +6, Bonus Feat, One With The Air, Aerial Reflexes
+8, Bonus Feat, Windrider Master, Aerial Reflexes +10, One With The Winds, Windrider
Adept/Epic Windrider:Aerial Reflexes (+50), Bonus Feat (x10); Black Chorister (Black
Chorister ( - (+x1)), Black Chorister (Deathsinger), Black Chorister (Harbinger)) (50):Bardic
Knowledge, Bardic Performance, Cantrips, Countersong, Deathsinger's Vigil, Distraction,
Fascinate, [Inspire Courage +1/Instill Fear -1], Lay Waste, Versatile Performance, Well
Versed, [Inspire Competence +2/Encourage Failure -2], Superior Lay Waste, Harmonies of
The Grave, [Inspire Courage +2/Instill Fear -2], Lore Master 1/Day, Song of Quietus,
Suggestion, Versatile Performance, [Inspire Competence +3/Encourage Failure -3], Superior
Lay Waste, Dirge of Doom, [Inspire Greatness/Dishearten], Jack of All Trades, Superior Lay
Waste, Versatile Performance, [Inspire Competence +4/Encourage Failure -4], [Inspire
Courage +3/Instill Fear -3], Lore Master 2/Day, Mass Song of Quietus, [Soothing
Performance/Grating Performance], Superior Lay Waste, Frightening Tune, Versatile
Performance, [Inspire Competence +5/Encourage Failure -5], [Inspire Heroics/Inspire
Cowardice], Superior Lay Waste, [Inspire Courage +4/Instill Fear -4], Lore Master 3/Day,
Mass Suggestion, Requiem, Versatile Performance, [Inspire Competence +6/Encourage
Failure -6], Deadly Performance/Epic Black Chorister:Bonus Feat (x20 (x4)), Epic
Performance (x10 (x4)), Harmonies of The Grave (x29 (Max:30.)), [Inspire Competence
(+26)/Encourage Failure (-26)], [Inspire Courage (+13)/Instill Fear (-13)], Lay Waste
(30d6), Lore Master (10/day); Disciple of Metal (50 (+24 Divine):The Gods Made Heavy
Metal, Euphony, Instruments of Destruction, Cacophony, Disciple, Euphony, Cacophony,
Disciple, Euphony, Cacophony, Disciple, Cacophony, Brutal Legend/Epic Disciple of
Metal:Apocylaphony (x4 (Max)), Heaven and Hell, Bonus Feat (x20), The Metal (Brutal
Legend:Ram It Down.), Indestructible; etc. (see previous) 34, +23d6
Nyki's Wand (Artifact Avatar (NB:Assimilated repeatedly (see previous) and no longer
exists apart from Nyki or his Artifact
Avatars (see previous). This means Nyki and his Artifact Avatars can each function as
Nyki's Wand (selective (Immediate
nonaction)).); Length:9 in. (short, slender).; Flexibility: - (inflexible).; Wood:Ebony (Deep
Void-black (umbral)).; Core:
ArchFiend claw (i.e. 1 of Nyki's claws (NB:Discarded, regrown.).).; Powers:+8 to Curse,
Counter-Curse, and
Transfiguration checks.; Special:The Magical blast of a ArchFiend claw wand counts as P/S
damage,
and each attack deals 1 point of bleed damage which stacks. It can be stopped w/a DC
1,201
heal check or any healing spell.
NB:Wands in HPD20 = (+1/wand ability; plus +2 for unlocked core; plus +5 for master's
wand) weapons for all purposes
related to crafting costs and times. Functionally, they're eff. little different from crossbows
that enable, etc. spellcasting.
Albeit, their shape and ammunition differ (i.e. their shape is your wand and their
ammunition is your magic (magical
blasts, etc.), rather than enchanted crossbow bolts.). Resultantly, weapon-related abilities
function normally.
However, such enhancements are extremely rare and probably outlawed by The Ministry of
Magic.
NB:Fast rituals use S/P/(M/S)P and ES/P/(M/S)/D. HPD20 Wizards typically know fewer
spells than Pathfinder Wizards.
However, they can cast them, typically as a Standard Action, at will w/No SP cost and w/o
foci or material components.
HPD20 Wizards normally require a wand, as well as verbal components to cast their spells
unless they have the
Non-verbal and Wandless Magic abilities. HPD20 Wizards are treated as having Spell
Mastery for every
spell they learn. HPD20 Spell Conversion:5 + (1/2 spell level (round up)) + (2x the power
point
cost a spell would have were it converted to a psionic power via Convert Spell to Power.).
Special:Nyki invokes/sacrifices to himself.; Meta(magics/etc.):Meta(magics/etc.) function
normally for all fast rituals.
Epic Rituals:ES/P/(M/S)/D are fast rituals. (NB:C/M/IL is further increased to 3,897th for
Evil Necromancy.)
Spells/Free Rituals, Powers, Maneuvers/Stances, Rituals, etc. Known:All 0-Epic level (up to
Spellcraft/Martial Lore DC
3,162 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 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.).
Spellcraft (Martial Lore) DC Limit Calculation Formula:3,162 (20+180+108+(472×*6)
+12+10). (NB:*Relevant Ability Modifier plus Applied Scholastics (Feats),
Knowledge of The Sage (Feats), Moment of Genius (Feats
of Intellect), Seasoned (BD20C), and Wisdom
of The Ages (Feats).)
Superior Lay Waste (5):Forceful Blast, Increased Area-of-Effect (x3), Quickened Blast.
Harmonies of The Grave (30):All 30 Harmonies of The Grave.
Epic Performance (10 (x4)):Group II (x25; Op.II (x10; +10 targets), Op.III (x4; +40 ft.),
Op.IV (x1), Op.V (x10)), Group III
(x15; Op.I-VI (std./rev.) (x1; NB:Op.III's effect(s) (is/are) dependant on the target('s/s')
current condition.), Op.VII (x3)).
Versatile Performance (5 (x4) (+1)):Expanded Versatility (x18; Percussion (x6), Sing (x6),
String Instruments (x6)),
Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String Instruments
(Bluff, Diplomacy)
Euphonies (12):Bulletproof; Fight Until We Die; Guardians of Fate; Heaven Can Wait; Into
The Storm; One
Shot At Glory; Refuse, Resist; Sacrament of Wilderness; Strength Beyond Strength;
Tattered Flags and
.Bloody Banners; The Grand Conjunction; Through The Fire and Flames.
Cacophonies (17):1,000 Eyes; Acid Bath; By The Sword In My Hand; Children of The Grave;
Creeping
Death; Cthulhu Dawn; Death In Fire; Fatal Energy; Holy Thunderforce; Master of Puppets;
Operation
Ground and Pound; Primordial Breath; Prince of Darkness; Shout at The Devil; Some Kind
of
Monster; Superbeast; Symphony of Destruction.
Apocylaphonies (4):Awaken, Awaken!; Progenies of The Great Apocalypse; Punishment
Divine
(blasphemy; dictum).
Aspects of Metal (3):Angel of Death; Louder Than Hell; Way of The Fist.
Brutal Legend (2):Caught In a Mosh; Ram It Down.
- Carnifex (50):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 (x15) 50
- Fire Mage (50 (15/35)):Fire Resistance, fire burst, fire bolts, Impress Flames, Fire Magic,
ignite, Piercing Flames, Hand of Fire, Fire Immunity, smokeless flames, fireballs, mindfire,
visions of flames, soul of cinders, sculpt flames, conflagration, beacon, firewalk, bonds of
fire, fire clouds, searing light, ray of light, sending, rain of fire/Epic Fire Mage:Bonus Feat
(x17) 67
- Monster Tamer (50):Caster Levels, Control Monster, Dread Lore, Train Monster, Craft Soul
Prison, Heal Monster, Subtype Specialization, Double Team, Increased Awareness, Speak
With Monsters, Craft Greater Soul Prison, Type Specialization, Transfer Control, Advanced
Monster Healing, Craft Leaden Seal, Recall Monster, Store Monster, Second Subtype
Specialization, Second Type Specialization, Craft Master Prison, Fast Recall Monster, Third
Subtype Specialization, Third Type Specialization, Subtype Mastery/Epic Monster
Tamer:Bonus Feat (x15), Subtype Specialization (x8), Type Specialization (x8) 82
250
Soul Prisons:666 (Contents:333 Devils, Kytons, etc..).
NB:Nyki's "Soul Prisons" are cards, etc. (i.e. No mechanical change.).
Subtype (S.:35. (M.:35.)):Air, Aquatic, Automaton, Behemoth, Chaotic, Clockwork,
Colossus, Daemon, Demon, Demodand, Devil, Div, Earth, Elemental, Evil, Fire,
Godspawn, Hive, Incorporeal, Kaiju, Kyton, Lawful, Mythic, Nightshade, Obyrith
(Qlippoth), Old One (Great Old One), Oni, Psionic, Rakshasa, Reptilian, Robot,
Swarm, Time, Void, Water.
Type (S.:15. (M.:15.)):Aberration, Animal, Construct, Deathless, Dragon, Fey,
Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant,
Sphinx, Undead, Vermin.
- Ninja (50):Armored in Life, Surprise!, Too Fast By Half, Wall Jump, Ninja’d, Invisible, Speed
of Thought, Cowabunga!, Dark Stalker, Seductive Gaze, Master of Disguise, Summon Mist,
Kidney Punch, Double-Jump, Join the Clan, Scuttler, Anti-Noise Aura, Sexy No Jutsu, Log
Trick, Go Ninja Go Ninja Go, Master of Escape, All Ninjas Fly, Flying Kick, Not Visible, Close
Combat, Shadow Lands, Shadow Clone, Too Fast By ¾, Secret Bedroom Technique, Get
Over Here!, Trap Setter, Spirit Blade, Time to Death, Perfect Disguise, Pirate Killer, Spell
Stowaway, Secret Scrolls, Perpetual Distraction, Honor is Babbies, Disregard Me, Murder
Punch, Harem No Jutsu, FINISH HIM!, Me First!, You Can’t See Me, Clan Master, Forbidden
Technique, Nightmare Realm, Fully Too Fast, Back In Black/Epic Ninja:Armored In Life
(+29), Bonus Feat (x15) 97
- Rogue (50):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 (x15), Epic Skill (x15), Sneak Attack (+25d6), Trap
Sense (+16) 112, +48d6
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)/Extra 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:761.; Total:3,805 (via M.K.P. (x3), R.K.P., and S.o.T.).
NB:Focus Points are Ki Points, etc..
Epic Skill (15):Op.III (x10), Op.VII (x5).
- Scholar (50):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 (x15) 160
- Shadow Warrior (50):Claws of Darkness, The Descent, 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, Searing Strike, Shadow Leap, Shadow Spawn,
Death Strike, Servant of the Pit, Shadow Discorporation, Shadow Well/Epic Shadow
Warrior:Bonus Feat (x15), Servant of The Pit (54HD), Shadowy Appendages (x8 (16
S.Ten.s)), Shadowstep (+90 ft.) 176
Archetype:Infernal Stalker.
Add. Prerequisites:
- Alignment:Lawful evil.
- Special:For a Shadow Warrior to become an Infernal Stalker they must forge an aliance
w/a Pit Fiend (Mythic); requiring an audience w/a Pit Fiend (Mythic) and a successful
Diplomacy check DC 20. Failure dooms the would-be Infernal Stalker to a terrible fate
(typically a fiery death or worse). Success dooms the Infernal Stalker to enlistment in Hell's
army. Those very, very few who survive eventually become nobility.
NB:This Pit Fiend (Mythic) is the exact same Pit Fiend (Mythic) associated w/the Infernal
Stalker's Servant of The Pit ability.
Add. Class Features:
- The Descent:At 1st level, an Infernal Stalker gains the Fire subtype.
At 10th level, an Infernal Stalker loses half of its cold vulnerability.
At 20th level, an Infernal Stalker loses all of its cold vulnerability.
Add., he gains the Outsider Type, as well as the devil (baatezu),
evil, extraplanar, and lawful subtypes; becoming a true native
of The Nine Hells of Perdition.
Alternate Class Features:
- Searing Strike:As Numbing Strike, exc. it deals Fire damage, rather than Cold damage.
This ability replaces the Numbing Strike ability.
- Servant of The Pit:As Servant of The Night, exc. the Infernal Stalker is accompanied by a
"Free-willed" (A.o.A.) Pit Fiend (Mythic) (M.M.M.) ally/friend, rather than a "Bound" (A.o.A.)
Nightwalker (PRG:B1) ally/slave. This ability replaces the Servant of The Night ability.
Ex-Infernal Stalkers:Infernal Stalkers who cease to be lawful evil (((or get their Pit Fiend
(Mythic) destroyed (I.H.:A.)))) retain all of their Infernal Stalker class features. They can't,
however, gain add. Infernal Stalker levels. Add., any Infernal Stalker of lower than 18th level
that dies automatically loses all their racial traits, HD/Ls, and class features and becomes a
lemure as punishment for their failure.
- Soldier of Truth (50):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 (x15) 193
- Tenken (50):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 (x15)
208
- Thief-Acrobat (50):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 (x15), Sneak Attack (+24d6) 223, +72d6
- Threat (50):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 (x15), Numb (+25) 239
--------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------
Special (Prestige Class (1,300):Agent of Death (Inc.), Assassin (PRG:CR), Astral Dancer
(Planar Handbook), Astral Zealot (Hyperconsciousness), Barrister (of The Nine) (The
Tomes), Bone Rider (The Tomes), Butcher (Strategists & Tacticians), Cancer Mage (B.o.V.D.),
Cosmic Descryer (Inc.), Crystal Lorewarden (Crystal Lorewarden), Devil (((Demon)))
Samurai (The Tomes), Diabolist (The Quintessential Witch), Dread Emperor (Inc.), Dungeon
Lord (Dungeonscape), Exterminator (Out For Blood), Fleshcrafter (Quintessential Drow),
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), King of Thieves (Wilds), Lord of The Damned (The Tomes), Master of Chains
(Sword and Fist), Master of The Seven Necromantic Mysteries (The Tomes), Mastermind
(Inc.), Mathemagician (Mathemagician), Pale Master (Pale Master (Tome and Blood), Epic
Pale Master (Inc.)), Planeshifter (Manual of The Planes), Scion of Sorrow (Inc.), Sculptor of
The Damned (Inc.), Seeker of The Lost Wizard Traditions (The Tomes), Shigmaa (Ptolus),
Skindancer (The Tomes), Soul Merchant (The Tomes), Speaker For The Dead (Inc.), Tomb
Warden (Libris Mortis), Tombmason (Lore of The Gods (P.E.)), Trinity Theurge (Trinity
Theurge), Unreal (Inc.), Venerated Sage (Inc.), Visceral Metabolist (The Mind Unveiled),
Void Disciple (Complete Divine).; NB:Epic level progressions follow ELH patterns. Epic
Pathfinder (or equiv.) is used for Specials (NB:Exclusively for Pathfinder classes.), if desired,
and Bonus Feats, if any. The remainder is ignored.):
- Agent of Death (50):Crippling Strike 2/Attack, Slay, Cat and Mouse 1/Encounter, Bonus
Feat, Canny Slaughter 1/Round, True Death (10), Crippling Strike 4/Attack, Cat and Mouse
2/Encounter, Bonus Feat, Canny Slaughter 2/Round, True Death (100)/Agent of
Death:Bonus Feat (x10), Canny Slaughter (10/round), Cat and Mouse (10/encounter),
Crippling Strike (20 (or 10)), Slay (+25d6), True Death (10,000,000,000) 252
50, +97d6
- Assassin (50):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 (x20), Save Bonus Against Poison (+25), Sneak Attack
(+25d6) 272, +122d6
100
- Astral Dancer (10):Relative Altitude, Evasion (no gravity), Improved Maneuverability,
Evasion, Astral Dodge +2 (+1), Improved Evasion (no gravity), Astral Agility, Improved
Evasion, Improved Maneuverability, Astral Dodge +4 (+2), Lightning Speed 272
110
- Astral Zealot (10 (+8 Psionic)):Ectopic Suit, throw ectoform, Conjoin Ectoform, Upgrade
Construct, Ectopic Proficiency, Improved Ectoform, Ectopic Expertise, Metacreative Latency,
Ectopic Mastery, Advanced Ectoform, Ectopic Dispersion 272
120
- Barrister (10 (+10 Arcane)):Seal the Contract, corner office, Immunity Deal, Penalized,
pacts, Contractual Obligations, Proof of Payment, Inheritance Clause, Loophole 272
130
- Bone Rider (5):Mount The Dead,*Turn/Command, Versatile Riding, Deadly Touch, Bonus
Feat, Animate Dead, Speed of The Dead, Hunger of The Dead, Bonus Feat, Eternal
Faithfulness 274
135
NB:*Gains Channel Energy (1d6/2HD/L) and Command Undead
(B). This converts the base ability from 3.x to P.E..
- Butcher (50):Numbing Sever, Second Chop, Sickening Slice, Painful Severing, Disarming
Sever, Sever Cleave, Dazing Slice, Sever Artery, Double Sever, Stunning Sever/Epic
Butcher:Bonus Feat (x20) 295
185
- Cancer Mage (50):Sneak Attack +1d6, Disease Host, contagion, Cancerous Companion,
Tatterdemalion, Poison, Children of The Night, Sneak Attack +2d6, Viral Agent, Infected
Wound, insect plague, Insect Armor, Viral Ally, Sneak Attack +3d6, Disease Form/Epic
Cancer Mage:Bonus Feat (x20), Sneak Attack +16d6
- Devil Samurai (5):Mantle of the Dark One, Code of Conduct, Face of Evil,'Talons,*Sphere,
Usurp the Darkness 306
NB:'Treat Multiattack and the benefits thereof as a feat and special abilities. It scales
normally.
*i.e. Domain(s)/Sphere(s) (Inc.).
250
- 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 308
255
- Dread Emperor (50 (+25 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 (x10), Dark Tactician (10/encounter),
Emperor's Plague (10d6), Overwhelming Swarm (-10), Undying Avatar (10), Unending
Legions (50 HD) 318
305
- Dungeon Lord (5):Dungeon Mastery, Horde Lord +1, Dungeon Step, Complete Awareness,
Dungeon Minions, animate objects, Dungeon Defender, Horde Lord +2, Leadership 318
310
- Exterminator (50):Blood Feud +1, Bonus Feat:Great Cleave, locate creature (1/day), Blood
Feud +2, Next of Kin, locate creature (2/day), Blood Feud +3, Slay Spawn, locate creature
(3/day), Blood Feud +4, Slay Sire/Epic Exterminator:Blood Feud (+20), Bonus Feat (x20),
locate creature (16/day) 352
410
- Fleshcrafter (5 (+2 Arcane or Divine)):Flesh Call, Bone Call, Wrack 352
415
- Harbinger of Endings (50 (+25 Arcane or Divine)):Envoy of the End, Twisted Servitude (1
outsider), Destruction’s Embrace 1/Round, Bonus Feat, Glimpse the End 1/Encounter,
Apocalyptic Might (2 epic spells), Twisted Servitude (2 outsiders), Destruction’s Embrace
2/Round, Bonus Feat, Glimpse the End 2/Encounter, Apocalyptic Might (3 epic
spells)/Harbinger of Endings:Apocalyptic Might (11 epic spells), Bonus Feat (x10),
Destruction's Embrace (10/round), Glimpse the End (10/round), Twisted Servitude (10
outsiders) 362
465
- Herald of The Outer Spheres (50 (+25 Arcane or Divine)):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 (10/round), Bonus Feat (x10), Dread Influence (1,000,000,000
miles), Herald of Madness X, Otherworldly Summons (10/encounter) 372
515
- Iaijutsu Master (50):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 (x20), Echoes of the Edge (14/day), Spirit Strike (13/day) 394
565
- Initiate of the Black Tower (50 (+50 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/Epic Initiate of
The Black Tower:Bonus Feat (x10), Recall Servant (15/day), Unnamed (5/day) 404
615
- King of Thieves (10):Hide In a Basket, Steal Dreams, Scent Wealth, Hide In a Sack, Bandit
Hideout, My Brothers Beside Me, Hide In a Pocket, Steal Voice, Hide In The Eye of a Needle,
Open The Secret Cavern 404
625
- Lord of the Damned (50 (+50 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/Epic Lord of
The Damned:Bonus Feat (x13), Parade of Atrocities (50 mi. r.) 419
675
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 Chains (10):Scare, Climb Fighting, Superior Weapon Focus, Chain Bind, Chain
Armor, Double Chain, Deflect Attacks, Superior Weapon Specialization, Superior Barbed
Chain, Swinging Attack, Chain Mastery 419
685
- 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 420
692
NB:*Gains Channel Energy (1d6/2HD/L) and Command Undead
(B). This converts the base ability from 3.x to P.E..
- Mastermind (50 (+25 Arcane)):Layered Truth I, Puppet Master, Never There 1/Encounter,
Bonus Feat, Mastermind's Ward (personal), Countermeasures 1/Round, Layered Truth II,
Never There 2/Encounter, Bonus Feat, Mastermind's Ward (personal + 1
target)/Mastermind:Bonus Feat (x10), Countermeasures (10/round), Layered Truth X,
Mastermind's Ward (personal + 9 targets), Never There (10/encounter) 430
742
- Mathemagician (50 (+49 Arcane)):Arithmetic, Magical Theorum, Magical Theorum, Magical
Theorum, Magical Theorum, Magical Theorum, Magical Theorum, Magical Theorum, Magical
Theorum, Magical Theorum/Epic Mathemagician:Bonus Feat (x10), Magical Theorem (x21)
440
792
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
- Pale Master (50 (+25 Arcane)):Bonemail +2, animate dead, Darkvision, Summon Undead,
Bonemail +4, Deathless Vigor, Undead Graft, Tough As Bone, Graft Upgrade, Bonemail +6,
Summon Greater Undead, Deathless Mastery/Epic Pale Master:Bonemail (+26), Bonus Feat
(x10), Summon Greater Undead (CR<(CL-5)), Undead Graft ([X] Touch (24/day)) 450
842
- Planeshifter (50 (+47 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 (50/day), Bonus Feat (x10), Morphic
Stability (1,500 ft. r.), planar area swap (5,000 ft. r.) 460
892
- Scion of Sorrow (50 (+25 Arcane or Divine)):*Entity of Loss, What’s Done is Done, Futility
1/Round, Bonus Feat, Blade of Broken Dreams 1/Encounter, Unending Existence I, What’s
Done is Done, Futility 2/Round, Bonus Feat, Blade of Broken Dreams 2/Encounter, Unending
Existence II/Scion of Sorrow:Blade of Broken Dreams (10/encounter), Bonus Feat (x10),
Futility (10/round), Unending Existence X (100/round; 10,000 hp), What's Done is Done
(x10) 470
942
NB:None of Nyki's Scion of Sorrow class's features are ever detrimental (or a hindrance) to
him.
However, his What's Done is Done class feature functions normally and, if misused, could
lead to unpleasant circumstances. Nyki reserves this for when an event absolutely
must remain unaltered.
- Sculptor of The Damned (50 (8/42 (+50 Arcane or Divine))):Claymail, Terra Cotta Sorcery,
Flames of the Kiln, Foul Ingredients, Like Toy Soldiers, Bone Dust, Marshal of the Eternal
Army, Sand Man, Spellbane Statues, The Bone Collector/Epic Sculptor of The Damned:Bonus
Feat (x14) 484
992
- Seeker of the Lost Wizard Traditions (7 (+7 Arcane)):Spell Reflection, Scroll
Preparation,*Uncapped Magic, Burst Conservancy, Harvest Magic, Expanse of the Sky,
Temporary Portal, Unbreachable Stone Defense 48
999
NB:*This brings magical spells more in line w/psionic powers.
- Shigmaa (50 (+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 (x63), Call of Death (52 HD; 25/Day), Secrets of the Dead (x50) 557
1,049
Scars:Nyki's skeleton is irrevocably scarred (Art (Empathy (DC:
1,201.), Fanaticism (DC:1,196.), and Fear (DC:1,196.)); concealable,
var. (mutable) form (morphic (selective (Immediate nonaction)))).
- Skindancer (10 (+10 Arcane or Divine)):Wear Skin, Taking Lives, Likeness, Death Attack,
Flexible Hide, Hide the Evidence, Fill the Shell, Aura Steal, Art of Preservation, Skin
Reincarnation, Skin Puppets 557
1,059
- Soul Merchant (8 (+8 Arcane or Divine)):Extract Soul, Extended Contract, Escort to the
Promenade, Craft Soul Contract, Soulless Spawn, Bargain, Notable Investments (Liches'
Favor), Credit, Lifetime Warranty 557
1,067
- 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 557
1,077
- Tomb Warden (3):Turn Immunity, Tomb Sense, Power of The Dead 557
1,080
- 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 557
1,090
- Trinity Theurge (50 (+50 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/Epic Trinity
Theurge:Bonus Feat (x13), Psionic Reinforcement (+16) 570
1,140
- Unreal (50 (+25 Arcane or Divine)):Actualize I, All An Illusion, Disbelieve Harm 1/Round,
Bonus Feat, Fictionalize I, Sensory Control (1 set of perceptions), Actualize II, Disbelieve
Harm 2/Round, Bonus Feat, Fictionalize II, Sensory Control (2 sets of
perceptions)/Unreal:Actualize X, Bonus Feat (x10), Disbelieve Harm (10/round), Fictionalize
X, Sensory Control (10 sets of perceptions) 580
1,190
- Venerated Sage (50 (+25 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 (x10), Combat
Evaluation (+50), Harmful Truths (10/round), Master of Knowledge (+200), Prepare For
Anything (10 actions), Uncanny Senses (500 ft.) 590
1,240
- 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)
590
1,250
- Void Disciple (50 (13/37 (+44 Arcane or Divine))):Sense Void (physical senses, 1/day),
Sense Void (2/day), Moment of Clarity (2/day), Sense Void (magical senses, 3/day), Altering
The Course, Sense Void (4/day), Moment of Clarity (3/day), Sense Void (empathic senses,
5/day), Void Release, Sense Void (6/day), Void Suppression, Moment of Clarity (4/day),
Sense Void (mental senses, 7/day), Void Strike/Epic Disciple of The Void:Bonus Feats (x12),
Moment of Clarity (13/day), Sense Void (25/day) 599
1,300
--------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------
Base 30 (x7)
Race 49
Mythic 5 (x8)
Misc. 19
Class 606
OCC 458
Anoxia 1,296
Mind Blade 1,296
Epic Destiny (x3) -9
----------------------
Total:3,965
Feats (979):Ability Focus (Pandemoniac Corruption), Accupuncture (Covert Ops Feats II),
Acrobatic (NB:Replaces Acrobatic (D20M).), Acrobatic (The Tomes), Advanced Firearms
Proficiency (D20M), Agile Maneuvers, Agile Riposte (DR305), Agonizing Strike (Feats),
Aircraft Operation (x4) (D20M), Alertness, Alertness (The Tomes), Aletheian (Dark Roads
and Golden Hells), Alignment Channel (x4; chaotic, evil, good, lawful), Allure (The Imperial
Age), Always Listening (Dreadmire (Bonus Material)), Analytic Caster (Encyclopaedia
Arcane:Dragon Magic), Anatomical Precision (G.C.C.), Anchoring Blow (DR306), Anesthetist
(G.C.C.), Animal Affinity (The Tomes), Animal Friend (T.W.o.T.W.), Anti-Hero (Inc.), Applied
Scholastics (NB:The bonus is untyped.) (Feats), Appraise Suspect (Crime Scene:Feds),
Apprentice (Devil (Baatezu)) (The Tomes), Acquirer's Eye (The Tomes), Aquatic Occultist
(Inc.), Arcane Fire (Inc.), Arcane Preparation (Complete Arcane), Arcane Reach (Inc.),
Arcane Strike, Arcanum Minimus (Power Source:Any.) (The Practical Enchanter), Archaic
Weapons Proficiency (D20M), Aristeia (Inc.), Armed Deflection (Inc.), Army of Demons (The
Tomes), 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), Aura of Suffering (101 Monster Feats), 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), Battlefield Surgeon (The Tomes), Bedside Manner (+60 Heal) (A.N.A.:2013),
Beguiling Countenance (PRG:The World of Vampire Hunter D), Belly of The Beast (101
Monster Feats), Beloved Dictator (Unholy Warrior's Handbook), Big Fire (Amazing
Races:Goblins), 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), Blitz (The
Tomes), 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), Bonecaller (The Ossuarite), Bonecunning (Inc.), Boneless (Dweomercraft:Lich),
Book (x10; Nyki's Theorum Vol. I-VII (Nyki's theories.; Prerequisites:Knowledge (Law,
Liberal Arts, Medicine, Metaphysics, Moral Philosophy, Natural Philosophy, and Theology) 180
ranks.; Benefit:+60, +180, +44, 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), Bureaucrat (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.), Change Kingdom (Wilds), Cheat Death (Secret College
of Necromancy), Chemical/Microscopic Analysis (Crime Scene:Feds), Chosen of Evil (Elder
Evils), 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 Looting (The Tomes), Combat Martial Arts (D20M), Combat Panache
(P.H.II), Combat Reflexes, Combat School (x1; The Way of The Carnage King (bloodrazor,
dagger (dagger, tanto), glaive (glaive, warglaive), harpoon (shortspear (barbed, bladed),
staff), kama, katana, kusarigama, scythe, shuriken (chopstick, needle), shuriken (star),
sickle, spiked chain, spiked chain-whip, unarmed strike, wakizashi, whip)) (The Tomes),
Combat Throw (D20M), Cometstrike (#1 With A Bullet Point:5 Fireball Feats), Command
(Flashpoint! Russia), Command (The Tomes), Command Undead, Compelling Caster
(Encyclopaedia Arcane:Dragon Magic), Con Artist (The Tomes), 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 (+472 Craft (All)) (Lore of The Gods (P.E.)), Create Artifact
(The Practical Enchanter), Create Creature (Inc.), Create Device (Inc.), Create Divinity
Spark (Requiem for a God), Create Moving Portal (Perilous Gateways:Portals of Anauroch),
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.), Crimson Flames Invoker (Inc.), Crimson Flames Master (Inc.),
Crippling Strike (Feats), Critical Focus, Crude-Wrestling (Frost & Fur), Cruel Aristocrat
(A.N.A.:2012), Crypsis (Dreadmire (Bonus Material)), Cryptograper (The Tomes), Cybernetic
Surgery (D20 Cyberscape), Cyborg (D20 Cyberscape), Dancing Strike (E.A.:Whips), Danger
Sense (The Tomes), 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:1,201.) (B.o.V.D.), Dark Speech (Creature Words) (DC:1,201.) (Inc.), Dark Speech
(Object Words) (DC:1,201.) (Inc.), Dark Whispers (DC:1,201.) (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).), Defensive Martial Arts (D20M), Deflect Arrows, Deformity
(Gaunt (selective (Immediate nonaction))) (B.o.V.D.), Deft Fingers (The Tomes), Deft
Hands, Demand (A.N.A.:2012), Densely Packed Swarm (DD4:The Necromancer's Lair),
Descriptor Affectation (x2; evil,*mind-affecting; NB:*Nyki uses this to mindfuck his
enemies, often mindfucking them to death or insanity.) (Anubium), Desert Blooded (Wilds),
Despot of Darkness (DC:1,201.) (Inc.), Detective (The Tomes), Determined Soul (Nb.o.F.),
Devil's Aura (F.C.II:T.o.T.N.H.), Devil's Favor (F.C.II:T.o.T.N.H.), Devil's Sight
(F.C.II:T.o.T.N.H.), Devour (Inc.), Diabolic Trapmaker (Inc.), Diehard, Different Bones
(Dweomercraft:Lich), Disassemble (Secret College of Necromancy), Discern Item (Feats
101), 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,
Doorman (Inc.), Double Tap (D20M), Dragon Sense (A.N.A.:2012), Dragonfriend
(A.N.A.:2012), Dragontamer (A.N.A.:2012), Dreadful Demeanor (The Tomes), Dreamtelling
(H.o.H.), Drive-By Attack (D20M), Dual Channel (Wayfinder 2), Dutiful Guardian (Drow of
The Underdark), Earth Glide (A.N.A.:2017), Eater of Years (Liber Sodalitas:The
Pneumaphagoi), Educated (D20M), Eerie Dexterity (B.T.L.:R.o.t.T.), Eidetic Memory (Inc.),
Eldritch Well (#1 With A Bullet Point:Control Water Spell Feats), Elemental Channel (air,
earth, fire, water), Eloquent (+30 Bluff, Diplomacy, Intimidate) (A.N.A.:2013), Elusive Target
(Complete Warrior), Elusive Target (D20M), Elusive Target (The Tomes), 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), Entropic Lord (Inc.), Environmental Effects (#1 With A
Bullet Point:5 Fireball 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), Evil's Blessing (Elder Evils), Ex-CART Team Member (Crime Scene:Feds), Exotic
Weapon Proficiency (bloodrazor, katana, whip), Expel Creature (101 Monster Feats),
Expendable Familiar (Inc.), Experimental Medicine (Choice and Blood), Expert Counterfeiter
(The Tomes), Expert Tactician (The Tomes), Extend Spell, Extend Spreading Breath
(Draconomicon), Extra Channel (x1), Extra Rogue Talent (x10) (PRG:Advanced Player's
Guide), 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), Fiery Wrath (#1 With A Bullet Point:5 Fireball Feats), Filthy
Outburst (DC:1,201.) (Elder Evils), Find Another Foe (Frost & Fur), Find Clues (D20P),
Fingerprint Taking (Crime Scene:Feds), Fire Hand (PRG:Advanced Race Guide), Flash Step
(Inc.), Flash Step Dervish (Inc.), Flash Step Maneuvers (Inc.), Flash Step Savant (Inc.),
Flash Strike (Inc.), Fleshcrafter (Quintessential Drow), 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), Gatecrasher (Inc.), 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 Hunter (The Tomes), Ghost Lord (Inc.), Ghost of The Mists (Wilds), Ghost
Step (The Tomes), Ghost Touched (Liber Sodalitas:The Pneumaphagoi), Ghostly Grasp
(Libris Mortis), Giant Slayer (The Tomes), 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, Great
Fortitude (The Tomes), Greater Control Water (#1 With A Bullet Point:Control Water Spell
Feats), 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, Greater Spell
Penetration, Greater Sunder, Greater Weapon Focus, Greater Weapon Specialization,
Gruesome Finish (Exemplars of Evil), Haft Strike (DR331), Hag's Nightmare (Inc.),
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, Hunter (The Tomes),
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 (+60 Intimidate) (A.N.A.:2013),
Imbuement (x5; Advanced, Artificer, Bonded, Excellence, Fabrication (x2), Living Magic,
Multiple) (The Practical Enchanter), Implied Threat (+60 Diplomacy) (A.N.A.:2013),
Implosion (#1 With A Bullet Point:5 Fireball Feats), Impose Energy (x4; acid, 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
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 Rearm (Inc.), 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.), Insightful
Caster (Encyclopaedia Arcane:Dragon Magic), Insightful Strike (The Tomes), Inspire Loyalty
(Feats), Instant Awakening (Inc.), Integration (Dweomercraft:Lich), Investigator (Crime
Scene:Feds, P.H.v.3.5), Investigator (The Tomes), Invisible Spell (Undefeatable 11:Arcane
Trickster), Iron Bones (Dweomercraft:Lich), Iron Will, Iron Will (The Tomes), Item Master
(The Tomes), Juggernaut (The Tomes), Ki Manipulation (Player's Guide To Monks and
Paladins), Ki Projection (Player's Guide To Monks and Paladins), Killing Aura
(Dweomercraft:Lich), King of Spirits (Inc.), Knockback (Races of Stone), Know Master
(Vampire Hunter D), Knowledge of The Sage (NB:The bonus is untyped.) (Feats),
Leadership (x1), Leadership (The Tomes), Leech Item (DCSC:Age of Mortals), Legendary
Familiar (Dweomercraft:Lich), Legendary Undead Familiar (Dweomercraft:Lich), Legendary
Wrangler (The Tomes), Lend Essence (101 Monster Feats), Lichloved (B.o.V.D.), Light
Hearted (Bronze Gods), Lightning Reflexes, Lightning Reflexes (The Tomes), Limb Ripper
(Strategists & Tacticians), Lingering Attack (I.H.:A.), Lingering Breath (Draconomicon),
Listen To The Whisper of The Forest (Wilds), Lord of Death (The Tomes), Lucid Dreaming
(T.B.o.U.H.), Lunatic Insight (H.o.H.), Magekiller (Inc.), Mage Slayer (The Tomes), Magic
Sense (Inc.), Magical Aptitude, Magical Aptitude (The Tomes), Makers Mark (F.P.C.:T.E.),
Manipulative Grip (Inc.), Many-Faced (The Tomes), Manyshot, Mask Signature (Feats),
Master Craftsman (Inc.), Master Manipulator (P.H.II), Master of Allure (Female) (Inc.),
Master of Goblin Cuisine (Inc.), Master of Terror (The Tomes), 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 (+472 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 (+472 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), Monster Rancher
(The Tomes), 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, Mounted Combat (The Tomes), Multiattack, Multiple Bodies
(Dweomercraft:Lich), Multiple Familiars (T.W.o.T.W.), Multislice (Inc.), Multisnatch
(Draconomicon), Multiweapon Defense (Inc.), Multiweapon Fighting, Multiweapon Rend
(Inc.), Murderous Intent (The Tomes), 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.), Natural Empath (The Tomes),
NCAVC Criminal Psychologist Training (Crime Scene:Feds), Necrotic Bolt (2,598d20+22
(N./P.)E.) (T.C.G.t.L.), Necrotic Knowledge (x2; Knowledge (necrology), Knowledge (spirit
lore)) (Anubium), Nerve Pinch (DC:1,201.) (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), Oaths of Iron (Nb.o.F.), Obscure Knowledge (D20P), Occult Combat
Artistry (Inc.), 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.), Outdoorsman (Inc.), Overwhelming Beauty
(Feats 101), Painful Severing (Strategists & Tacticians), Painful Strike (Feats), Pandemoniac
Corruption (As Spawn of Nyki (see previous) (selective (Immediate nonaction)).) (101
Monster 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
(The Tomes), Persuasive Conversation (+472 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, Point Blank Shot
(The Tomes), Poison Sense (A Poisoner's Handbook), Portal Master (Player's Guide To
Faerun), Portal Sense (x2) (Inc.), Possess Creature (P.P.:1,299.; DC:1,201.) (C.o.T.:T.I.S.),
Possess Living Humanoid (Dweomercraft:Lich), Possess Living Monster (Dweomercraft:Lich),
Possess Location (P.P.:1,299.; DC:1,201.) (C.o.T.:T.I.S.), Possess Object (P.P.:1,299.;
DC:1,201.) (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 (+60 Sense Motive) (A.N.A.:2013), Precise Shot,
Presence of Mind (Strategists & Tacticians), Pressure Points (Inc.), Professional Luddite (The
Tomes), Psychological Profiling (Crime Scene:Feds), Psychologist (Covert Ops Feats II),
Psychosomatic Attack (Flashpoint! Russia), Pull Blow (NB:This enables Nyki 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 Draw (Inc.), Quick Leech
(DCSC:Age of Mortals), Quick Reconnoiter (Complete Adventurer), Quick Sheath (Inc.),
Quicken Attack (I.H.:A.), Quicken Breath (Draconomicon), Quicken Spell, Quickened
Pandemoniac Corruption (101 Monster Feats), Quivering Palm Versatility (PPC: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 (+472 Intimidate) (Inc.), Reach Spell, Reactive Counterspell (Magic of Faerun),
Reasonable Argument (+472 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:Nyki 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,
Nyki's eyes bear a unique deep void-black umbrescence. The intensity of which varies w/the
intensity of his emotions. Nyki 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.), Sharp-Eyed (The
Tomes), Shield Focus, Shinobi Arsenal (NB:This inc. blowgun (blowpipe) proficiency.)
(Kitsunemori), Shockwave (#1 With A Bullet Point:5 Fireball Feats), 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:80
(+1/4D).) (Inc.), Skin Thief (Dweomercraft:Lich), Skip Shot (D20M), Slave of Evil (Elder
Evils), Slippery Contortionist (The Tomes), Slippery Skin (Exemplars of Evil), Snagging Trip
(E.A.:Whips), Snake Charm (DC:1,201.) (The Book of Roguish Luck), Snatch, Snatch (The
Book of Roguish Luck), Snatch Arrows, Sniper (The Tomes), 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), Soul
of Entropy (Inc.), Spawn Lord (NB:Nyki's spawn can only gain the templates he permits
them to gain.) (A.N.A.:2012), Spell Focus, 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), 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.), Steady Stance (The Tomes),
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), Swim
Like A Fish (The Tomes), Sympathetic Spell (The Witch's Handbook), Tamer (A.N.A.:2012),
Tech Specialist (Starships of the Galaxy), Technologist (Inc.), Technomedicine (Choice and
Blood), Telepathic Collective (Inc.), 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; Kosmos:The Universe (i.e. The
Multiverse (i.e. The Great Wheel (i.e. The Planescape Campain Setting.).).).) (The Practical
Enchanter), The Pinch (Inc.), Think Outside The Box (Secrets), Third Hand (E.A.:Whips),
Threnodic Spell (PRG:Ultimate Magic), Throw Anything, Throw Attack (I.H:A.), Tiring Critical,
Tomb-Tainted Soul (Libris Mortis), Too Good To Be True (+60 Bluff) (A.N.A.:2013), Top Dog
(+60 Handle Animal) (A.N.A.:2013), Toughness, Tracing Breath (Inc.), Traceless
(T.W.o.T.W.), Traceless (MD16), Track (The Tomes), Trained Memory (Medieva
l 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), Trespasser (The Slayer's Guide To Demons ), Triumph of The
Will (G.C.C.), True Voice (Hamunaptra), Tunnel Fighting (Races of Stone), Tunnel Riding
(Races of Stone), Turn Undead, Tyrant (The Tomes), 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 Iaijutsu (Inc.), Versatile Unarmed Strike
(P.H.II), Vertical Escape (MD16), Vile Strike (Inc.), Vine Swinger (Wilds), Violate Spell-like
Ability (B.o.V.F.), Violating Strike (Unholy Warrior's Handbook), Virulent Poison (Savage
Species), Vital Strike, Voracious (Liber Sodalitas:The Pneumaphagoi), Walking The Area
(Crime Scene:Feds), Warforged (Inc.), Warp Seeker (Inc.), Watcher (Crime Scene:Feds),
Water of Life (#1 With A Bullet Point:Control Water Spell Feats), Water Sense (Wilds),
Weapon Finesse, Weapon Finesse (The Tomes), Weapon Focus, Weapon Juggle (Inc.),
Weapon Specialization, Weapon Tricks (Nb.o.F.), Weapon Versatility (PPC: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 (The Tomes), Whirlwind
Attack, Wicked Strike (Feats), Widen Spell, Wild Sense (x8; Bee Vision, Bird Sense, Fish
Sense, Frog Vision, Owl Hearing, Pelican Vision, Shark Vision, Snake Vision) (Dreadmire
(Bonus Material)), Willing Deformity (Scarification (Shigmaa)) (B.o.V.D.), Willowshield
(Wilds), Wind Sending (Frost & Fur), Wireless (Inc.), Wisdom of The Ages (NB:The bonus is
untyped.) (Feats), Witch Hunter (Inc.), Witch Hunter Tradition (Inc.), Witch Scholar (Inc.),
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), Zen Archery (The Tomes), Zero-G Training (D20F); NB:Lich feats are Tainted
Feats.
BD20C Feats (339; Broken (x1), Hollow (x5), Hollow Within (((Inner Hollow))) (x5), Intra-
Universal Parasitic Organism (x5), Shinigami (x5), Yotogi (x1); Ki Infused (x17), Maskless
(x10)):Academic Knowledge (BD20C:TCEU), Advanced Healing Kicker (BD20C:D&S),
Advanced Reiatsu Burst (BD20C), Advanced Reiatsu Healing (BD20C), Advanced Unarmed
Strike (BD20C), Agile Riposte (x1) (BD20C), Alternate Zanpakutou Form (Ancestral Weapon
(Self (see previous))) (BD20C), Animal Form (x9; Variety:M Bat (F-TII; Species:Vampire,
Unique.), M Fox (F-TII; Species:Unique.), M Grim (F-TII; Species:Unique.), M Owl (F-TII;
Species:Unique.), M Rat (F-TII; Species:Unique.), M Spider (F-TII; Species:Hunting and
Web-spinning, Unique.), M Toad (F-TII; Species:Unique.), M Viper (F-TII;
Species:Rattlesnake, Unique.), M Wolf (F-TII; Species:Unique.)) (BD20C), Blooded (BD20C),
Blurring Step (BD20C), Boost (x3) (BD20C:D&S), Broken (x1 (via Nescient (divine), etc.);
Appearance:No change.; Unarmed Strike (Bite, etc.; Weapon, etc.; etc. (Melee, Ranged
(var.))/Divine Blast (d20s; Divine (100%), Ranged (90 ft.))):[BW]+12d6/+12d20, x2.)
(BD20C:BTV), Burst of Speed (BD20C:D&S), Cartwheel Dodge (BD20C:D&S), Clairsentience
(BD20C:TDW), Combat Acrobatics (BD20C:D&S), Combat Expertise (x1) (BD20C), Combat
Martial Arts (BD20C), Combat Reflexes (BD20C), Countdown Spell (BD20C:TBBoK), Counter
Kido (BD20C:TBBoK), Daitai (BD20C:TCMA), Deadly Touch (BD20C:D&S), Defensive Skill
Focus (x4; Def (AC (+16)), Fort (+16), Ref (+16), Will (+16)) (BD20C), Deflect Arrows
(BD20C), Delayed Incantation (BD20C:TBBoK), Deny Death (BD20C: D&S), Destructive
Bindings (BD20C:TBBoK), Distance Casting (x1; 30 ft.) (BD20C:TBBoK), Distilled Spell
Liquid (BD20C:TBBoK), Dodge (x1; Dodge (+16)) (BD20C), Double Incantation
(BD20C:TBBoK), Double Reiatsu Aura (BD20C), Eerie Gaze (BD20C:TCH), Efficient Demon
Magic (BD20C:TBBoK), Eishohaki (x1) (BD20C:TBBoK), Eldritch Taint (BD20C:TCH),
Elementary Affinity (x4; acid, ele., fire, son.) (BD20C:TBBoK), Endurance (BD20C),
Enlightened (x1) (BD20C:TBBoK), Eternal Shunko (x4; acid, ele., fire, son.) (BD20C:TCEU),
Explosive Spell Liquid (BD20C:TBBoK), False Incantation (BD20C:TBBoK), Far Step
(BD20C), Fast Talking Eishohaki (x1; mind rape) (BD20C:TBBoK), Fearsome Foe
(BD20C:TCH), Flash Step Anticipation (BD20C), Flash Step Afterimage (BD20C), Flash Step
Decoy (BD20C), Flash Step Defense (BD20C), Flash Step Evasion (BD20C), Flash Step
Invisibility (BD20C), Flash Step Spring Attack (BD20C), Flight (BD20C:D:TCD), Flurry of
Blows (BD20C), Forge Zanpakutou (BD20C:TCEU), Frightful Presence (BD20C), Gisei
(BD20C:TCMA), Great Fortitude (Fort (+14)) (BD20C), Great Telepathy (BD20C:TDW),
Greater Blast (BD20C:TDW), Greater Burst of Speed (BD20C:D&S), Greater Flurry of Blows
(BD20C), Greater Life's Blood (BD20C:D&S), Greater Psychoportation (BD20C:TDW),
Greater Shunko (BD20C:D&S), Greater Telepathic Link (BD20C:TDW), Greater Yotogi Sight
(x8) (BD20C:TDW), Hakudo Adept (BD20C), Half-assed Concentration (BD20C:TBBoK),
Hands of Mercy (BD20C:AG:TOP), Hard Evasion (x1) (BD20C:TBBoK), Healing Boost
(BD20C:D&S), Healing Kicker (BD20C:D&S), High Pain Tolerance (BD20C:D&S), Hold The
Line (BD20C), Hollow (x5 (via Nescient (divine), etc.); Appearance:No change.; Unarmed
Strike (Bite, etc.; Weapon, etc.; etc. (Melee, Ranged (var.))/Divine Blast (d20s; Divine
(100%), Ranged (90 ft.))):[BW]+12d6/+12d20, x2.; HGPs:105 (21 (x5)).) (BD20C), Hollow
Within (((Inner Hollow))) (x5 (via Nescient (divine), etc.); Appearance:No change.;
Unarmed Strike (Bite, etc.; Weapon, etc.; etc. (Melee, Ranged (var.))/Divine Blast (d20s;
Divine (100%), Ranged (90 ft.))):[BW]+12d6/+12d20, x2.; HGPs:105 (21 (x5)).))
(BD20C), Hyper Mach Punch (BD20C:D&S), I Can Feel The Other Side (BD20C:D:TEssD),
Improved Agile Riposte (BD20C), Improved Burst of Speed (BD20C:D&S), Improved
Clairsentience (BD20C:TDW), Improved Defenses (BD20C), Improved Destructive Bindings
(BD20C:TBBoK), Improved Efficient Demon Magic (BD20C:TBBoK), Improved Eishohaki (x1)
(BD20C:TBBoK), Improved Flash Step (BD20C), Improved Flash Step Evasion (BD20C),
Improved Flurry of Blows (x3) (BD20C), Improved Healing Kicker (BD20C:D&S), Improved
Initiative (+28) (BD20C), Improved Kido Focus (x3) (BD20C:TBBoK), Improved Life's Blood
(BD20C:D&S), Improved On The Rails (BD20C:D&S), Improved Reiatsu Burst (BD20C),
Improved Reiatsu Capacity (x1) (BD20C), Improved Shunko (BD20C:D&S), Improved
Spellcaster (BD20C:TBBoK), Increased Flash Step (BD20C), Increased Inner Strength
(BD20C), Incredible Defense (BD20C), Incredible Flash Step (BD20C), Incredible Natural
Attack (x3; B, P, S) (BD20C:D&S), Incredible Step (BD20C), Inner Strength (BD20C),
Instant Transmission (BD20C:D:TEssD), Interdimensional Ki Telepathy (BD20C:D:TEssD),
Interplanetary Flight (As Instant Transmission (BD20C:D:TEssD), exc., the distance is fully
traversed, whereas Instant Transmission (BD20C:D:TEssD) is a teleportation effect.) (Inc.),
Intra-Universal Parasitic Organism (x5 (via Nescient (divine), etc.); Appearance:No change.;
Unarmed Strike (Bite, etc.; Weapon, etc.; etc. (Melee, Ranged (var.))/Divine Blast (d20s;
Divine (100%), Ranged (90 ft.))):[BW]+12d6/+12d20, x2.; HGPs:105 (21 (x5)).))
(BD20C:D:TExpD), Iron Will (Will (+14)) (BD20C), Jumpscare (BD20C:TCH), Kentate
(BD20C), Ki Conservation (x1) (BD20C:D:TEssD), Ki Control (BD20C:D:TExtD), Ki Infused
(x17; K.A.:357 (21 (x17)).) (BD20C:D:TCD), Ki Telepathy (BD20C:D:TEssD), Kido Focus
(x3) (BD20C:TBBoK), Kido of Opportunity (BD20C:TBBoK), Kido Shaping (BD20C:TBBoK),
Kido Strike (BD20C:TBBoK), Kido Strike Onslaught (BD20C:TBBoK), Kineticism (x4)
(BD20C:TDW), Last Line of Defense (BD20C:D&S), Leap Attack (BD20C), Life's Blood
(BD20C:D&S), Lightning Reflexes (Ref (+14)) (BD20C), Mach Punch (BD20C:D&S),
Manifester (x1; Psionicist (see previous); Powerscore:955.; Powerscore Modifier:+472.;
Reiatsu:5,328,351 ((955+40+4 (Enlightened)+20 (Maskless))×(1,299+3,924+2 (Initiator)
+2 (Manifester)+2 (Spellcaster)); NB:All of Nyki's feats count as [Reiatsu] feats (via Psionic
Metabolism).; Maximum Reiatsu Expenditure (C/ML (1,299th (see previous)) x 9.5 (i.e. 0th
( - ); 1st (1 PP/SP = 10 RP); 2nd+ (1 PP/SP per PL/SL after 1st = 20 RP per PL/SL after
1st).; NB:Magic/Psionic limitations.)/Reiatsu Rules Use:12,340.; Powers Known:All 0-Epic
level (up to Spellcraft DC 3,162 (via Anyfeat (divine), etc.)) 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)) powers (via Erudite
(cosmic), etc.).) (BD20C), Martial (((Careful))) Study (Swordsage (ToB:Bo9S);
Martialscore:955.; Martialscore Modifier:+472.; Reiatsu:5,328,351 ((955+40+4
(Enlightened)+20 (Maskless))×(1,299+3,924+2 (Initiator)+2 (Manifester)+2 (Spellcaster));
NB:All of Nyki's feats count as [Reiatsu] feats (via Psionic Metabolism).; Maximum Reiatsu
Expenditure (IL (1,299th (see previous)) x 9.5 (i.e. 0th ( - ); 1st (1 MP = 10 RP); 2nd+ (1
MP per ML after 1st = 20 RP per ML after 1st).; NB:Martial limitations.)/Reiatsu Rules
Use:12,340.; Maneuvers and Stances Known:All 0-Epic level (up to Martial Lore DC 3,162
(via Anyfeat (divine), etc.)) maneuvers, 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)) maneuvers/stances (via Erudite (cosmic),
etc.).) (BD20C), Maskless (x10) (BD20C:TCH), Melee Mastery (x3; B, P, S) (BD20C:D&S),
Metacreativity (BD20C:TDW), Mind of The Beast (BD20C), Mobility (BD20C), Molting Cicada
(BD20C:D&S), Natural Spell (BD20C), Oceanic Spiritual Pressure (((Oceanic Spiritual
Power))) (BD20C:D&S), On The Rails (BD20C:D&S), Origin Spells (BD20C:TBBoK),
Overbearing Reiatsu (BD20C), Overpowering Reiatsu (BD20C), Pain Mastery (BD20C:D&S),
Perfect Reiatsu Healing (BD20C), Piercing Spell (x1) (BD20C:TBBoK), Pommel Strike
(BD20C:TCMA), Power Attack (BD20C), Power Level Specialist (BD20C:D:DBPP), Power Up
(NB:Deliberate redundancy.) (BD20C:D:TCD), Powered Fighting (BD20C:D:TAD), Powerful
Flash Step (BD20C), Powerful Reiatsu (BD20C), Preservation (BD20C:D:TExpD),
Psychoportation (BD20C:TDW), Ranged Mastery (x3; B, P, S) (BD20C:D&S), Reiatsu
Authoritative Aura (BD20C), Reiatsu Bullrush (BD20C), Reiatsu Burst (BD20C), Reiatsu
Counterspelling (BD20C), Reiatsu Crash (x1) (BD20C:D&S), Reiatsu Defensive Aura
(BD20C), Reiatsu Energy Aura (x4; acid, ele., fire, son.) (BD20C), Reiatsu Flash (BD20C),
Reiatsu Healing (BD20C), Reiatsu Healing Aura (BD20C), Reiatsu Heightened Sense Aura
(BD20C), Reiatsu Manipulation Artist (((Kido Artist))) (BD20C:TCZ), Reiatsu Power Aura
(BD20C), Reiatsu Recovery (BD20C), Reiatsu Resistance Aura (x4; acid, ele., fire, son.)
(BD20C), Reiatsu Shield
(BD20C), Reiatsu Shielding Aura (BD20C), Reiatsu Strike (BD20C), Reiatsu Striking Aura
(BD20C), Reiraku Hunter (BD20C), Resilience (BD20C:D&S), Restorative Bindings
(BD20C:TBBoK), Roll With It (BD20C:D&S), Run (BD20C), Ruthless Interogation
(BD20C:TCH), Ryote Hanzai (BD20C:TCMA), Sanctuary of The Yotogi (BD20C:TDW),
Seasoned (NB:The bonus is untyped.) (BD20C), Seismic Spells (BD20C:TBBoK), Senka
(BD20C), Sense Power Level (NB:Deliberate redundancy.) (BD20C:D:TCD), Shinigami (x4
(via Nescient (divine), etc.); Unarmed Strike (Bite, etc.; Weapon, etc.; etc. (Melee, Ranged
(var.))/Divine Blast (d20s; Divine (100%), Ranged (90 ft.))):[BW]+12d6/+12d20, x2.)
(BD20C:TCEU), Shrouded Reiatsu (BD20C), Shunko (x4; acid, ele., fire, son.)
(BD20C:TCEU), Shunpo (BD20C:TCMA), Signature Reiatsu (Deep Void-black (Sinister))
(BD20C), Siphoning Spell (x3) (BD20C:TBBoK), Skill Affinity (x1; Acrobatics, Climb)
(BD20C), Slippery Mind (BD20C), Snatch Arrows (BD20C), Sneak Attack (x2) (BD20C),
Spellcaster (x2 (via Nescient (divine), etc.); Arcanist (see previous), Divinist (see previous);
Powerscore:955.; Powerscore Modifier:+472.; Reiatsu:5,328,351 ((955+40+4
(Enlightened)+20 (Maskless))×(1,299 +3,924+2 (Initiator)+2 (Manifester)+2
(Spellcaster)); NB:All of Nyki's feats count as [Reiatsu] feats (via Psionic Metabolism).;
Maximum Reiatsu Expenditure (C/ML (1,299th (see previous)) x 9.5 (i.e. 0th ( - ); 1st (1
PP/SP = 10 RP); 2nd+ (1 PP/SP per PL/SL after 1st = 20 RP per PL/SL after 1st).;
NB:Magic/Psionic limitations.)/Reiatsu Rules Use:12,340.; Powers Known:All 0-Epic level (up
to Spellcraft DC 3,162 (via Anyfeat (divine), etc.)) 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)) powers (via Erudite (cosmic), etc.).)
(BD20C), Spring Attack (x1) (BD20C), Stand Anywhere (NB:Deliberate redundancy.)
(BD20C:D:TCD), Strike The Weak Spot (BD20C:TCMA), Stubborn Heart (BD20C:D&S),
Sunken State (Errata:Shrouded Reiatsu (((Suppress Reiatsu))).) (BD20C:D&S), Super Mach
Punch (BD20C:D&S), Super Powerful Incantationless Casting (BD20C:D&S), Superior Blast
(BD20C:TDW), Superior Flurry of Blows (BD20C:TCMA), Superior Reiatsu Healing (BD20C),
Superior Reiatsu Sensing (x7) (BD20C), Superior Telepathic Link (BD20C:TDW), Superior
Zanjutsu Training (BD20C:TCZ), Supersonic Strike (+12d6) (BD20C), Suppress Power Level
(NB:Deliberate redundancy.) (BD20C:D:TCD), Telepathic Link (BD20C:TDW), Terrifying
Reiatsu (BD20C), Thunderclap (BD20C:D&S), Time Ticker (BD20C:TBBoK), Tireless Shunko
(BD20C:TCEU), Torturer (BD20C:TCH), Transcription (BD20C:TDW), Transdimensional
Technology (BD20C:TDW), Twin Flash Step (BD20C), Twisted Proxies (BD20C:TCH),
Uncanny Dodge (BD20C), Up Cast (BD20C:TBBoK), Utsusemi (BD20C:TCMA), Vacuum
Barrier (BD20C:D:TEssD), Velocity Gambit (BD20C:D&S), Weapon Skill Focus (x3; +16)
(BD20C), Weapon Skill Specialization (x3; +32) (BD20C), Well Versed Spellcasting
(BD20C:TBBoK), Yotogi (x1 (via Nescient (divine), etc.); Appearance:No change.; Unarmed
Strike (Bite, etc.; Weapon, etc.; etc. (Melee, Ranged (var.))/Divine Blast (d20s; Divine
(100%), Ranged (90 ft.))):[BW]+12d6/+12d20, x2.) (BD20C:TDW), Yotogi Sight
(BD20C:TDW), Zanjutsu Master (BD20C), Zantezuken (BD20C)
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 Nyki 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. Nyki.)))
(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 Nyki 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 Nyki 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+22 (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; +2d6) (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 Nyki 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:The Execrated.) (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.
Charism Feats (41):Beatific Vision (M.P.M.), Body (M.P.M.), Brute Speech (M.P.M.), Burning
Synderesis (M.P.M.), Clothe The Naked (M.P.M.), Commanding Speaker (M.P.M.), Divine
Illumination (M.P.M.), Divine Message (M.P.M.), Divine Warning (M.P.M.), Exorcism (M.P.M.),
Feed The Hungry (M.P.M.), Free The Prisoners (M.P.M.), Gift of Tongues (M.P.M.), God's Truth
(M.P.M.), Healer's Hands (M.P.M.), Healing Prayer (M.P.M.), Immunity (x5; injury (witch (As
per Witch Hunter (T.G.G.t.:T.W.H.).)-inflicted (directly/indirectly)), disease (witch (As per
Witch Hunter (T.G.G.t.:T.W.H.).)-inflicted (directly/indirectly)/originated (directly/indirectly)),
poison (witch (As per Witch Hunter (T.G.G.t.:T.W.H.).)-inflicted
(directly/indirectly)/originated (directly/indirectly))) (M.P.M.), Many Tongues (M.P.M.),
Miracle Cure (x5; injury (witch (As per Witch Hunter (T.G.G.t.:T.W.H.).)-inflicted
(directly/indirectly)), disease (witch (As per Witch Hunter (T.G.G.t.:T.W.H.).)-inflicted
(directly/indirectly)/originated (directly/indirectly)), poison (witch (As per Witch Hunter
(T.G.G.t.:T.W.H.).)-inflicted (directly/indirectly)/originated (directly/indirectly))) (M.P.M.),
Pastor's Insight (M.P.M.), Pastor's Vision (M.P.M.), Preacher's Tongue (M.P.M.), Preacher's
Voice (M.P.M.), Punitive Malediction (M.P.M.), Raise The Dead (M.P.M.), Resurrection Body
(M.P.M.), Sense of Significance (M.P.M.), Shield of God (M.P.M.), Sword of God (M.P.M.),
Truth Sense (M.P.M.), Warding (M.P.M.), Warning Malediction (M.P.M.), Watch and Pray
(M.P.M.); NB:Nyki IS God (or, more precisely, A god) for all purposes related to His Charism
feats. Sin/sin is, for all purposes related to His Charism feats, whatever he deems to be a
Sin/sin (i.e., deliberately betraying him/his allies, etc..). However, all of this is irrelevant (via
Apostasy (cosmic)). (NB:Most divinities have their own Priests, Saints, etc.. Add., all
divinities of Hero-deity+ status can grant their followers Their Charism feats (i.e. Charism
feats subject to said divinities' adjudications.). As w/the granting of spells, said divinities
need not actually have said Charism feats to grant them, though their followers must still
invest in them normally.)
Necromantic Creation Feats (24):A Feast Unknown (The Tomes), Blood Painter (The Tomes),
Body Assemblage (The Tomes), Boneblade Master (The Tomes), Corpsecrafter (Libris
Mortis), Devil Preparation (Devil (Baatezu)) (The Tomes), Direct Undead Control (Inc.),
Efficient Corpsecrafting (Inc.), Fairy Eater (The Tomes), Feed The Dark Gods (The Tomes),
Ghost Cut Technique (The Tomes), Heavenly Desserts (The Tomes), Improved Body
Assemblage (Inc.), Improved Direct Undead Control (Inc.), Mad Corpsecrafter (Inc.),
Mountain of Corpses (Inc.), Necromantic Horde (Control Pool:22,656 (472×24×2).) (Inc.),
Reanimator Specialist (Inc.), Secrets of The Skinner (Inc.), Sleep of the Ages (The Tomes),
The Path of Blood (The Tomes), Walls of Flesh (Inc.), 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-x6 (via Anyfeat (divine) (x6), 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-x6 (via Anyfeat (divine) (x6), 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:*Nyki 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:Augments Nyki
himself (Appearance:No change .; NB:Retains its consciousness, Artifact Avatar traits (see
previous), and statistics.).) (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.).
- Mind Blade Feats (1,290):Aligned Blade (T.M.U.:M.B.F.), Armor and Shield Weaponry
(H.P.:S.), Blade of Might (H.P.:S.), Blade of Silence (T.M.U.:M.B.F.), Blade of the Champion
(T.M.U.:M.B.F.), Bladestorm (T.M.U.:M.B.F.), Bladewind (T.M.U.:M.B.F.), Cognizence Mind
Blade (T.M.U.:M.B.F.), Deceptive Blade (T.M.U.:M.B.F.), Defenders Blade (T.M.U.:M.B.F.),
Dual Wielder (x223) (T.M.U.:M.B.F.), Dueling Blade (T.M.U.:M.B.F.), Energy Blade (x4; acid,
ele., fire, son.) (T.M.U.:M.B.F.), Enlightened Warrior (T.M.U.:M.B.F.), Entwining Blade
(T.M.U.:M.B.F.), Executioner's Blade (T.M.U.:M.B.F.), Extended Throw (T.M.U.:M.B.F.), Fill the
Blade (T.M.U.:M.B.F.), Focused Shield (T.M.U.:M.B.F.), Form Mind Blade (Form:Nyki's Self-
enhancement (i.e. enhances Nyki's natural (inc. unarmed, etc.) and Sohei (see the Sohei's
Extension of Self class feature (KQ12)) weapons.; NB:This is invisible (Ex) and undetectable
(Ex) unless Nyki desires otherwise (selective (Immediate nonaction)). Add., Assimilation
(omnific (x4)) [[[Assimilation (Ex):Nyki has repeatedly assimilated and recreated his
Cybersuite, which had, itself, repeatedly assimilated and recreated his extra self, which had,
itself, repeatedly assimilated and recreated its Cybersuite, which had, itself, repeatedly
assimilated all of Nyki's Artifact Avatars (see below; NB:This inc. recreations of itself, etc.; as
well as all 667 Mind Blades, Soul Armor, and Soul Shield; which; despite being 669 distinct
Artifact Avatars; were Not tech. separate creatures. This eff. gives Nyki the Abnormality
[Extra Body] (cosmic (x0-xX, where X = the number of "Mind Blades" (i.e. Nyki's "Extra
Bodies" (i.e. 0-669.).) manifested (excluding those manifested from his actual (current
(recreated (see below))) Mind Blade, which is a separate, from Nyki himself, Artifact Avatar
(see below)).)) ability.). Add., Nyki repeatedly created and devoured deep void-black
"crystals" containing the "blueprints", potential, and power for all of his and his Artifact
Avatars' abilities (inc. cybernetics, etc. (i.e. all acquired (assimilated, etc.), etc. abilities.)).
Add., Nyki's Artifact Avatars repeatedly created and devoured deep void-black "crystals"
containing the "blueprints", potential, and power for all of Nyki (Lesser Deity var. (As Nyki,
exc. L.D. (DR(DB):8.).))'s and their abilities (inc. cybernetics, etc. (i.e. all acquired
(assimilated, etc.), etc. abilities.)). The end result of this is their having irrevocably
acquired/reacquired all of the respective aforementioned and antecedent w/o actually having
devoured all of the respective aforementioned and antecedent as if they had
inherited/acquired them naturally/normally.; NB:Treat as BF (x1,296 (Mind Blade)),
Redundancies (((i.e. Aegic Essence (Inc.) (+1), Akashic Entity (Inc.; NB:This renders Perfect
Aegic Essence (Inc.), Superior Seal (Inc.), and all their prerequisites largely superfluous as
Metaempiric abilities are seldom, if ever, encountered.) (+37), Cosmic Nescience (+73),
Divine Nescience (+79), Existential (Inc.) (+85), Greater Aegic Essence (Inc.) (+86),
Greater Seal (Inc.) (+92), Nescient (+93), Perfect Aegic Essence (Inc.) (+129),
Quintessential (Inc.) (+135), Seal (Inc.) (+136), Shatter The Glass Ceiling I-III (Inc.)
(+143, 1 f.), Slipstream (+149, 1 f.), Superior Aegic Essence (Inc.) (+155, 1 f.), Superior
Seal (Inc.) (+191, 1 f.), Thwart (Inc.) (+191, 2 f.), and all prerequisites thereof (+215 (+24
for bypassing remaining Akashic Entity (Inc.), Cosmic Nescience, Perfect Aegic Essence
(Inc.), and Superior Seal (Inc.) prerequisites.), 2 f.).; NB:Though technically 4 feats less
than a full Omnific Suite, this combination is quite powerful.))), and Omnific Safeguard (x2;
BF (x1,296 (Mind Blade)), Redundancies (see previous)) (Inc.).; C.R./L.A. (C.R.:+444.444.;
L.A.:+666.666.) (÷6x5 (x2))]]].) (T.M.U.:M.B.F.), Ghost Hunter (T.M.U.:M.B.F.), Improved
Armor and Shield Weaponry (H.P.:S.), Improved Material Harmonics (T.M.U.:M.B.F.),
Improved Mind Blade Shaper (NB:Permits you to form Firearms, etc.) (H.P.:S.), Improved
Shape Mind Blade (T.M.U.:M.B.F.), Improved Shield of Thought (T.M.U.:M.B.F.), Improved
Soul Armor (H.P.:S.), Improved Soul Shield (H.P.:S.), Inner Focus (T.M.U.:M.B.F.), Knife to
the Soul (T.M.U.:M.B.F.), Material Harmonics (NB:Nyki has come into physical contact
w/every material that existed, exists, or will existence in the omniverse, exc. a piece of
Kuvachim, The Ninth Dimension itself. This permits him to replicate any/all such materials.)
(T.M.U.:M.B.F.), Mental Armory (x15; bloodrazor, dagger (dagger, tanto), glaive (glaive,
warglaive), harpoon (shortspear (barbed, bladed), staff), kama, katana, kusarigama,
scythe, shuriken (chopstick, needle), shuriken (star), sickle, spiked chain, spiked chain-whip,
wakizashi, whip) (T.M.U.:M.B.F.), Mind Blade Cleave (T.M.U.:M.B.F.), Mind Blade Finesse
(T.M.U.:M.B.F.), Mind Blade Shaper (H.P.:S.), Mind's Eye Acuity (T.M.U.:M.B.F.), Occult
Combat Artistry (+IBW (or +IBW (x2)); NB:This feat is a (nonstacking w/, instead
overlapping w/) var. of Reiatsu Manipulation Artist (BD20C:TCZ).) (Inc.), Oversize Blade
(T.M.U.:M.B.F.), Poisoned Blade (U.P.:N.H.I.P.), Reckless Blade Wielder (T.M.U.:M.B.F.),
Reforge Mind Blade (T.M.U.:M.B.F.), Resonant Blade (x1,000; +1,000d8) (T.M.U.:M.B.F.),
Shape Mind Blade (T.M.U.:M.B.F.), Shield of Thought (T.M.U.:M.B.F.), Soul Armor (+1,944
Armor (Base:+648.; Enhancement:+1,296.)) (H.P.:S.), Soul Armor (T.M.U.:M.B.F.), Soul
Shield (H.P.:S.), Soul Warrior (H.P.:S.), Soulblade Warrior (T.M.U.:M.B.F.), Stunning Blade
(T.M.U.:M.B.F.), Throw Mind Blade (T.M.U.:M.B.F.), Wielder of the True Blade (H.P.:S.);
NB:Kensai feats are Mind Blade feats and vice versa.
Psychic Feats (53):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:*Nyki 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 (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 (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 Metal/Performance Feats (9):Deafening Song (E.P.), Haunting Music (I.H.:A.), Hindering
Song (E.P.), Lasting Inspiration (E.P.), Music of The Gods (E.P.), Rapid Inspiration (E.P.),
Reactive Countersong (E.P.), Silent Song (I.H.:A.), Stellar Music (I.H.:A.)
Epic Poisoncraft Feats (4):Efficient Poisoncraft, Penetrating Poison, Poison of The Gods
(Inc.), Toxicological Mastery (Inc.)
Epic Psionic Feats (54):Automatic Metapsionic Capacity (x40) (I.H.:A.), Automatic Learning
(Inc.), Epic Anticipate Power (Inc.), Epic Manifesting (ELH), Improved Metapsionics (x9)
(E.P.H.), Metapsionic Freedom (I.H.:A.), Unstoppable Power (Inc.)
- Epic Mind Blade Feats (6):Epic Aligned Mind Blade (T.M.U.:M.B.F.), Epic Energy Blade (x4;
acid, ele., fire, son.) (T.M.U.:M.B.F.), Epic Mind Blade (T.M.U.:M.B.F.)
Epic Psychic Feats (54):Automatic Metapsychic Capacity (x40) (Inc.), Epic Psychic Skill Use
(EPSU/D: ∞ .) (Inc.), Improved Metapsychics (x9) (EP), Metapsychic Freedom (Inc.), Occult
Mastery (Inc.), Selective Talent (Inc.), Unstoppable Talent (Inc.)
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Associates:
Bloodfang (NE M Red Goblin (((Fallen One Shaman (Clan:Warped.); NB:Red Goblins
(created by Nyki from standard green goblins) have the same [Racial] Traits as Fallen Ones.
However, they look nothing like them and are in no way related to them.))) Prophet
(Artifacts: - (-2 for +4 d.a.).; P.s:Evil (x1), Fire (x1).; I.C.F.:Fire Mage 3 (9).; D.A.
(6):Adjuration, Divine Immensity (x3), Spiritual Ancestry (Daemon (Yugoloth)), Unholy
Scion (Unholy Scion (H.o.H.)).) (Age:12.); Outsider 6, Fire Mage 6 (9) (228 hp); Small (3 ft.
tall; V.S.C.s:1.) Outsider (Daemon, Evil, Fire, Native); Str 31 +10, Dex 31 +10, Con 31
+10, Int 32 +11, Wis 32 +11, Cha 32 +11; Equipment:Puritan's outfit, +5 (+5) defending
(+1), disarming (+2), flaming (+1), ghost touch (+1) silver dagger.; NB:Bloodfang was
found and adopted by Nyki 2 years ago. Nyki has been educating, evolving, and training him
ever since.)
Prudence, "The Witch" (LE F Gestalt [Heartless (Inc.) Mythic Erinyes (Fury), Devil
([M.M.v3.5/M.M.M.1])/Fallen (T.B.o.F.; Description:Loses Gestalt [Heartless Mythic Erinyes
(Fury), Devil/Flaga Mythic Planetar (Planetary Deva), Angel ([M.M.v3.5/M.M.M.2])] (avian)
wings. Loses Flurry of Feathers and Fourfold Wings. Gains/retains Infernal (chiropteran)
wings. Gains Uncanny Ki Strike (x18; +9 (+9) defending (+1), piercing (+4), sharpness
(+4)) (I.H.:A.). Gains/retains horns, fangs, and claws.) Flaga (I.H.:E.B.) Mythic Planetar
(Planetary Deva), Angel] Hero-deity (Artifacts: - (-4 for +12 d.a.).; P.s:Evil (x1), Law (x1),
Nat. (x2).; I.C.F.:Divinist (As Nyki.) 16, Druid (PRG:CR.; Nature Bond:Animal Companion
(Red (LE M Melanistic Devilish Red Fox (PRG:B1).))) 16, Psionicist (As Nyki.) 16.; D.A.
(6):Anyfeat (x1), Divine Toughness, Malaclypse (NB:[Holy Interdict/Unsettling Aura]
(selective (Immediate nonaction)). Inflict [Holy Interdict/Unsettling Aura] (no save, no spell
resistance).), Maven, Nescient, Omnicompetent.; C.A. (12):Extra Portfolio (x2).) (Age:15.);
Medium (7 ft., 6 in. tall, 22 ft., 6 in. wingspan; V.S.C.s:2.) Outsider [Plant [Monstrous
Humanoid (devil (Baatezu), evil, lawful, native, psionic)]]; R.HD:17 (765 hp (1,530 hp on
Assiah)).; Initiative:+28 (+25 Dexterity, +3 Divine).; Speed:400 ft., Fl. 1,200 ft. (Pe.).;
Armor Class:101 (+25 Deflection, +25 Dexterity, +3 Divine, +29 Insight, +9 Natural), touch
92, flat-footed 101; Base Attack/Grapple:+17/+54.; Fort +64, Ref +64, Will +64; Str(18)
60 +25, Dex 60 +25, Con 60 +25, Int 60 +25, Wis 60 +25, Cha 60 +25; Languages:All (via
Linguistics, etc.).; Skills:All at R17 (via Maven (divine), etc.).; Feats (19 (((39)))):Alertness,
Beauteous Visage (Testament), Blind-Fight, Cleave, Dark Speech (B.o.V.D.), Divine Compass
(Testament), Dodge, Eschew Materials, Extra True Vessel (x1; Extra True Vessel
#1:Prudence [[[Medium (5 ft. tall) F "Human" (i.e., Prudence's "mortal" (i.e. No mechanical
change.) self.)]]]. (NB:Prudence's father created this True Vessel for her when she was
conceived. It ages with her and will cease (or even reverse) aging if/when she does.))
(A.o.A.), Flyby Attack, Improved Unarmed Strike (8d6+37), Mobility, Power Attack, Silent
Spell, Spring Attack, Stunning Fist, Versatile Unarmed Strike (P.H.II), Whirlwind Attack,
Winged Flight (Special:If/when Prudence's wings are hidden, so too are her obvious
cosmetic Gestalt [Heartless Mythic Erinyes (Fury), Devil/Fallen Flaga Mythic Planetar
(Planetary Deva), Angel] Traits. However, her dark emerald-green/jet-black eyes, hair, nails,
skin, and bodily fluids are retained as they're also derived from her Plant Traits (see
previous).) (A.o.A.).; Epic Feats (2):Ignore Material Components (E.L.H.), Subtle Body
(I.H.:A.), Uncanny Ki Strike (x18; +9 (+9) defending (+1), piercing (+4), sharpness (+4))
(I.H.:A.) (B).; Equipment:Peasant's outfit, Prudence's Red Cloak (i.e. The Red Cloak of The
Adversary.) (Major Artifact; Description:Deep Blood-red Hooded Thistledown Cloak. (NB:The
Red Cloak of The Adversary, while seemingly made of thistledown, is actually woven from
the soul remnants of the first and greatest Adversary of The First Alpha, The First Omega.
The Red Cloak of The Adversary is all that remains of that primordial being.); Powers:The
Red Cloak of The Adversary itself in Intelligent (Int 666, Wis 666, Cha 666;
Alignment:Lawful Evil.; Special Purpose: Discretely advise and protect its bearer.; NB:The
Red Cloak of The Adversary cares only for its special purpose and has zero interest in acting
outside its special purpose. However, in spite of its alignment and special purpose, it will
never attempt to betray, control, or interefere w/its bearer.) has Cosmic String (cosmic),
Divination Immunity (divine), Eternal Freedom (divine), Mercury Golem Traits (cosmic),
Obscurity (divine), Occult Immunity (((Magic Immunity))) (cosmic) (As [Elder Lich
(DemiLich (SkullLich), etc.)] ([ELH]; NB:This applies to all magic, psionics, and (Su) abilities
(selective (Immediate nonaction)).), exc. No vulnerability.), Transcorporeality (tra.) (NB:No
vulnerability.), Transmortality (tra.) (NB:No vulnerability.), and Unreal (tra.) (NB:No
vulnerability.), in add. to its Animated Object (((First One (Chioh Ha Qodesh)))) Traits (see
below). It can "loan" any/all of these abilities to its bearer at a price of 1 point of hit point
erasure per ability per round of use. This can't be healed or restored, exc. by a divinity of
greater than First One (Chioh Ha Qodesh) stature. (NB:Treat as permanent damage.)
Should the bearer die from this, they cease to exist as if erased (As per Omega Touch
(tra.).) and Rectified (As per Rectify (tra.).).; Special:The Red Cloak of The Adversary can't
be given, loaned, sold, or stolen. Its bearer must be defeated or erased, otherwise it will
fight, violently if necessary (NB:Treat as an Animated Object (((First One (Chioh Ha
Qodesh); I.C.F.:Arcanist (As Nyki (see previous).) 240, Divinist (As Nyki (see previous).)
240, Psionicist (As Nyki (see previous).) 240.))).), to return to its bearer.).; NB:Prudence
has no awareness of her abilities or heritage. She naively believes herself to be a normal
(druid (farmer, healer)) human (English/Irish) girl, born to a normal (commoner) human
(English) mother (who died in childbirth) and a normal (druid (farmer, healer)) human
(Irish) father. Her "father" died (murdered (secretly) by her real mother (who has, add.,
been (discretely (using a chain of proxies (mercenary devils))) framing her for witchcraft))
before he could tell her the truth. Her real mother is an absurdly powerful erinyes demi-deity
residing in Avernus, The First Layer of The Nine Hells of Perdition, who broke away from the
Asmodean heirarchy (becoming a renegade (crime lord, outcast)) and founded The Citadel
(i.e., her own city (godly realm).). Her real father was an absurdly powerful planetar demi-
deity, who has long since ascended to Malak (lesser deity) status and spends much of his
time assassinating evil gods and fiends. He is forbidden by his superiors (the Malakim
elders) to have any contact with her. They're monitoring them very closely. Should he defy
this edict, he will be executed for treason.)
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.
Anathema, Abomination
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.
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).
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.
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 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.
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.
Baernadaemon, Abomination
Large Outsider (abomination, daemon, 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: Abomination traits, as I die², daemon traits, DR 15/epic, good, and silver,
dark grace, fast healing 18, hidden, immunity to acid, vile damage, and poison, life-eater²,
outsider traits, regeneration 15, resistance to electricity 15, root of all evil, senses of evil²,
SR 49, 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.
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.
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.).
Cecaelia (Octofolk)
Medium Monstrous Humanoid (Aquatic)
Hit Dice:3d8 (18 hp)
Initiative:+3 (+3 Dexterity)
Speed:20 ft. (4 squares), swim 30 ft.
Armor Class:3 (+3 Dexterity), touch 13, flat-footed 10
Base Attack/Grapple:+3/+3
Attack:Adamantine harpoon +3 melee (1d10) or Tentacle +3 melee (1d4)
Full Attack:Adamantine harpoon +3 melee (1d10) and 8 tentacles -2 melee (1d4)
Space/Reach:5 ft./5 ft. (10 ft. with tentacle)
Special Attacks:Constrict (1d6), improved grab
Special Qualities:Amphibious, darkvision 60 ft., ink cloud, jet, low-light vision
Saves:Fort +3, Ref +6, Will +2
Abilities:Str 10, Dex 16, Con 10, Int 10, Wis 12, Cha 10
Skills:Escape Artist +15, Hide +11, Listen +4, Spot +4, Swim +10
Feats:Alertness, Skill Focus (Hide)
Environment:Warm aquatic
Organization:Solitary
Challenge Rating:8
Treasure:Standard + adamantine harpoon
Alignment:Always neutral evil
Advancement:By character class
Level Adjustment:+9
Cecaelia are 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.
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.
” 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.
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.
Annihilation (Ex): Mortal beings cannot withstand the assaults of a False God. As a Standard
Action the False God can make a Melee or Ranged Touch Attack (range is 240’). If the attack
is successful, and the victim has no Divine Rank, he must make a DC 46 Willpower Save or
Die. If the Save is successful he instead takes 10d6 untyped damage. If the opponent has
Divine Rank and the attack is successful it instead does 3d6 plus the False Gods Charisma
Modifier. The exact appearance of the attack varies from False God to False God, and can
look like virtually anything (however they all operate the same mechanically).
Spell Like Abilities (Sp): False Gods may cast the following at will as Spell-Like Abilities:
Heal, Limited Wish, Mass Charm Monster, Mass Cure Serious Wounds, Shapechange. Caster
Level is equal to Hit Dice.
Domain (Su): False Gods have access to one Domain associated with their Divine Parent.
They may cast any Domain spell of 6th level or lower at will as a Spell-Like Ability. 7-8th
level Domain spells can be cast 3/day as a Spell-Like ability, and 9th level spells 1/day.
Caster Level is equal to Hit Dice. It can use the Domain Ability at will, Cleric Level is equal to
it’s Hit Dice.
Divine Aura (Su): Any being within 100' is affected by the False Gods Divine Aura if they fail
a DC 46 Willpower Save (Save DC is Charisma Based). If they succeed they are immune to
this False Gods Aura for 24 hours. If they fail they are subject to the Aura's effects for the
duration of the encounter and for 1 hour after. The False God can use one of the following
effects. It is born able to use this effect and cannot change it later:
Love: All beings in the Area are Charmed as if by a Charm Person spell.
This is a Mind-Affecting Effect. Beings with a Divine Rank or more Hit Dice than the False
God are immune to this ability.
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?
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.
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!”
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 his spark is… gone. As if it… destroys divinity.” Benedict replies meekly.
“What do you mean…gone? You don’t think this thing can take away our power?” a
befuddled Tragg asks weakly, a tone unbecoming for the former second-in-command of the
5th Phalanx of Heaven.
“Yes.”, replies Benedict, “And I think its using poison to do so. This golden liquid is unfamiliar
to me, but seems to be the catalyst for this most blasphemous ailment. Kensho, we have to
take this… creature down. We don’t know where it is but if we retreat now it’ll just pick us off
one by one.”
“Fo’ once I agree with the choirboy, we have to take this monster down fast and hard. I’ll
tear out its pansy-ass guts and use ‘em fo’ a pillow!” Tragg bellows.
“Quiet!” Kensho commands, “I think I just saw whatever is attacking us. It looks like a
centaur with golden antlers. It’s coming this way, and it’s fast! We’re not prepared for this!
Gate us out! Now!”
This fabulous creature is a shining beacon of perfection. Its face is the epitome of beauty
itself, its voice the very essence of music. Amber eyes brimming with malice and sorrow
arrest your attention. Golden-brown skin with gold flecks sprinkled across its flesh covers
the cervid portion of its body, while golden scales so fine that they are indistinguishable from
skin cover its perfectly muscled humanoid half. Golden-brown hair and 10-point golden
antlers complete its deer-like appearance.
Hinds roam ancient forests far removed from civilization, protecting the forest and the
creatures living within with its formidable archery and melee prowess. However, their
seclusion does not mean that they know nothing of the outside world. In ages past, before
the current pantheons came into power, hinds roamed freely across the planar forests.
However, such freedom was not to last. When an evil deity discovered that the blood of a
hind could kill a god, he immediately slew his rival, a prominent goddess of light. Outraged,
the various gods of good and order came together to divest the evil one of his power. Not
one to be humbled by such sniveling weaklings, the foul one called forth his fellow evil
deities and abominations to march on the gates of heaven. This act sparked divine war with
the side of good losing, succumbing to the power of the hind’s blood. With heavy hearts, the
forces of good resolved to destroy the hinds so that their blood could never be used for such
evil purposes again.
The hinds, staying as neutral as possible but not ignorant of the situation, banded together
against the gods and their servants. Fierce warriors when provoked, the hinds slew many
godlings and finished off a few deities using their knowledge of forests and guerilla tactics to
even the playing field. However, even their valiant effort could not match the power of the
gods, and the hinds were nearly hunted to extinction. Facing imminent annihilation, the
remaining hinds fled to the far corners of the multiverse. Even as they fled, the gods still
pursued them, either for their blood or to slaughter them. After all was said and done and
the gods destroyed themselves, only a handful remained, the injustice and atrocities they
suffered at the hands of the gods forever seared into memory. Having lost everything they’d
ever known, the survivors withdrew into forests primeval, the knowledge of their existence
fading into eternity.
Combat
Given their history, to say that hinds are untrusting of deities and their servants is an
understatement. If such a creature enters a hind’s forest all he can expect is a volley of
poisoned arrows and a swift death. However, a hind is at heart a kind and gentle creature
and will allow those with no divine connection to pass unmolested if they sacrifice those that
channel divine power, should such a being accompany them, even going so far as to offer
healing and succor if the rest are injured. Those who refuse can expect the same fate
described above.
Hinds generally observe foreign creatures from hiding, tailing them as long as necessary to
discern their true motives and intentions. Those that harm the forest or its inhabitants
willfully and maliciously are not long for this world. Druids, rangers, and other adventurers
hunting for sustenance are not harmed, as this is the way of nature, but the hind greatly
prefers that visitors maintain a vegetarian diet.
A hind’s natural weapons and any weapons it wields are treated as epic for the purpose of
overcoming damage reduction.
Endless Stamina (Ex): A golden hind never needs to make Constitution checks to continue
running or to avoid nonlethal damage from a forced march, or Fortitude saves made to
avoid nonlethal damage from hot or cold environments. In addition, the hind can last a week
before suffering the penalties of starvation and thirst.
Divine Resistance (Ex): Due to their history of conflict with the pantheons of old, hinds have
developed a resistance to the attacks of deities and their servants, their animosity so
powerful it actually manifests as a metaphysical force to ward against divine power. Against
gods, a hind has resistance based on divine rank (refer to Table 1-1 Divine Resistance) to
any attacks drawing on divine power; versus mortal servants, the hind’s opponent must
succeed on a Will save (DC = 10 + ½ hind’s hit dice + hind’s Cha modifier) or their attack
fizzles out, as their devotion falters in the face of the hind’s contempt for the gods. Even on
a success, the attack is still subject to the divine resistance 20. This resistance has no effect
on abilities not directed at the hind itself.
Evasion (Ex): A hind can avoid even magical and unusual attacks with great agility. If it
makes a successful Reflex saving throw against an attack that normally deals half damage
on a successful save, the hind instead takes no damage. A helpless hind does not gain the
benefit of evasion.
Swift Tracker (Ex): A hind can move at its normal speed while following tracks without
taking the normal -5 penalty. A hind takes only a -10 penalty (instead of the normal -20)
when moving at up to twice normal speed while tracking.
Favored Enemy (Ex): A hind gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and
Survival checks and a +2 bonus on weapon damage rolls against deities.
Poison (Ex): The hind coats its arrows with its own poisonous blood.
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).
Grey Gloom
Medium Monstrous Humanoid (2 VSCs)
Hit Dice: 75d8+1,050 (1,387 hp)
Initiative: +35 (+27 Dex, +8 Superior Initiative)
Speed: 40 ft.
Armor Class: 112 (+27 Dex, +36 insight, 34 armour, +5 natural), 73 touch, 112 flat-footed,
dodge, mobility
Base Attack/Grapple: +75/+90
Attack: +13 kukri +116 melee (2d4+28/15-20)
Full Attack: +13 kukri +116/+111/+106/+101 melee (2d4+28/15-20/x2) and
+13 bastard sword +116/+111/+106/+101 melee (2d10+28/17-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear gaze, sneak attack +19d6, drain colour, smite evil (8/day, +14 attack,
+37 damage, +8 on turning checks), turn undead (as 34th level cleric, 17/day), spells
Special Qualities: Blindsight 60 ft., darkvision 90 ft., opportunist, spell-like abilities, SR 60,
DR 30/epic, 3/-, Improbable Equipment, Greylight, trapfinding, improved evasion, trap
sense +12, improved uncanny dodge, defensive roll, slippery mind, Integrated class
features, aura of resolve, aura of good, lay on hands (518 healing), divine health,
Camouflage, Earth Glide, Divine Grace
Saves: Fort +69, Ref +80, Will +65 (+4 morale vs Compulsion)
Abilities: Str 40, Dex 64, Con 38, Int 34, Wis 34, Cha 38
Skills: Balance +115, Bluff +102, Climb +95, Escape Artist +113, Hide +148, Intimidate
+100, Jump +107, Knowledge(Religion) +90, Move Silently +127, Search +90, Sleight of
Hand +115, Spot +90, Survival +90 (+98 following tracks), Tumble +115
Feats: Dodge, Improved Initiative, Improved Critical (kukri), Mobility, Spring Attack, Weapon
Finesse, Weapon Focus (kukri), Oversized Two-Weapon Fighting, Two Weapon Fighting,
Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Uncanny Two-Weapon
Fighting, Ability Focus (Fear Gaze, Greylight), Irresistible Gaze, Quick Draw, Great Fortitude,
Combat Reflexes, Skill Focus (Hide), Stealthy
Epic Feats: Sneak Attack of Opportunity, Superior Initiative, Heavy Armour Mastery, Perfect
Two-Weapon Fighting, Two Weapon Mastery, Epic Skill Focus(hide), Good Fortitude, Two-
Weapon Rend, Spellcasting Harrier, Spectral Strike, Holy Strike, Fast Healing, Dire Charge,
Epic Dodge
Environment: Any urban
Organization: Solitary
Challenge Rating: 50
Treasure: Nonstandard (just its dagger, sword and armour)
Alignment: Usually chaotic good.
Advancement: 76-225 HD (Medium)
In the hand of any other creature but a gloom, the grey gloom's weapons are only +5 ghost
touch weapons. A grey gloom will never threaten to stab you, and in fact cannot speak.
A gloom’s natural weapons are treated as epic for the purpose of overcoming damage
reduction.
Possesions:
Grey Plate: A Grey Gloom wears a suit of +16 ghost touch battle plate of heavy fortification
constructed from 0.003% Orichalcum. It causes the wearer to blend into the background
and blurs their outline, granting a +20 competence bonus on Hide checks The helmet lacks
eyeholes, and so blinds any creature with eyes that wears it, and imposes a -4 penalty to
listen to creatures that wear it, however viewing the faceplate is equivalent to viewing a
grey gloom's face for the purposes of its Fear Gaze ability.
+13 0.003% Orichalcum Ghost Touch Kukri
+13 0.003% Orichalcum Ghost Touch Bastard Sword
Spells
Caster level 37th, Save DC 22+Spell Level, Spells Per Day: 6/6/6/6
Typical Paladin Spells Prepared:
1st: Divine Favour, Bless Weapon, Resistance, Endure Elements, Create Water, Bless Water
2nd: Bull's Strength, Eagle's Splendour, Owl's Wisdom, Resist Energy x2, Remove Paralysis
3rd: Magic Circle against Evil, Magic Circle against Law, Prayer, Remove Curse, Remove
Blindness/Deafness, Cure Moderate Wounds
4th: Neutralise Poison, Restoration, Death Ward, Dispel Evil, Dispel Law, Cure Serious
Wounds
Greylight (Su)
A grey gloom emanates a strange grey radiance from its body, which extends to Close range
(210 feet), and seems to turn everything it touches monochrome. Anything illuminated by
greylight is affected as though within the area of a silence spell, however any effect which
blocks light (including magical darkness) blocks grey light. If any part of a creature
(including any attended objects the creature has) is illuminated, that creature is considered
illuminated. Unlike a Gloom's Quiescence ability, a Grey Gloom may not lower this ability.
Even if all the illumination is blocked (such as when the Grey Gloom is in the area of a
Darkness spell) it still gains a +20 bonus to Move Silently checks, as it is always considered
to illuminate itself)
In addition to the effects of silence, areas illuminated with greylight are always considered in
shadowy illumination, (magical light overrides the illumination changes, but not any other
effects of greylight), and the area is filled with a grainy haze which imposes a -2 penalty to
spot checks upon all creatures with eyes, and all distance penalties to Spot checks are
doubled within this area. A Grey Gloom can see anything illuminated by greylight as if it
were within the radius of its Blindsight ability, regardless of the actual distance involved.
Finally, creatures illuminated by greylight become lethargic and apathetic, and must make a
Will save (DC 63) every round or take a -2 penalty on attack rolls, saving throws, ability
checks, skill checks, and weapon damage rolls for the remainder of the round, this is a
mind-affecting effect.
Spell-Like Abilities
At will—shadow walk, true strike, crushing despair, silence, Caster level 75th; save DC 24 +
spell level. The DC is Charisma-based.
At will- detect evil, Caster Level 37th
7/day dimension door, Caster Level 37th
1/day spike stones, Caster Level 37th
11/week remove disease, Caster Level 37th
Hoary Hunter
Medium Fey (Cold, Extraplanar)
Hit Dice:46d6+690 (874 hp)
Initiative:+18 (+10 Dexterity, +8 Superior Initiative)
Speed:30 ft.
Armor Class:39 (+10 Dex, +6 insight, +13 natural), touch 26, flat-footed 23
Base Attack/Grapple:+23/+37
Attack:+8 disarming icy burst longsword of binding +49 melee (1d8+22 plus 1d6 cold/17-
20 plus 1d10 cold plus 1d6 plus binding)
Full Attack:+8 disarming icy burst longsword of binding +49/+44/+39/+34 melee (1d8+22
plus 1d6 cold/17-20 plus 1d10 cold plus 1d6 plus binding)
Space/Reach:5 ft./5 ft.
Special Attacks:Spell-like abilities
Special Qualities:Damage reduction 20/cold iron and epic, spell resistance 56, virtual size
categories 1
Saves:Fort +30, Ref +35, Will +31
Abilities:Str 38, Dex 31, Con 40, Int 21, Wis 23, Cha 26
Skills:Diplomacy +53, Hide +53, Intimidate +53, Knowledge (geography, nature) +53,
Listen +53, Move Silently +53, Ride +53, Search +53, Sense Motive +53, Spot +53,
Survival +53
Feats:Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (longsword), Improved
Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack,
Spirited Charge, Track, Trample, Weapon Focus (longsword)
Epic Feats:Dire Charge, Epic Weapon Focus (longsword), Superior Initiative
Climate/Terrain:Any cold
Organization:Solitary or company (2-5)
Challenge Rating:46
Treasure:None
Alignment:Always neutral evil
Advancement:47+ HD (Medium)
Level Adjustment:+23
Hoary hunters are malevolent fey that appear on frosty, moonlit nights to hunt travelers for
sport, selecting their prey, chasing them down, and dragging them into the night realm of
the Unseelie Court to be imprisoned forever. Though difficult to see because of its mount's
magical breath, a hoary hunter appears as a gaunt man or elf, but with sharp, exaggerated
features that are always unsettling to behold. Everything about the hunter is white, from the
wild mane of hair atop its head to the pearly, luminescent buttons on its coat. At midnight,
when the temperature is below freezing, and any sort of moon shines upon the frozen
ground, the hunter appears initially as a roiling fog accompanied by echoing hoof beats.
Dismounted and out in the open, a hoary hunter seems to be some ghostly apparition in the
moonlight, but it is not undead.
A hoary hunter rides a magnificent flying horse, a snowy steed whose breath billows in great
clouds of frosty vapors and whose blue eyes glow coldly in the darkness. It is often said that
one who is selected as prey by a hoary hunter first knows his doom from the sound of
hoofbeats and the starry glow of those eyes coming toward him through the mists.
Combat
The hoary hunter prefers to charge its prey while upon horseback, slashing with its +8
disarming icy burst longsword of binding as it rides by. A critical hit (or the blow that would
kill or render a foe unconscious) from this blade doesn't wound the hunter’s prey. Instead,
the victim is bodily transported as per a soul binding spell heightened to 16th level (DC 34)
into a brilliant white diamond at the end of the sword’s hilt. The hunter then returns to its
realm, taking its prisoner with it to be enslaved.
Rarely does a hoary hunter encounter those formidable enough to challenge it, but on those
occasions, it uses its spell-like abilities to overwhelm such foes, making it easier to capture
them. If a chosen victim does manage to escape the hunter for 1 hour, or succeeds in
defeating the fey creature, the hunt is not over. A hoary hunter cannot be killed while on the
hunt (see below). It returns on the very next night that is both cold and moonlit, with a
second hunter to aid it, and attempts again to capture this victim. If it fails again, this
pattern is repeated each suitable night until either the prisoner is taken or five such nights
pass. If a victim escapes all five nights, a hoary hunter never again troubles him.
Moving to a warmer locale only delays the inevitable. The hoary hunter bides its time,
waiting years if it must, only to appear again when the night conditions are right. Shifting to
a different plane of existence doesn't stop the hunt; a hunter follows its prey to any realm in
the multiverse during the hour, and it and its companions can appear on any plane to begin
the hunt anew so long as there is moonlight and freezing temperatures.
A hoary hunter’s natural weapons, as well as any weapons it wields, are treated as epic for
the purpose of overcoming damage reduction.
Spell-Like Abilities:At will-discern location, fog cloud, hold monster, plane shift, true strike;
3/day-dimensional anchor, dominate monster, greater dispel magic; 1/day-contingent recall
and resurrection (Contingent recall and resurrection is a variation on an epic spell
(contingent resurrection). When slain, the hoary hunter is actually transported, with its
mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary
hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.),
Mordenkainen's disjunction. Caster level 46th; save DC 18 + spell level. The save DCs are
Charisma-based.
Hoary Steed
Large Magical Beast (Cold, Extraplanar)
Hit Dice:7d10+21 (63 hp)
Initiative:+8 (+4 Dexterity, +4 Improved Initiative)
Speed:60 ft., fly 60 ft. (average)
Armor Class:14 (-1 size, +4 Dexterity, +1 natural), touch 13, flat-footed 10
Base Attack/Grapple:+7/+18
Attack:Hoof +14 melee (1d8+7)
Full Attack:2 hooves +14 melee (1d8+7), bite +9 melee (2d6+4)
Space/Reach:10 ft./5 ft.
Special Attacks:-
Special Qualities:Air walk, astral projection and etherealness, damage reduction 5/cold iron
and magic, immunities, low-light vision, magic circle against good, misty breath, scent, spell
resistance 17
Saves:Fort +8, Ref +9, Will +3
Abilities:Str 24, Dex 18, Con 17, Int 6, Wis 13, Cha 14
Skills:Jump +4, Listen +3, Spot +3
Feats:Alertness, Endurance, Run
Climate/Terrain:Any cold
Organization:Solitary (with rider)
Challenge Rating:7
Treasure:None
Alignment:Always neutral evil
Advancement:8-15 HD (Huge); 16-21 (Gargantuan)
Level Adjustment:+3
Combat
A hoary steed can attack with its two hooves and deliver a vicious bite each round.
A hoary steed’s natural weapons are treated as magic for the purpose of overcoming
damage reduction.
Air Walk (Su):A hoary steed can ride through the air as well as on the ground, as though
affected by a permanent air walk spell.
Astral Projection and Etherealness (Su):These abilities function just like the spells of the
same names as cast by a 7th-level caster.
Magic Circle Against Good (Su):This ability continuously duplicates the effects of the spell. A
hoary steed cannot suppress this ability.
Misty Breath (Su):The breath of a hoary steed functions like a constant obscuring mist spell.
Immunities (Ex):A hoary steed is immune to all charm and hold spells or abilities.
Ibixian (Goatfolk)
Medium Monstrous Humanoid
Hit Dice:3d8+6 (21 hp)
Initiative:+2 (+2 Dexterity)
Speed:30 ft. (6 squares)
Armor Class:13 (+2 Dexterity, +1 natural), touch 12, flat-footed — (see text)
Base Attack/Grapple:+3/+5
Attack:Butt +5 melee (1d6+2) or Greataxe +5 melee (1d10+2/x3) or Longbow +6 ranged
(1d8/x2)
Full Attack:Butt +5 melee (1d6+2) or Greataxe +5 melee (1d10+2/x3) or Longbow +6
ranged (1d8/x2)
Space/Reach:5 ft./5 ft.
Special Attacks:Powerful charge 2d6+3
Special Qualities:Darkvision, low-light vision, natural cunning, poison resistance, scent,
stability, stonecunning
Saves:Fort +3, Ref +5, Will +4
Abilities:Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills:Balance +12, Climb +7, Craft (bowmaking) +3, Craft (weaponsmithing) +3,
Intimidate +7, Jump +7, Listen +7, Search +7, Spot +7, Survival +3
Feats:Point Blank Shot, Weapon Focus (longbow)
Environment:Any land or underground
Organization:Solitary, pair, or herd (3–10 plus 30% young)
Challenge Rating:3
Treasure:Standard
Alignment:Usually neutral
Advancement Range:4-7 HD (Large); 8-9 HD (Huge)
Level Adjustment:+2
Combat
Natural Cunning (Ex):Ibixian have an innate cunning and logical ability. This gives them
immunity to maze spells, prevents them from ever becoming lost, and enables them to track
enemies. Further, they are never caught flat-footed.
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
Abomination Traits:
• Divine Traits: A Lord of Pain is a lesser deity and as such adds a +8 divine bonus to: armor
class; attack rolls; checks (ability checks, caster level checks, skill checks, and turning
checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving
throws; and spell resistance.
• Immunities: Abominations are immune to enchantment, illusion, and transmutation magic.
They are not subject to energy drain, ability damage or drain.
• Special Qualities: A Lord of Pain is not subject to death from massive damage, uses d20's
for Hit Dice, and has maximum hit points per die.
• Telepathy: Abominations can communicate telepathically with any creature within 1,000
feet that has a language.
• Virtual Size Category: A Lord of Pain has 2 virtual size categories.
Alter Reality (Su): A Lord of Pain can (cast/manifest) any 0-9th level (spell/power), as a
swift action, at will. A Lord of Pain 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 Lord of Pain 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 48th. The save DC's, if any, are Charisma-based.
Carnifex Abilities (Ex): A Lord of Pain is a master torturer and possess carnifex (see below)
abilities of a level = to half its Hit Dice (rounded down).
City of Doors (Ex): A Lord of Pain has complete control over all of it's godly realm's portals.
The only way to enter or leave its godly realm is through a portal. As a free action, it can
designate where, when, and how they appear; where and when they lead; and the types of
keys required to activate them; and it may open, close, move, and/or change their function.
Additionally, it may deny entrance to any creature with a lower divine rank than itself.
Flay (Ex): By looking at a creature or creatures (a full round action), a Lord of Pain may
cause them to erupt in horrible wounds. Those who fail a Fortitude save DC 54 die
immediately. Those who succeed merely take 4d6 Constitution and Charisma damage. A
Lord of Pain may target up to 8 (1/5 HD/L) targets with a single use of Flay, no 2 of which
can be more than 1 mile apart. The save DC is Strength-based.; NB:The damage is inflicted by its
natural weapons (i.e., its blades.).
Floating Form (Ex): A Lord of Pain never stands on the ground (unless it chooses to). It
neither flies (unless it chooses to) nor walks (unless it chooses to), but uses a unique
movement mode somewhere in between the two. Thus, it is immune to magic that affects
the surface beneath it as well as spells that would affect flying creatures. A transmute rock
to mud or grease spell doesn’t affect it because it does not touch the ground, and a gust of
wind spell does not send it spinning out of control.
Maze (Ex): As a free action, A Lord of Pain 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.
Omnicompetent (Ex): A Lord of Pain knows all skills and has maximum ranks in all skills.
Power of the Lord (Ex): A Lord of Pain possesses many mysterious powers beyond the ken
of ordinary beings.
- Lord’s Fortitude: A Lord of Pain uses its Charisma modifier in addition to its Constitution
modifier to determine its bonus hit points. A Lord of Pain also takes no partial damage on a
successful save against effects that require a Fortitude save.
- Lord’s Grace: A Lord of Pain adds its Charisma modifier as a bonus on its saves and its
initiative rolls. A Lord of Pain takes no damage on a successful save against effects that offer
a Reflex save for half damage. It takes half damage on a failed save. Those attempting to
attack a Lord of Pain by any means magical or mundane suffer a 58% (50%+(1%/5 HD/L);
Max:95%.) miss chance.
- Lord’s Insight: A Lord of Pain adds its Wisdom modifier to all its attack and damage
rolls. A Lord of Pains natural attacks also inflict greater (+5 damage categories) than normal
damage, in add. to its 2 virtual size categories.; NB:This does Not stack w/racial (up to +5
damage categories) increases to damage categories.
- Lord’s Purity: Those who profane a Lord of Pain by striking its person in melee suffer
8d6+40 points of slashing damage. Those who stand within 10 ft. of a Lord of Pain suffer
4d6+40 points of slashing damage.; NB:The damage is inflicted by its natural weapons (i.e. its
blades.).
- Lord’s Sanctity: A Lord of Pain is surrounded by an aura (500 ft. radius (i.e. Medium
range (100 ft. (+10 ft./HD/L of the Lord of Pain))).). Those within the aura who fail a Will
save are affected as if by forbidden speech. The topic they cannot discuss is a Lord of Pain
itself.
Spectral Slash (Ex): A Lord of Pain’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 its natural
weapons (i.e., its blades.).
Summon/Call Demons (Su): As a swift action, at will, a Lord of Pain can summon/call 120
HD/L of demons (of up to 40 HD/L (each)) of any variety. A Lord of Pain typically
summons/calls Manes, Dretches, Rutterkins, Cambions, Chasmes, or Lords of Pain.
True Seeing (Su): A Lord of Pain has a continuous true seeing ability, as the spell. Caster
level 48th.
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
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 than 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.
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, Abomination
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
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.
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.
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.
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.
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.
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.
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.
Nibblet
Fine Animal
Hit Dice: 1/8d8+5 (6 hp)
Initiative: +5 (+5 Dexterity)
Speed: 40 ft., burrow 20 ft., climb 40 ft., swim 40 ft.
Armor Class: 15 (+5 Dexterity)
Base Attack/Grapple: +0/-21
Attack: Bite +5 melee (1d4-5)
Full Attack: Bite +5 melee (1d4-5)
Space/Reach: 6 in./4 in.
Special Attacks: Adorable as f#@%
Special Qualities: Blindsight 30 ft., lowlight vision, scent, tremorsense 60 ft.
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 1, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Skills: Balance +20, Climb +20, Jump +20, Listen +20, Spot +20, Swim +20
Feat: Beauteous Visage (B), Weapon Finesse
Environment: Any.
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By class.
Level Adjustment: +6
Combat
Skills: A nibblet has a +8 racial bonus on Balance, Climb, Jump, Listen, and Spot checks. A
nibblet can always choose to take 10 on a Climb check, even if rushed or threatened. A
nibblet has a +8 racial bonus on any Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line. Nibblets use
either their Strength modifier or Dexterity modifier for Climb, Jump, and Swim checks,
whichever is higher.
Combat
This patient carnivore remains completely still as it waits for prey to come near.
Improved Grab (Ex):To use this ability the macrobe praying mantis must hit an opponent up
to one size category smaller with a claw attack. It can then attempt to start a grapple
without provoking an attack of opportunity.
Skills:A brobdingnagian praying mantis has a +4 racial bonus on Hide and Spot checks.
*Because of its camouflage, the Hide bonus increases to +12 when a brobdingnagian
praying mantis is surrounded by foliage.
Singularity Dragon
Black Hole Dragon
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 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).
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.
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.
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.
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.
Cyber creatures, techno-organic organisms, are the ultimate expression of cybernetic life.
“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.
[Description]
“Cyber Knight” is a template that can be added to any Aleerin or cyber creature (referred to
hereafter as the “base creature”). The cyber knight uses all the base creature's statistics and
special abilities, except as noted here.
Armor Class:A cyber knight retains the armor bonuses of the base creature and gains the
following:
- Natural Armor Bonus (Ex):A cyber knight gains an armor bonus equal to its Hit Dice. 4.8
Special Qualities:A cyber knight retains all the special qualities of the base creature and
gains the following:
- Damage Reduction (Ex):A cyber knight gains damage reduction equal to half its Hit Dice/ -
. 1.2
- Fast Healing (Ex):A cyber knight gains fast healing equal to half its Hit Dice. 1.2
- 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
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
Irredeemable (Ex): A dark lord’s alignment cannot be shifted away from evil by any means.
1d
Limited Regeneration (Ex): A dark lord regrows severed limbs in 1d6+1 rounds. It does not
immediately die if its head is severed. 1d
Master of Corruption (Ex): A dark lord that can cast spells is immune to corruption damage.
1d
Master of Dark Words (Ex): A dark lord has perfect command of the Dark Speech and never
suffers ability damage from its use. 1d
Omnicompetent (Ex): A dark lord knows all skills and has maximum ranks in all skills. 2d
Remold (Ex): Any creature the dark lord kills and restores to life has its alignment shifted to
evil and is under the command of the dark lord. 1d
See in Darkness (Su): A dark lord can see perfectly in any darkness, even magical darkness.
1f
Saves: A dark lord adds its Charisma modifier as a profane bonus to all saving throws. 1d
Abilities: Str +60, Dex +30, Con +40, Int +30, Wis +20, Cha +50. +23
Feats: A dark lord gains Cleave, Dark Speech, Epic Leadership, Leadership, Epic Reputation,
Great Cleave, Polyglot, and Power Attack as bonus feats. 8f
(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.
“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.
Speed:An entropic creature gains a fly speed equal to its base land speed with perfect
maneuverability. .8
NB:Entropic creatures do not fly; rather they are not subject to gravity in the same way
other creatures are. They can move in any direction through any medium, disintegrating
solid matter in their path.
Special Attacks:An entropic creature retains the special attacks of the base creature and
gains the following:
- 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.
Treasure:Standard.
“Grim Reaper” is an acquired template that can be added to any mortal living creature with
10 or more Hit Dice (referred to hereafter as the base creature). A grim reaper uses the
base creature’s stats and abilities except as noted here.
Aura:A grim reaper gains the aura misfortune 20 ft. and unnatural aura with a range of 30
ft.
Misfortune Aura (Su):When an enemy creature attempts an ability check, attack roll, caster
level check, skill check, or saving throw within 20 feet of a grim reaper, it must roll two d20s
and take the lowest roll before applying any modifiers.
Senses:A grim reaper gains darkvision 60 ft., low-light vision, spiritsense and status sight.
Spiritsense (Su):A grim reaper notices, locates, and can distinguish between living and
undead creatures within 60 feet, just as if it had the blindsight ability.
Status Sight (Su):When a grim reaper gazes on a creature, it can see that creature’s
emotion aura and that creature’s current health and overall well-being. This acts as
the status spell, as well as the emotion aura aspect of the analyze aura spell.
Hit Dice:Change all racial Hit Dice to d10s. Class Hit Dice are unaffected.
Defensive Abilities:A grim reaper gains DR 10/—, immunity to ability damage to its physical
ability scores, ability drain, death effects, disease, energy drain, mind-affecting, paralysis,
poison, sleep effects, and stunning. Not at risk of death from massive damage. It gains SR
11 + HD, and resistance to cold 10 and electricity 10. A grim reaper also gains fast healing
10. A grim reaper maintain the defensive abilities of the base creature and gains the
following.
Death’s Grace (Su):The power of countless souls protects a grim reaper, granting it an
insight bonus on all saving throws and to AC equal to its Charisma modifier.
Deathless (Su):As a herald of a god of death, a grim reaper is not itself subject to
permanent destruction. If slay, it vanishes, only to rejuvenate at full hit points in 1d4 days.
Only by slaying the grim reaper and then casting wish prevents the grim reaper
reappearance.
Truly One with Death (Ex):A grim reaper is healed by both positive and negative energy.
Speed:A grim reaper gains a fly speed (perfect) as a supernatural ability equal to the base
creature land speed or 30 ft., whichever is higher.
Special Attacks:A grim reaper maintain the special attacks of the base creature and gains
the following.
Death Strike (Su):A grim reaper automatically confirms any critical hit with a scythe. A
creature damaged by a critical hit from a scythe wielded by a grim reaper must succeed at a
Fortitude saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma modifier or
be instantly killed. If the target dies, the grim reaper can make another attack with its
scythe as if it possessed the Cleaving Finish feat. If the creature succeed the save, he must
make a second Fortitude saving throw with the same DC or gain 1d4 temporary negative
levels. Assuming the subject survives, it regains lost levels after a number of hours equal to
the grim reaper HD (maximum 15 hours). Usually, negative levels have a chance of
becoming permanent, but the negative levels from death strike don’t last long enough to do
so. A living or undead creature slain by a grim reaper’s death strike is consumed in holy fire
and has its remains destroyed as the disintegrate spell. This is a death effect.
Destroy Soul (Su):A grim reaper always possesses six gems in which it encapsulates souls
with its soul bind spell-like ability. These gems are only useful to the grim reaper that owns
them, and if the grim reaper dies, the gems are destroyed as well. As a standard action
once per day, a grim reaper can hold up a gem that currently contains a soul and crush it,
permanently destroying the soul within and releasing a 30-foot-radius burst of negative
energy that inflicts 1d6 negative levels on all creatures in the area of effect. A successful
Fortitude saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma modifier
reduces this to 1 negative level. The soul destroyed in the process of using this ability can
only be brought back to life by means of a miracle or wish spells. Lost gems are replaced
each day when it regains its daily spell-like abilities. This is a death effect.
Final Death (Su):A creature killed by a grim reaper can’t be brought back to life by any
means short of miracle, true resurrection, or wish spells. A grim reaper senses if a creature
it has slain has been restored to life, and automatically know the name, aspect and location
of the caster that resurrect the victim. Nothing short of a mind blank spell or the direct
intervention of a deity can protect from this divination. If the grim reaper has at least 20 HD,
the creature can’t be brought back to life by any means short of divine intervention.
Inevitability (Su):A grim reaper that attacks a single living or undead target gains a
cumulative +1 insight bonus at the beginning of its turn to its attack and damage rolls
against that target. If the grim reaper attacks another creature, it loses this bonus.
Lurking Death (Su):As an immediate action, when a creature within 100 feet makes a
ranged attack, cast a spell, spell-like ability, manifest a psionic power or use any action that
provoke attack of opportunity, the grim reaper can teleport to a square adjacent to the
triggering creature and makes a free scythe attack against him. If the attack hits, the grim
reaper disrupts the triggering action, negating it.
No Escape (Su):A creature that leaves a grim reaper alive and manages to escape from it
must succeed at a Will saving throw DC 10 + ½ grim reaper’s HD + grim reaper’s Charisma
modifier or suffer from a curse where it incurs a cumulative –1 penalty per day on saves
against spells and effects that deal damage. Additionally, all critical threats against the
victim are automatically confirmed. The curse can only be lifted by means of
a miracle or wish spells, by destroying the grim reaper or the grim reaper can lift it as a
standard action.
Special Qualities:A grim reaper maintain the special qualities of the base creature and gains
the following.
Bound Scythe (Ex):A grim reaper binds a single scythe to its call when it gains this template.
That scythe becomes tied to his very soul, becoming a conduit for its purpose and its
weapon of destruction. The grim reaper scythe become almost an extension of its body: it is
immune to disarm, steal, and sunder combat maneuvers made against its bound scythe
when it holds it and its scythe cannot be broken with a strength check, a helpless grim
reaper does not gain this benefit. A grim reaper can select feats that have a minimum
number of fighter levels as a prerequisite, treating its HD as its fighter level, but if the feat
specific to select a specific weapon (such as Weapon Specialization), the grim reaper can
only select the scythe. The grim reaper bound scythe gains an enhancement bonus equal to
½ its HD; this enhancement bonus can be converted into equivalent magic properties. These
properties are added to any the weapon already has, but duplicates do not stack. If the
weapon is not magical, at least a +1 enhancement bonus must be added before any other
properties can be added (eg. an 8 HD grim reaper can have a +4 scythe or a +1 disruption
heartseeker scythe). These bonuses and properties are decided each day when it regains its
daily spell-like abilities. Finally, as a supernatural action, the grim reaper may call the scythe
to its hand with a move action as long as it and the scythe are on the same plane. By
meditating for 8 hours and expending 100 gp per HD, the grim reaper may bind itself to a
different scythe, breaking all ties with its former weapon.
Death Affinity (Ex):By their very nature, a grim reaper stand betwixt the veil of life and
death. Mindless undead do not willfully attack it unless ordered to, or until the grim reaper
takes some offensive action against them. Furthermore, intelligent undead, spirit and
psychopomp are more inclined to feel closer to the grim reaper than to other living
creatures, granting the grim reaper a bonus equal to ½ his HD to Charisma-based skill
checks and Sense Motive checks when interacting with these creature and their starting
attitude towards it is one step better.
Soul Seeker (Su):The grim reaper is fit to begin its duties and may release the soul of dead
sentient creatures it finds. To reap a soul, the grim reaper must be adjacent to the corpse
(or at least the site of death, if nothing remains) of a dead creature that hasn't been reaped
before and then spend a standard action to release its soul, sending it to its judgment (some
creatures dead from long time can already have their soul judged). The grim reaper may
have up to two minute's worth of conversation with the soul of the fallen before sending it
off. This conversation is done out of time and they understand each-other's language during
the exchange (see Voice of the Dead). This ability does not work against incorporeal unded,
but a destroyed undead with the rejuvenation ability (like a ghost) is vulnerable to this. The
grim reaper must make a Diplomacy check DC 15 + HD of the undead + its Charisma
modifier and, if successful, the undead must make a Will save DC 10 + ½ the grim reaper
HD + its Charisma modifier. If this save fails, the undead is instantly destroyed and
automatically sent to its proper afterlife. This ability does not work on creatures with the
soul detached from the body (like a lich with a phylactery or a graveknight with its armor).
Whenever it sends souls to their judgment, it may instantly know the name of a creature
whose CR is up to the grim reaper's HD that it has met or may meet that has defiled the
balance of life and that must be sent to its judgment. It is under no obligation to do it. The
target assigned remains the same until its soul is reaped or until the grim reaper gains a HD,
in which case it gets a new assignment more in line with his aptitudes.
Additionally, whenever the grim reaper deals lethal damage with its bound scythe it may
choose to leave no apparent wound or sign of damage from its attacks by directly attacking
the life out of its targets (or severing the ties to the Negative Energy plane in the case of
undead creatures and the animating force in the case of constructs). These attacks may also
be painless but the target is very aware that its life is escaping it.
Spirit Touch (Ex):A grim reaper’s natural weapons, as well as any weapon it wields, are
treated as though they had the ghost touch weapon special ability.
Spell-like Abilities:A grim reaper may use the following spell-like ability with caster level
equal to its HD.
At will—call spirit, speak with soul
3/day—finger of death
1/day—plane shift, soul bind, wail of the banshee
Languages:A grim reaper gains Abyssal, Celestial, Infernal, and Necril as bonus languages
plus Voice of the Dead.
Voice of the Dead (Ex):A grim reaper ’s ability to hear and understand spirits of the dead is
developed enough to allow it to speak in this tongue as well. A grim reaper may use the
language to understand and be understood by petitioner, psychopomps, souls, and undead
creatures (all of which know the voice of the dead as a language, even if it is not listed) and
to communicate with each other. Additionally, language is no longer a barrier when the grim
reaper uses a call spirit, speak with dead, speak with soul spells or similar effects.
Ability Scores:Str +6, Dex +2, Con +4, Int +2, Wis +4, Cha +6.
Skills:Grim reapers gain a +8 racial bonus on Intimidate, Perception, Sense Motive, and
Stealth checks. Those skills are always class skills for grim reapers.
Feats:Grim reapers gain Alertness, Combat Reflexes, Dodge, Improved Critical (scythe),
Improved Initiative, and Toughness as bonus feats without the need to meet their
prerequisites.
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
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
Alignment:Any evil.
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
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
- Fortuity (Ex):A paragon adds a +10 luck bonus to:armor class; attack rolls; checks (ability
checks, caster level checks, manifester level checks, skill checks, turning checks); damage
rolls; difficulty class (for any powers, psi-like abilities, special abilities, spell-like abilities,
spells); initiative; power resistance; saving throws; spell resistance; and turn resistance (if
applicable).
- Inner Eye (Ex):A paragon can automatically (no action required) manipulate its fate. For
example...The paragon gains the best or worst (its choice) results on all dice rolls. However,
a natural “20” is not an automatic success and a natural "1" is only an automatic failure if it
opts to fail..; NB:If a paragon already has Inner Eye, it gains +1 c.a. (or +6 d.a.). 7.2
- S/P Resistance (Ex):A paragon gains spell and power resistance equal to 10 + Hit Dice +
10 (see Fortuity).
Saves:A paragon gains a +10 luck bonus to all saves (see Fortuity).
Skills:A Paragon gains a +10 luck bonus to all skills (see Fortuity).
- Maven & Omnicompetent (Ex):A paragon gains maximum ranks in all skills (w/all skills
becoming class skills). 2.4
Treasure:Triple standard.
Creating an Amidah
“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
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:
- Damage Reduction (Ex):An Amidah gains damage reduction 100/cursed and epic. 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).
- Inner Eye (Ex):An Amidah can automatically (no action required) manipulate its fate. For
example...The Amidah gains the best or worst (its choice) results on all dice rolls. However,
a natural “20” is not an automatic success and a natural "1" is only an automatic failure if it
opts to fail..; NB:If an amidah already has Inner Eye, it gains +1 c.a. (or +6 d.a.). 7.2
- S/P Resistance (Ex):An Amidah gains spell and power resistance equal to 10 + Hit Dice +
50 (see Fortuity).
Saves:An Amidah gains a +50 luck bonus to all saves (see Fortuity).
Skills:An Amidah gains a +50 luck bonus to all skills (see Fortuity).
- Maven & Omnicompetent (Ex):An Amidah gains maximum ranks in all skills (w/all skills
becoming class skills). 2.4
Feats:An Amidah gains 10 Bonus Feats. 2
Treasure:Triple standard.
[Description]
A pseudonatural creature uses all the base creature's statistics and special abilities except as
noted here.
Size and Type:The creature's type changes to outsider. Size is unchanged. Pseudonatural
creatures are normally extraplanar outsiders.
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).
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
- Spell-Like Abilities:At will - blink, blur, ethereal jaunt; 3/day - greater invisibility, implosion,
scintillating pattern, stinking cloud, 1 summon monster IX, telekinesis, touch of idiocy.
Caster Level = Hit Dice. The save DCs are Charisma-based. +.18
1 A pseudonatural creature can summon only pseudonatural animals or vermin with this
ability. It can select from any celestial or fiendish animal or vermin that could be summoned
by summon monster IX, but applies the pseudonatural template (see Lords of Madness) to
the creature rather than the celestial or fiendish template.
Special Qualities:A pseudonatural creature has all the special qualities of the base creature,
plus the following special qualities:
— Blindsight 500 ft. +1
— Immunity to poison. +.2
— Acid and electricity resistance 15 plus 5 per 4 Hit Dice (round up). +2.4
— Damage reduction 5/epic, if 1-7 Hit Dice; 10/epic, if 8-15 Hit Dice; or 15/epic, if 16+ Hit
Dice. +.75
— A pseudonatural creature's natural weapons are treated as epic weapons for the purpose
of overcoming damage reduction.
— Spell resistance equal to Hit Dice x 5. +5
Abilities:Increase from the base creature as follows:Str +22, Con +10, Dex +10, Wisdom
+10, Intelligence at least 3. +5.2
Challenge Rating:+13.252; +0.777 per 4 Hit Dice.
Alignment:Always chaotic evil.
Level Adjustment:+19.879; +1.166 per 4 Hit Dice.
Hit Dice: The Boss has maximum hit points and they are multiplied by x3 (see Boss Body).
Armor Class: Natural armor improves by +5, gains +10 insight bonus (see Insight), and
gains her Charisma modifier as a deflection bonus (if positive).
Defensive Abilities: A Raid Boss maintain the special qualities of the base creature and gains
regeneration 10 (epic); DR 10/epic; Immunity to ability damage and drain, disease, energy
drain, fear, unwilling polymorph, petrification, poison, or any form-altering attack and to one
of five energy types (specific to the Raid Boss). Raid Boss are not subject to death from
massive damage; Resistance to all elements 30; and PR/SR 11 + HD + 10 (see Insight);
plus the following.
I was expecting you (Ex): The Raid Boss cannot be caught flat-footed, nor does she lose her
Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class
if immobilized. A Raid Boss can still lose her Dexterity bonus to armor class if an opponent
successfully uses the feint action against her. A Raid Boss can always act in a surprise round.
The Raid Boss gains a constant extraordinary freedom of movement and true seeing effects.
Immune to Magical Control (Ex): The Raid Boss is immune to nearly all forms of mind
control, including all charm monster, suggestion, and dominate monster spells. It is similarly
immune to magic jar and possession attempts.
Confusion and other mind-affecting effects that don’t allow another creature to control the
Raid Boss directly work normally. Rare effects that allow a creature to manipulate the exact
effects of confusion on a creature provide one of the few ways to magically control the Raid
Boss, essentially pushing it in a particular direction. Other methods, particularly those tied to
strange and powerful artifacts, may work normally (GM’s discretion).
Too Epic to Die (Ex): Once per day, if the Raid Boss would be reduced to zero or less HP, she
is healed to ½ her full HP (ignoring any vile or permanent damage that could prevent this
heal), removing any ill effects on herself with a duration other than permanent or
instantaneous. For the next 10 minutes she gains the benefit of an extraordinary mythic
blessing of fervor effect.
This Isn't Over Yet (Ex): If the Raid Boss is afflicted by an effect that would prevent her from
taking turns (like Stun), instead she can ignore it simply by reducing the number of turns
she can take each turn for as long as that effect lasts (see Try to Keep Up with Me). Different
negative effects demand sacrificing multiple turns. In the case of effects like Slow or
Nauseated that reduce the number or type of actions she can take, the Boss can instead
simply sacrifice one move action per turn to ignore one of those effects, also in a 1-for-1
basis.
Speed: All the Raid Boss movement speeds are tripled, to a minimum of 60 ft.
Special Qualities: A Raid Boss maintain the special qualities of the base creature and gains
the following.
Adaptive Learning (Ex): A Raid Boss doesn’t learn to be strong in every way. Instead, she
learns to use her strengths in every way. This applies to learning as well, allowing the Raid
Boss to master techniques she otherwise wouldn’t be able to. When choosing feats, if a feat
requires a certain minimum ability score, the Raid Boss is considered to meet that
requirement. She must still meet any other requirements.
In addition, the Raid Boss counts her BaB as fighter levels for the purpose of qualifying for
feats.
Boss (Ex): The Raid Boss gains a +10 insight bonus on armor class; attack rolls; damage
rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any
special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Raid
Boss’s attacks are treated as aligned (her alignment), magic, ghost touch, and epic for the
purpose of overcoming damage reduction and interacting with incorporeal creatures. A Raid
Boss does not age, requires no air to breathe, no food or drink to sustain herself, nor sleep.
If the Raid Boss is mindless, she gains skill ranks and feats as if she has an Intelligence
score of 1.
Boss Body (Ex): A Raid Boss has always her hit point maximized and gains a x3 hp
multiplier (this hp multiplier does not stack with other multiplier, like a deity inside its divine
realm). A Raid Boss convert any vile damage suffered into normal damage and convert any
permanent damage suffered into vile damage. All numeric penalties the Boss receives from
external sources are halved (eg. if the Boss's movement speeds would be halved, they're
only reduced by a quarter. If she would take a –4 penalty to AC, she instead take –2). Self-
inflicted numeric penalties still affect her fully.
Like a Boss (Ex): The Raid Boss know how to complete an action with authority, finesse and
an air of superiority and do not care how others perceive it. Once per day, as a free action
even if it isn't her turn or as an immediate action, until the end of her next turn any 1d20
rolls she make that result in a number lower than 13 count as if she had rolled 13 (if used as
an immediate action this can modified a failed d20 roll), or she can grant herself any one
feat she qualify for as a free action even if it isn't her turn that will last until the end of her
next turn. Either way she fully ignore numeric penalties from external sources while this
effect lasts.
Mythic (Ex): A Raid Boss has Mythic Power (x/day, Surge +y) and counts as a x-rank Mythic
creature. X is equal to ½ the HD of the Raid Boss (maximum rank 10th at 20 HD) and y is
the corresponding surge. A Raid Boss must select one of the following options.
Boss Caster: A Raid Boss can use any of her spells and spell-like abilities as the Mythic
versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as
normal. She can also expend Mythic Power to use the augmented versions of these spells.
Boss Fighter: When a Raid Boss expends mythic power to add a Surge die to an attack roll,
she also adds a Surge die to that attack’s damage roll. This is not an action and does not
require her to expend any additional uses of Mythic Power to use this ability.
One of a Kind (Ex): The Raid Boss's abilities can never be copied/stolen/borrowed or similar
by any other effect.
Scripted Event (Su): Something fancy happens whenever the boss starts a battle, a storm
starts in the background, a choir starts chanting, a far away volcano erupts, whatever. Either
way it is far away enough from the actual action that it has no mechanical effects, and ends
as soon as the battle is finished (the storm ends, the host disperses, etc).
Try to Keep Up with Me (Ex): The Raid Boss can take extra actions per round. Those actions
follow the following restrictions however
-The Raid Boss cannot use her extra actions to affect somebody or something they already
had affected this turn (this includes area effects from the Boss that would include a target
that had already been affected by the Boss this turn, and this limitation extends to the boss
herself).
The Boss gets an extra turn each round for every enemy present in the battle after the first,
up to a maximum of 3 extra turns with 4 or more enemies presents. For every allies of the
Raid Boss present in the battle, she lose one of this extra turns (creatures summoned or
obtained with class features like animal companion, phantom, eidolon, familiar, etc.,
obtained with Leadership or similar abilities or with ½ or less HD of the Raid Boss does not
count as allies for this effect). This allows the Raid Boss to perform actions that normally
take an entire round, such as using a summon monster spell. The first extra turn of the Raid
Boss is at her Initiative score –10, all other turns are at a cumulative –10 to the initiative
position for each extra turn. For example, if the Raid Boss’s initiative is 23 and she is against
3 enemy, for her first turn she could make a full attack (and take a 5 foot step) at initiative
23, for her second turn at initiative 13 she could start casting a spell with casting time of 1
round (like summon monster), and for her third turn at initiative 3 she finish cast the spell
and could move (move action) and cast a spell to heal herself (standard action). For the
purposes of spells and effects that have a duration of a round or longer or trigger at the
beginning of the Raid Boss’s round or the start of her turn such as saving throws against
ongoing effects or taking bleed damage, only the Raid Boss’s first turn each round counts
toward such
duration.
Skills: A Raid Boss gains +8 bonus on 8 skill of her choice. All skills are class skills for a Raid
Boss.
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.
"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.
- 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.
- 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.
~ 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.
~ Timber (epic): Half-timber dragons are immune to negative energy and necromantic
effects.
~ 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).
~ 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).
- 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).
Level Adjustment:As base creature +30 (half-epic), +54 (half-adamic), or +105 (half-
nehaschimic).
Darkness
Domain:Darkness.
Death
Domain:Death.
Entropy
Domain:Void.
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.
Cephalopod
Opposed Portfolio:Chondrichthyan.
Prerequisites:Must be a Cephalopod or of Cephalopod ancestry.
Special:Can't be Chondrichthyan-blooded.
Domain:Water.
Realm
You create a divine realm populated by Cephalopods and Cephalopod kin.
Hazards:Cephalopods and Cephalopod kin inhabit these realms.
Inhabitants:Cephalopods and Cephalopod kin are drawn to these realms.
Chondrichthyan
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.
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.
Deicide Portfolio
Deicide Domain
Granted Power: Once per day you may Smite an Immortal, dealing extra damage equal
their Divine Rank on your next attack.
1 Doom
2 Undetectable Alignment
3 Nondetection
4 Dimensional Anchor
5 Dismissal
6 Antimagic Field
7 Destruction
8 Trap the Soul
9 Gate
Realm
The realm of an entity with the Deicide Portfolio is constructed on the ruins of divine
structures, temples, churches, and holy sites. The bodies of priests, prophets, heralds,
disciples, and divine servants litter the ground. The Immortal s stronghold is constructed of
the carcasses of murdered Immortals.
Hazards: All Immortals within a Deicide-aspected realm take damage equal to their Divine
Bonus each round.
Appearance: An entity with the single Deicide Portfolio appears covered in tattoos, brands,
and icons of occult, blasphemous imagery.
Demeanor: Entities with the Deicide Portfolio are either icily collected, possessed by a
vicious, frozen hatred for all things divine, or a raging inferno of rapturous unholiness.
Appearance: Entities with the double Deicide Portfolio are afflicted with a host of horrifying
physical deformities, appearing as though they have been cursed by every god in existence.
(Note: this is a purely cosmetic effect)
Demeanor: Entities with the double Deicide Portfolio are utterly obsessed with God-
slaughter. Their eyes perpetually focus into the horizon, as if they are lustily searching the
heavens for potential victims.
Abilities
Fey
Opposed Portfolio:Humans.
Prerequisites:Must be a fey or of fey ancestry.
NB:Pure-blooded Dwarves, Elves, Gnomes, and Goblinoids (i.e.
Goblins, Orcs, etc.) qualify, as these races are all of fey origin
and considered fey kin (even if only barely/far removed).
Special:Can't be human-blooded. Inc. Half-breeds,
Halflings, and Human-blooded races.
Domain:Trickery.
Realm
You create a divine realm populated by fey and fey kin.
Hazards:Fey and fey kin inhabit these realms.
Inhabitants:Fey and fey kin are drawn to these realms.
Fiends
Opposed Portfolio:Celestials.
Prerequisites:Must be a Fiend or of Fiend ancestry.
Special:Can't be Celestial-blooded.
Domain:Evil.
Realm
You create a divine realm populated by Fiends and Fiend kin.
Hazards:Fiends and Fiend kin inhabit these realms.
Inhabitants:Fiends and Fiend kin are drawn to these realms.
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.
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.
Preservation
Aspects: Protection, Changelessness, Renewal
Opposed Portfolio: Decay
Examples: King Arthur (Celtic Hero-deity)
Favored Animal: Tortoise
Favored Class: Paladin
Favored Place: City
Favored Sacrifice: None
Favored Time: Spring Equinox, anniversary of defensive victory
Favored Weapon: Shield bash
Portfolio Trial: Must defend something or someone at the cost of your life
Prerequisites: Non-chaotic alignment
Symbol: A shield
Typical Quote: "You shall not pass!"
Preservation Domain
Your faith is your greatest source of protection, and you can use that faith to defend others.
In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1
for every 5 levels you possess.
Granted Powers
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your
resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus
granted by the Protection domain for 1 minute. You can use this ability a number of times
per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number
of rounds per day equal to your cleric level. You and your allies within this aura gain a +1
deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and
sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond
8th. At 14th level, the resistance against all elements increases to 10. These rounds do not
need to be consecutive.
Dominion
Elder One: You create a fortress-layer of perfect safety.
Old One: Your layer dominates the plane to which it is abridged.
First One: Your planar fortress dominates an entire dimension.
Reptiles
Opposed Portfolio:Mammals.
Prerequisites:Must be a reptile or of reptile ancestry.
NB:For any/all purposes all Dragons and Reptiles
and their kin are reptiles and reptile kin.
Realm
You create a divine realm populated by reptiles and reptile kin.
Hazards:Reptiles and reptile kin inhabit these realms.
Inhabitants:Reptiles and reptile kin are drawn to these realms.
Time
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.
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).
Starting Wealth:6d4 x 10 gp (average 150 gp). In addition, each character begins play with
an outfit worth 10 gp or less.
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 12th level, the Carnifex has achieved thorough mastery in the ways of butchery and
infliction, increasing the DC on all saves against their Reaver’s Art by four and allowing them
to wield any weapon that they are proficient with as though they possessed the improved
critical feat. This is not cumulative with latter or prior instances of the feat, or anything else
that nature, save for the Keen weapon quality.
At 16th level, the Carnifex may viciously exploit lapses in their opponent’s defense. The
Carnifex may inflict their base Reaver’s Art against flat-footed opponents with or without a
confirmed critical.
At 20th level, it becomes perfectly second nature for the Carnifex to outmaneuver,
overpower, and all the more thoroughly exploit all weakness and instability in their
opponents and victims. Those who through anxiety or weakness afford the Carnifex an
insight bonus against them, as per the first tier of this trait, automatically count as flat-
footed for the purposes of the Carnifex’s attacks.
Hand of Mercy, Hand of Torment (Ex): At 6th level, the Carnifex guides their blade with
ruthless instinct and a morbidly discerning eye, their attacks affecting a cruel balance of
viciousness and subtlety to rend the flesh in the most agonizing of ways, to heighten and
prolong suffering as pleases the Carnifex. The Carnifex can inflict subdual damage without
suffering any penalty to their attack rolls, although all but the base Reaver’s Art rely on
lethal damage, and against creatures that are susceptible to critical hits, the Carnifex may
add their wisdom modifier, if positive, as an insight bonus to the damage that they deal.
The Carnifex may apply their Healing skill to further exacerbate the symptoms and scope of
physical injuries, allowing them to inflict their Reaver’s Art upon helpless targets with no
possible save on their part.
Sanguine Detachment (Ex): In the midst of all the misery that they have witnessed, and all
the agony they have caused, the Carnifex has become so callous and jaded that they
scarcely remain human. The Carnifex receives a +4 bonus against all fear and enchantment
based effects, and on all Sense Motive checks directed against them.
Lurid Pangs (Ex): At 10th level, the Carnifex becomes all the more heinously versed in their
cruel art, their brutality made manipulative and insidious by the acuity with which they can
ply their targets through the agony of infliction. In the event that the Carnifex successfully
performs their Reaver’s art, the target must make a Will save (at the same DC + the
Carnifex's base charisma modifier, if positive) lest they become shaken. Witnesses to the
victim’s agony are all too able to experience their trauma vicariously, and must make the
same Will save lest they suffer a -2 morale penalty to their saves and skill checks, provided
that they are within thirty feet of the victim.
Creatures with sharp senses, such as low light vision, are susceptible within twice that
range. The fear effect is cumulative against the target, should they suffer further in this way.
At 14th level, the Carnifex’s onslaught is pervaded with such violence and horror that those
who perish before them are henceforth mired in the trauma of their deaths, becoming so
panic-stricken at the very notion of living and all the suffering that they have known it to
entail that they must succeed at a Will save (DC: the Carnifex’s class level + the damage of
their killing blow) or reflexively shrink away from all reviving overtures.
Virulent Edge (Su): At 10th level, wounds inflicted by the Carnifex rot, weep, and inflame
with unnatural haste as the flesh molts and withers before the underlying taint of the
assault. Natural or unaided forms of healing, such as that afforded through nonmagical care,
rest, and Fast Healing, are voided by the malignant nature of the injuries that have been
inflicted. The Carnifex’s attacks always inflict lethal damage against creatures with the
Regeneration trait, unless the Carnifex wishes to moderate the damage dealt.
At 16th level, the Carnifex’s attacks naturally assume the Wounding quality.
Glacial Divide (Ex): At 18th level, the Carnifex has become so inured to bloodshed and
tragedy that they are effectively emotionless. Fear, Confusion, and Compulsion are
powerless to sway them, and the Carnifex is no longer susceptible to morale bonuses or
penalties of any kind. The Carnifex can now take 20 on all bluffs and intimidation that
pertain to violence and inscrutability.
Resonant Infliction (Su): At 20th level, the Carnifex is capable of such brutality that it will
inexorably permeate the essence of any creature who falls prey to it. Those who are dying
or unconscious as a result of the Carnifex’s ministrations are thrown into agonized
paroxysms, gnashing and wailing the extremity of their torment with complete abandon.
Even creatures normally immune to criticals are now susceptible to the Reaver’s Art
provided that they are sentient (that is, able to imagine the debilitating extremity of the pain
that the Carnifex is trained to dispense), and those who are vulnerable at the best of times
must make a Will save (DC: 10 + the Carnifex’s level + the Carnifex’s wisdom modifier) if
they are rendered dying or disabled through the infliction of the Reaver’s art.
Should they fail, they become permanently insensate as per the effects of the Feeblemind
spell.
Helpless creatures subjected to the Reaver’s Art can be sculpted into living Symbols of Pain,
at twice the normal range of effect, if the Carnifex is allowed uninterrupted access to them
every day for seven days. Such a creature cannot be restored to sanity or independence by
any means short of a Miracle, and cannot rest, eat, or drink, although they can be fed with
considerable effort. Should the victim of this ability die or be killed, their residual agony will
maintain the effect for five rounds afterward, and those already afflicted will suffer its
penalties for an hour as though they had merely run out of its range.
Creatures that are immune to fear and pain are immune to this latter effect, both as
potential foci and as victims by proximity, as is the Carnifex.
Threat (Revised)
Threats fight brutally and don't back down from a challenge. They are steel-minded and
destroy all in their path; breaking bones, shattering rock, and holding enemies in their place
with a force few can muster. Vicious and comparable to a pit fighter, they pull no punches
and
become numb to the harm that befalls them. A Threat is exactly what their name implies, a
threat.
Alignment:Any.
Hit Die:d12
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
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).
Requirements
To qualify to become a black chorister, a character must fulfill all the following criteria.
Base Attack Bonus: +7.
Skills: Knowledge (any one) 1 rank, Perform (any one) 5 ranks.
Special: Ability to cast at least one 5th-level divine spell from each of the divination,
enchantment, and illusion schools.
Class Skills: The black chorister’s class skills are Acrobatics (Dex), Appraise (Int), Bluff
(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),
Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform
(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth
(Dex), and Use Magic Device (Cha).
Spellcasting: When a new prestige black chorister level is gained (except at 1st, 3rd, 5th,
7th, and 9th level), the character gains new spells per day (and spells known, if applicable)
as if he had also gained a level in whatever divine spellcasting class he belonged to before
he added the prestige class. A black chorister adds all bard spells to the spell list of whatever
divine spellcasting class he belonged to before he added the prestige class as divine spells of
the level they are for a bard, even if lower.
Black Chorister Class Features (Ex): As the standard bard, exc. as previously noted.
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
Requirements
To qualify to become a cyberdruid, a character must fulfill all the following criteria.
Race: Any cyborg.
Alignment: Any neutral.
Skills: Knowledge (nature) 15 ranks.
Feats: Implant Awareness
Spells: Able to cast 7th level druid spells.
Special: Must be an urban druid.
Class Features
All the following are class features of the cyberdruid prestige class.
Weapon and Armor Proficiency: Cyberdruids gain no proficiency with any weapon or armor.
Spells and Caster Level: Levels in the cyberdruid prestige class, even though they do not
advance spell progression in the character's base class, still stack with the character’s base
spellcasting levels to determine caster level.
Assimilation: At 1st level, a cyberdruid acquires the cyber creature template (see below).
Aleerins (cyber creatures), acquire another instance of Expanded Implants (see below).
Armored Defender: At 2nd level, a cyberdruid can freely use metal armor and metal shields.
The normal prohibitions no longer apply.
Expanded Implants : At 3rd level (and 1st level if an aleerin (cyber creature)), a cyberdruid
gains an additional cybernetic implant. The implant grows from the cyberdruid's existing
implants, drawing material from the cyberdruid's body and environment. No surgery nor any
Wealth check is needed to acquire the new implant. The cyberdruid selects the implant; its
PL must be equal to or lower than the campaign’s PL, and it's purchase DC cannot be more
than 25 + the character's cyberdruid level. The implant must follow all normal rules for
implant slots and a character's maximum number of cybernetic devices.
Hardened Implants : At 4th level, each of a cyberdruid's implants draws upon the resources
of the cyberdruid and his other implants to toughen themselves. Each implant a cyberdruid
has gains 50% more hardness (if it has a hardness rating) and 3 additional hit points.
Unified Implants : At 5th level, a cyberdruid's implants are such an accepted part of his body
that they actually draw upon his natural resources to heal themselves. A cyberdruid can heal
up to his level in hit points of damage to his cybernetics each day, spreading the healing
among all his damaged cybernetic devices.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Metalcunning
2 +1 +0 +0 +3 Detect iron ore
3 +2 +1 +1 +3 Master
Craftsman
4 +3 +1 +1 +4 Rustproof
5 +3 +1 +1 +4 Rusting grasp
Class Features
Weapon and Armor Proficiency: Iron masters of Iron Bluff are proficient in all Simple and
Martial weapons, Light and Medium armor, and shields (except tower shields).
Metalcunning (Ex): Iron masters of Iron Bluff gain Metalcunning as a bonus feat.
Detect Iron Ore (Su): At will, the 5th level iron master can use detect iron ore. This ability is
identical to detect evil but works on iron, steel, and related ferrous ores. This ability does
NOT detect mithril or adamantine.
Master Craftsman (Ex): The 3rd level iron master gains a +4 untyped bonus when creating
items from iron and steel.
Rustproof (Ex): The 4th level iron master and his possessions are completely immune to
rust (magical or otherwise), including the attack of a rust monster.
Rusting Grasp (Sp): 1/day, the 5th level iron master can use rusting grasp as a sorcerer of
his character level. This ability reflects the character’s intimate and supernatural
understanding of iron.
Alignment: Any.
Hit Die: d6.
Requirements:
• Skills: Knowledge (architecture and engineering) 3 ranks, Knowledge
(dungeoneering) 3 ranks, Profession (miner) 8 ranks.
• Feats: Great Fortitude.
• Special: Base Will save +4 or better.
Class Skills: The tunnel maker’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Knowledge (architecture and engineering), Knowledge
(dungeoneering), Listen (Wis), Profession (Wis), Search (Int).
Skill Points: (4 + Int modifier) per level.
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Pierce Rock
(penetration)
2 +1 +3 +0 +3 Stone tell
3 +2 +3 +1 +3 Purify air,
Burrow (5 ft.)
4 +3 +4 +1 +4 Pierce Rock
(Threaten (Construct)), meld into stone
5 +3 +4 +1 +4 Stone shape
6 +4 +5 +2 +5 Move earth,
Burrow (10 ft.)
Class Features
Weapon and Armor Proficiency: The tunnel maker is proficient with all simple and martial
piercing weapons, but does not gain any armor or shield proficiencies.
Pierce Rock: At 1st level, the tunnel maker of Iron Bluff can ignore 2 points of hardness of
stone or metal objects when using a piercing weapon. The DR of stone or metal objects or
creatures is considered to be 1 point less against any attack made by a tunnel maker using
a piercing weapon.
At 4th level the tunnel maker gains the benefits of the Threaten (Construct) feat as a
bonus feat, allowing him to use it even if he does not meet the prerequisites of that feat.
Stone Tell (Sp): 1/day the 2nd level tunnel maker can use stone tell as a sorcerer of his
character level.
Purify Air (Sp): 1/day the 3rd level tunnel maker can use purify air as a sorcerer of his
character level.
Burrow (Su): The tunnel maker gains the supernatural ability to move through rock and
metal by moving it around himself in a bubble. He cannot create open tunnels, but creatures
can travel with him if they stay very close. One creature of the tunnel maker’s size category
can travel with the tunnel maker; two of one size category smaller, or four of two size
categories or smaller.
This ability does not create breathable air. The tunnel maker has a bubble of air large
enough to support himself for five minutes, at which time he must hold his breath or suffer
as if drowning. The time is reduced by half if he takes passengers along.
Meld into Stone (Sp): 1/day the 4th level tunnel maker can use meld into stone as a
sorcerer of his character level.
Stone Shape (Sp): 1/day the 5th level tunnel maker can use stone shape as a sorcerer of
his character level.
Move Earth (Sp): 1/day the 6th level tunnel maker can use move earth as a sorcerer of his
character level.
New Feats
Threaten [General]
Prerequisite:Wis 17+, BAB +11, Improved Critical (chosen weapon), Weapon
Focus (same chosen weapon), Knowledge (special - see below)) 9 ranks.
Benefit:Your character can inflict extra damage (critical hits/precision damage)
upon, even destroy w/a coup de grace/massive damage, creatures of one
specific Type of your choosing, provided you possess the prerequisite
Knowledge (i.e. Construct (arcana), Elemental (the planes), Ooze
(dungeoneering), Plant (nature), or Undead (religion).).
This benefit applies to any/all weapons with which you meet the prerequisites
for this feat and extends to Death Attacks, etc., etc., ad nauseum, ad infinitum,
even, if by virtue of its (their) Type, said creature(s) is (are) ordinarily immune.
However, this does Not bypass immunities derived alternatively (i.e. being
able to death attack (i.e. kill or paralyze.)/quivering palm a living Ooze,
doesn't auto-enable you to do the same to an Undead Ooze,
though, if you take this feat for each Type, you can.).
Special:You can gain this feat multiple times. Each time you gain this feat, you
can choose another creature Type to affect normally.
Agent of Death
Almost every adventurer, over the course of their journeys, is forced to kill other living
things. Whether predators attacking their camp, armies of orcs in the midst of an uprising,
or alien entities bent on world conquest, there are plenty of enemies out there that an
adventurer might slay. For all of the death involved in adventuring, however, normal
adventurers come nowhere near agents of death. Agents of death are the greatest of all
specialized assassins, about as likely to be serving a deity of death as to be selling their art
to the highest bidder. Though not outwardly magical, the bloodlust that fills each agent of
death heightens their skills beyond their normal limits and allows them to store away the
souls of those that they slay. Though many agents of death are quite intelligent and a few
are even charismatic, only fools allow themselves to forget that each agent of death is
always waiting for another reason to kill. Masters of physical and psychological warfare, few
last longer than a few seconds in an ambush planned by an agent of death.
Hit Die: d6
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.
Crippling Strike (Ex): Agents of death are masters of disabling their foes, stopping them
from fighting back, escaping, or acquiring help. Whenever an agent of death damages a
creature with a weapon (natural or manufactured), he or she may apply two of the following
benefits (or one if the target is immune to critical hits). Each of the following benefits can be
chosen multiple times and their effects stack with themselves:
- The target possesses a -10 foot penalty to its speed for all modes of movement it
possesses for one round, down to a minimum of 5 ft. (multiple uses increase the penalty).
- The target takes one point of ability damage to any one ability ability score other than
Constitution.
- The target is deafened for one round (multiple uses increase the duration)
- The target is blinded for one round (multiple uses increase this duration)
- The target is unable to talk or make verbal noises for 1 round (multiple uses increase the
duration)
- The target becomes unable to wield manufactured weaponry or produce somatic
components for spells for 1 round (multiple uses increase the duration)
At 6th level and every 5 levels afterwards, the agent of death may choose an additional two
benefits (or one if the target is immune to critical hits) each time.
Cat and Mouse (Ex): With a single well-placed strike, an agent of death can awaken a deep
primal fear within that creature or in witnesses, rendering those creatures incapable of
putting up a decent fight. Starting at 2nd level, whenever an agent of death makes a
successful attack against a creature, that creature must make a Will save (DC 20 + Class
level + Int modifier) unless it is mindless or become panicked for one minute.This is a
piercing mind-affecting fear effect. Alternately, when an agent of death delivers a killing blow
to a creature, he or she may have all non-mindless creatures with a line of sight to the
target make these saving throws, though this ability doesn’t ignore immunities when used in
this way. This ability can be used once per encounter at 2nd level and one additional time
per encounter every 5 levels afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, an Agent of Death can select a
single bonus feat from the following list: Agent’s Mark*, Blinding Speed, Combat Archery,
Dextrous Fortitude, Dextrous Will, Create Opening*, Consult the Dead*, Don’t Fight the
Reaper*, Epic Avoidance*, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Epic
Stealth*, Eternal Killer*, Godslayer*, Hide the Body*, Improved Combat Reflexes, Improved
Create Opening*, Improved Sneak Attack, Lingering Damage, Madden With Feat*,
Mutilation*, Slaughterer*, Slay with Fear*, Sneak Attack of Opportunity, Spellcasting Harrier,
Superior Initiative, Uncanny Accuracy, Without a Trace*
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New Feats
Slaughterer [Epic]
You are rarely satisfied with only one kill.
Prerequisites: Slay, Improved Uncanny Dodge
Benefit: When you use your slay class feature, you watch all creatures that you possess a
line of sight with instead of just choosing one. Your first successful attack against each such
creature within three rounds of using your slay feature all benefit from your slay class
feature.
Godslayer [Epic]
You can face even the divine with some chance of success.
Prerequisites: Base Attack Bonus +35 or ability to cast 12th level spells
Benefit: Deities attacking you never take 20 on their attack rolls. Against your spells and
abilities, deities never take 20 on their saving throws. Against you, Deities lose their divine
bonus to AC and Saving Throws. Lastly, you aren’t detected by the remote sensing abilities
or portfolio sense of deities and salient divine abilities that create areas or that designate
targets don’t affect you.
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Canny Slaughter (Ex): Making the most of their environments and of their their allies,
agents of death can rain down death in ways few others could. Starting at 4th level, an
agent of death can call upon superior positioning and combat prowess to deal damage equal
to your sneak attack or sudden strike damage against a creature normally immune to such
abilities if you would otherwise deal such damage (this does not let you apply the damage
twice if you ignore such immunities). Alternately, the agent of death can lend an ally within
60 ft. the benefits of his or her sneak attack or sudden strike class feature for the duration of
one attack made against a creature the agent of death had attacked within the past three
rounds.This ability can be used once per round at 4th level and one additional time per level
every 5 levels afterwards.
True Death (Su): Starting at 5th level, an agent of death reaches the supernatural peak of
his or her abilities, gaining a power that separates him or her from all other would-be
assassins. Whenever an agent of death kills a creature while within 100 ft. of it, he or she
may trap away that creature’s soul. While a creature’s soul is trapped in this way, it can’t be
returned back to life through any means. Even epic spells, artifacts, and the magic of deities
fails when used to bring about this result. This ability lasts until the agent of death dies or
until he or she frees a soul to make room for a new one. When in an antimagic field or
similar effect, the agent of death can’t capture new souls but previous souls remain trapped.
An agent of death can capture up to 10 souls at a time at 5th level and this number is
multiplied by x 10 every 5 levels afterwards.
Cosmic Descryer
A cosmic descryer is fascinated by the vastness of the great wheel and the infinite variations
on life within it. Calling the entire multiverse home, a cosmic descryer travels from one plane
to the next, experimenting and learning more and more about the planes as he or she
increases his or her influence over planar matters. A cosmic descryer draws even more
powerful from the planes themselves and can call upon the creatures of other planes to do
his or her bidding. Even so, most cosmic descryers have no intention of conquering the
cosmos, instead seeking to join with its infinite energy. Whenever drastic events shake the
balance of power on a plane of existence, the more learned must ask how cosmic descryers
failed to see it coming… or how they may be responsible.
Hit Die: d4
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
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
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.
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
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
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Commandeer Spell (Su): Starting at 4th level, the magic that courses through the blood of a
dragon overlord grants him or her influence over magic itself. Whenever a dragon overlord
witnesses another creature casting a spell, the dragon overlord can make an opposed
Spellcraft check against the caster. If successful, the dragon overlord gains control over the
spell and can make all decisions for it. This ability can be used once per round at 4th level
and one additional time per round every 5 levels afterwards.
Draconic Fury (Su): Starting at 5th level, a dragon overlord can call upon the true fury of the
draconic power flowing through him or her, releasing and chaining these powers. As a full-
round action, the dragon overlord conjures forth an incorporeal ancient true dragon of any
type he or she can control through his or her ruler of dragonkind class feature of his or her
choice that is suspended around his or her person. This ancient dragon obeys the telepathic
orders of the dragon overlord but can’t cast spells or use its spell-like abilities. The attacks
and breath weapon of the dragon, however, functions normally against corporeal targets,
even adding their normal strength bonus to damage rolls. If there isn’t enough room for the
incorporeal dragon (such as if caught in a small, force-lined room), this ability fails to
activate. If the dragon summoned in this way is slain, it dissipates and the dragon overlord
reclaims its power. Either way, the dragon called forth in this way takes its action
immediately after the dragon overlord before dissipating on its own. Once this ability has
been used, it can’t be used again for 1d4+1 rounds. At 10th level and every 5 levels
afterwards, this ability calls forth another ancient incorporeal dragon with each use.
Dread Emperor
Controlling vast armies of the undead, a dread emperor (or dread empress) is a master of
necromancy. Rather than focusing on life force and its manipulation, however, a dread
emperor has focused on the creation of its twisted mockery. Beyond the simple reanimation
of the undead, a skilled dread emperor creates a true plague of undeath. Every creature his
or her undead slay soon joins his forces and even those merely injured may find themselves
turning in a matter of hours. Combining this plague with a mastery of strategy that dwarves
most mortal tactitians, entire nations have been known to fall before dread emperors in
mere weeks.
Hit Die: d8
Prerequisites: To qualify to become a dread emperor, a character must meet all of the
following criteria:
Alignment: Any nongood.
Skills: Knowledge (Religion) or Knowledge (Arcana) 23 ranks.
Spells: The ability to cast spells up to 7th-level, including at least four necromancy spells.
Note: Subtract the level adjustment of any template granting you the undead type from the
number of ranks in a knowledge skill you require to enter this class.
Dread Emperor
Level Base Attack Bonus Special
Spells
1st +0 Overwhelming Swarm -1, Unending Legion --
2nd +1 Dark Tactician 1/encounter +1
level of existing spellcasting class
3rd +1 Bonus Feat
--
4th +2 Emperor’s Plague 1d6 +1
level of existing spellcasting class
5th +2 Undying Avatar (1)
--
6th +3 Overwhelming Swarm -2 +1
level of existing spellcasting class
7th +3 Dark Tactician 2/encounter --
8th +4 Bonus Feat
+1 level of existing spellcasting class
9th +4 Emperor’s Plague 2d6 --
10th +5 Undying Avatar (2)
+1 level of existing spellcasting class
Class Features: The following are class features of the Dread Emperor
Epic Spellcasting: Even without the Epic Spellcaster feat, a dread emperor can still develop
and cast epic spells using the afflict, animate dead, armor, dispel, fortify, reflect, slay, and/or
summon seeds. For the purpose of developing epic spells with these seeds (and only these
seeds), costs in gold pieces and experience points are halved.
Rebuke Undead: Your levels in dread emperor stack with levels in one class that grants you
the rebuke undead class feature for the purpose of rebuking undead. If you possess levels in
more than one such class, choose one to advance as you take your first class level in dread
emperor.
Unending Legions (Su): Dread emperors are best known for armies of the dead large
enough to overwhelm entire nations and worlds. A dread emperor no longer counts undead
with HD equal to or lower than his class level towards his limit of controlled undead. Any
creature slain by an undead controlled by a dread emperor revives 1d4 rounds later as a
zombie or skeleton as appropriate (unless its HD are too high to allow for this) under the
control of the dread emperor. Lastly, a dread emperor can use animate dead and revive
undead (libris mortis) at will as spell-like abilities with a caster level equal to his or her class
level + 20.
Overwhelming Swarm (Ex): Though the undead that a dread emperor controls may
individually be too weak to overcome foes, a dread emperor knows perfectly well how to
batter the defenses of more powerful enemies by continually swarming them. Starting at 1st
level, for every ten attacks made against a creature by undead controlled by a dread
emperor (whether the attack succeeds or not), the target takes a stacking -1 penalty to its
AC, Damage Reduction (if any), Fast Healing (if any), and regeneration (if any). None of
these values can be reduced below 0. This penalty remains until the target has gone for an
entire hour without being attacked by undead controlled by the dread emperor. At 6th level
and every 5 levels afterwards, this penalty increases by -1.
Dark Tactician (Ex): As a ruler of a grand army, few know more about strategy than a dread
emperor. Starting at 2nd level, a dread emperor can spend a full-round action to heal any
number of controlled undead within his or her line of sight up to full hit points. Alternatively,
he or she can grant them a +10 bonus to attack rolls, Saving Throws, and AC for 1 round.
As a final option, the dread emperor can grant these undead a full round of actions to take
immediately and may control how mindless undead affected spend this action. The dread
emperor can use an ability from this list once per encounter at 2nd level and one additional
time per encounter at 7th level and every 5 levels afterwards. A Dread Emperor can never
target him or herself with this ability.
Spells per Day/Spells Known: At each even dread emperor level, the character gains new
spells per day (and spells known, if applicable) as if he or she had also gained a level in a
spellcasting class to which he or she belonged before adding the prestige class level. If
already an epic spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a character of that
class would have gained. If the character had more than one spellcasting class before
becoming a dread emperor, the player must decide to which class to add the new level for
the purpose of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a dread emperor can select a single
bonus feat from the following list: Atropal’s Aura*, Commandeer Undead*, Debilitating
Swarm*, Desecration Aura*, Debilitating Touch*, Divine Spell Knowledge*, Dread
Spellscribe*, Epic Undead Leadership*, Eternal Horde*, Extended Lifespan, Great Charisma,
Great Intelligence, Great Wisdom, Improved Legions*, Improved Spell Capacity, Legendary
Commander, Life from the Lifeless*, Link Senses*, Master of Necromancy*, Multispell,
Negative Energy Burst, Quick Transformation*, Selective Spell*, Spell Knowledge, Superior
Legions*, Threatening Presence*, Undead Mastery, Vile Entity*, Zone of Animation
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New Feats
Emperor’s Plague (Su): Starting at 4th level, all corporeal undead under the control of a
dread emperor pass on a disease with their natural attacks known as emperor’s plague. The
disease has a Fortitude save of 20 + Class level + Int modifier, has an incubation period of 1
hour, and deals 1d6 points of constitution damage with each failed save, plus 1d6 points of
constitution damage at 9th level and every 5 levels afterwards. Unlike most diseases,
creatures must make additional saving throws against emperor’s plague every hour instead
of every day and the disease and ability damage it deals can only be healed within a
consecrated or hallowed area. The disease is not naturally removed through any number of
successful saving throws and can only be healed magically within the area of a consecrate or
hallow effect. Any creature who dies of emperor’s plague awakens 1d4 hours later as a
zombie or skeleton as appropriate (unless its HD are too high to allow for this) under the
control of the dread emperor unless the body is dismembered or destroyed. This class
feature is a piercing effect.
Undying Avatar (Ex): At 5th level, a dread emperor can spend 24 hours molding dead flesh
into a perfect likeness of themselves. This avatar acts as a zombie of the dread emperor’s
race with 20 HD, though it looks exactly like the dread emperor (DC 30 spot check to realize
its identity). Each undying avatar, though mindless, has its senses directly linked to that of
the dread emperor at all times and can be controlled through the dread emperor’s thoughts
at all time (even across planes of existence). A dread emperor can even cast his or her non-
epic spells through an undying avatar, though doing so requires that the avatar spend
actions casting the spell as normal. A dread emperor can only have one undying avatar at
any given time at 5th level, plus one every 5 levels afterwards.
Godking
What does it mean to rule? While many heroes have attracted followers and cohorts to
follow them, what does it truly mean to hold the fates of an entire nation in your hand?
Godkings are those few beings with the charisma to join huge numbers of people together
without inheritance or fortunate happenstance. Whether carving out new kingdoms or
joining tribes together in unity, a godking demands respect from his or her followers that
borders on worship. While less than ideal for adventuring in person, a godking is more than
capable at acting through intermediaries.
Hit Die:d8
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)
Epic Spellcasting: Even without the Epic Spellcaster feat, a Godking can still develop and
cast epic spells using the armor, animate, banish, compel, contact, heal, life, and/or
summon seeds. For the purpose of developing epic spells with these seeds (and only these
seeds), costs in gold pieces and experience points are halved. A Godking may use his or her
ranks in Diplomacy in place of his or her ranks in knowledge skills to determine epic spell
slots per day and in place of his or her ranks in spellcraft when casting an epic spell. If the
godking doesn’t cast spells, he or she uses his or her highest ability score modifier to
determine epic spell save DCs.
Godking’s Subjects (Ex/Su): A godking evokes loyalty beyond what most leaders could ever
hope to accomplish. All followers of a godking are treated as fanatical towards the godking
and are immune to fear effects while possessing a line of sight with the godking.
Furthermore, all followers and cohorts of at least 6th level gain leadership as a bonus feat.
The great respect and admiration that the godking’s subjects hold for him, meanwhile,
grants him a degree of power similar to divinity used to reward these servants. A godking’s
subjects are always able to find food and water and can always find shelter (or the materials
needed to make one) regardless of what environment they find themselves in. Furthermore,
a godking’s subjects are never at risk of dying from natural disasters such as famines,
droughts, floods, earthquakes, wildfires, plagues, tornados, and so forth. If such a disaster is
magical, supernatural, or man-made in nature, this protection does not hold. Likewise, this
protection does not extend to natural conditions of dangerous environments (such as
damage taken on the elemental plane of fire). This protection is supernatural in nature.
Absolute Authority (Su): A godking is able to exercise total control over those who can hear
and understand him. At any time, a godking can grant any other creature who can hear and
understand the godking a single standard or move action that must immediately be used as
the godking dictates (if at all possible). Alternately, a godking can immediately halt any such
creature from taking a single offensive action that would risk harming the godking and/or
one of his or her allies. Either way, a successful Will save (DC = Leadership score) negates
this ability. This ability can be used once per round at 1st level plus one additional time per
round every 5 levels afterwards. This is a piercing mind-affecting, language-dependant
compulsion ability.
Attract the Masses (Ex): Starting at 2nd level, a godking can attract incredibly large
numbers of followers. The godking multiplies the number of followers that they would gain
from their leadership score by the given number (after multiplying this number through the
legendary commander feat as normal), which increases by +1 at 7th level and every 5
levels afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, a Godking can select a single bonus
feat from the following list: Armor Skin, Bolster Allies*, Bow to None*, Chain of Command*,
Damage Reduction, Energy Resistance, Epic Leadership, Epic Reputation, Epic Will, Fast
Healing, Godly Realm* Great Charisma, Halting Authority*, Hardened Ruler*, King of the
Wild*, Legendary Commander, Legendary Diplomat*, Loyalty Past Death*, Mage King*,
Martial Subjects*, Perfect Health, Polygot, Renown*, Skilled Subjects*, Staggering
Authority*, True Leader*, Versatile Blessing*, Warrior King*.
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New Feats
Renown [Epic]
You are known far and wide for your greatness
Prerequisites: Epic Leadership
Benefit: You gain a +2 bonus to your leadership score.
Special: You may select this feat multiple times. Its effects stack.
Godking’s Blessing (Su): Starting at 4th level, a godking’s power seeps into his or her
servants, making them tougher and more skilled than they would otherwise be. All of the
godking’s servants gain one level in expert or warrior (their choice). This counts as a normal
level in all ways (granting hp, skills, feats, and so forth) but doesn’t affect what the
followers’ level counts as for the purpose of the godking’s leadership feat (a level 1
commoner empowered into a commoner 1/expert 1, for example, still counts as a level 1
follower). Levels gained in this way can’t be retrained. At 9th level and every 5 levels
afterwards, the godking grants an additional level of expert or warrior to all of his or her
followers (followers need not choose the same class for all additional levels gained in this
way).
Furthermore, a godking of at least 4th level can touch one of his or her followers as a
standard action to grant even greater benefits, granting a +4 enhancement bonus to one
ability score of the godking’s choice for 24 hours. Multiple touches to a single target erase
the benefits of previous touches.
Attract Viceroy (Ex): Starting at 5th level, a godking can attract and surround himself with a
large variety of cohorts. At 5th level and every 5 levels thereafter, a godking can possess an
additional cohort. Each cohort gained in this way must possess an ECL of at least 5 levels
lower than the one before it.
Harbinger of Endings
Contrary to how most people think, death is not the end. After one’s death, his or her soul is
judged before being sent on to its rightful reward or punishment. While this is a great
change to be sure, it is not the end. As for what the end even is, few can hope to wrap their
minds around it. The end is the looming threat on the horizon that inspires true dread. The
end, for there is only one, is the opposite bookend to the genesis of the multiverse. Almost
every religion in existence has its own myths as to how it will occur and as to what will
happen to the faithful afterwards. Those who actively work towards the end, however, are
rare and far between. Inspired by the whispers of dark beings or through raw nihilistic
fervor, a Harbinger of endings is one of the few who willingly stares out into the void.
Though some are content to observe the slow approach of the end, many are drawn to play
a far more active role. Whatever the case, Harbingers of endings are a threat to the
multiverse itself.
Hit Die: d8
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
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
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:
Alien Geometry (Ex): Though a herald of the outer spheres looks much like a being of flesh
and blood, his or her body is built in a way that defies most logic and space is bent around
him or her in a way that makes attacking the herald quite difficult. Most attacks and spells
aimed at the herald seem to go absolutely nowhere at all. Starting at 2nd level, a herald of
the outer spheres can force a creature who is targeting him or her with an attack, spell, or
effect to make a Will save (DC 20 + Class Level + Cha modifier). If the saving throw is
failed, the herald is unaffected by that attack, spell, or affect. This ability can be used once
per round at 2nd level and one additional time per day every 5 levels afterwards.
Spells per Day/Spells Known: At each even class level, a herald of the outer spheres gains
new spells per day (and spells known, if applicable) as if he or she had also gained a level in
a spellcasting class to which he or she belonged before adding the prestige class level. If
already an epic spellcaster, the character gains only the benefit noted under the Spells entry
for that epic class. He or she does not, however, gain any other benefit a character of that
class would have gained. If the character had more than one spellcasting class before
becoming a herald of the outer spheres, the player must decide to which class to add the
new level for the purpose of determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a herald of the outer spheres can
select a single bonus feat from the following list: Armor Skin, Broken Barriers*, Damage
Reduction, Dimensional Jaunt*, Edge of Perception*, Eternal Herald*, Fast Healing, Forced
Conversion*, Glare of the Void*, Great Charisma, Great Intelligence, Great Wisdom,
Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Influence
Goals*, Insidious Herald*, Mad Scribe*, Perfect Health, Persona of Madness*, Shattered
Geometry*, Sire Madness*, Threatening Presence*, Unearthly Circulation*
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New Feats
Insidious Herald[Epic]
You can pass along sane beings and slip into almost any society.
Prerequisites: Herald of Madness II
Benefits: You may use disguise self at will as a supernatural ability. The resultant disguise is
not illusory in nature and allows no saving throw to disbelieve.
Dread Influence (Ex): A herald of the outer spheres acts as the epicenter to a massive
incursion of inimical energies that flood in from the Far Realms. Through raw force of will, a
herald of the outer spheres can direct this energy to some limited degree. As a standard
action, a herald of the outer spheres can generate any of the following effects within a 1-
mile radius:
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.
Murder Lord
Across the multiverse, ravens are symbols of death, of wisdom, and of hope. This
symbolism, along with their somewhat unique intelligence and social instincts, lead many
practitioners of magic to adopt them as familiars. Some few go even further, and assemble a
flock—a murder—of ravens that serves in that capacity. These are known as murder lords.
In exchange for sacrificing some of the spellcasting power they might otherwise gain, a
murder lord's familiar grows in power. It increases in size and in power, and the ravens learn
to work together to accomplish feats of great strength. The murder lord also learns to
channel magic through his murder familiar and eventually even to join them.
Entry Requirements
Skills: Knowledge (arcana) 10 ranks, Knowledge (nature) 5 ranks.
Feats: Improved Familiar
Spellcasting/Shadowcasting: Ability to cast mysteries or ability to cast spells with the
darkness descriptor or from the shadow subschool.
Special: Ability to summon a new familiar or shadow familiar.
Hit Dice: d6
Class Features
All the following are class features of the Murder Lord prestige class.
Weapon Proficiencies: Murder Lords gain no proficiency with any weapon or armor.
Mysteries/Spellcasting: At each level except 1st, 4th, 7th, and 10th, you gain new mysteries
or spells per day and an increase in caster level (and mysteries or spells known, if
applicable) as if you had also attained a level in a casting class to which you belonged before
adding the prestige class level. You do not, however, gain any other benefit a character of
that class would have gained, such as bonus feats for mystery paths known, or improved
familiar for wizard or sorcerer. If you had more than one casting class before becoming a
child of night, you must decide to which class to add each level for the purpose of
determining mysteries or spells per day, caster level, and mysteries or spells known.
Murder Familiar: Murder lords keep as their familiar not a single animal, but entire murder of
crows. When you enter the class, you dismiss your existing familiar or shadow familiar (if
any), though you do not lose XP for this act. You can immediately summon a Murder of
Crows Swarm (ToM) as a new familiar (or shadow familiar, if you have the Shadow Familiar
feat) in the normal way. Your murder familiar is a Magical Beast with the Augmented and
Swarm subtypes. Your Murder Lord class levels stack to determine the Intelligence and
special abilities of your murder familiar (but see below).
Unlike a normal familiar, a murder familiar uses its own HD and ability modifiers to
determine its hit points and base attack bonus. It gains one bonus HD for each of your
caster levels, and one additional HD at 1st, 4th, 7th, and 10th levels. So, for example, a
Shadowcaster 7/Murder Lord 8 would have a murder familiar with 15 bonus HD, for a total
of 19. A murder familiar also does not gain natural armor bonuses from its master's class or
caster level, the ability to share spells, or speak with animals of its kind.
If a murder familiar is slain, its master must attempt a DC 15 Fortitude saving throw. Failure
means he loses 200 experience points per familiar HD; success reduces the loss to one-half
that amount. It can, however, be replaced after 24 hours; doing so takes 24 hours and uses
up magical materials that cost 100 gp
Act as One: The crows making up your murder familiar are more intelligent and more able
to work together. Whenever your murder familiar 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), it is treated as large size if doing so is advantageous to it.
Depraved Heart: Starting at 2nd level, your murder familiar can use your Intelligence or
Charisma instead of its Strength or Dexterity on all attack and damage rolls, and checks
made to bull rush, disarm, grapple, overrun, or trip.
Walk in Murder: While your familiars' buffeting wings and probing beaks blind and distract
your enemies and allies, you can walk among them safely. Starting at 2nd level, you are not
affected by your murder familiar's blinding or distraction abilities.
Bloody Murder: At 3rd level, your murder familiar gains a +2 bonus to Strength, Dexterity,
Constitution, and natural armor. This bonus increases to +4 at 5th level, +6th at 7th level,
and +8 at 9th level.
Raven Casting: Part of a murder lord's training involves learning to blend their spellcasting
seemlessly with their murder's attacks. At 3rd level you can use any square your murder
familiar occupies as the origin of any spell you cast, so long as you can see your murder
familiar. (A target you cannot see still has full concealment against your spells) At 6th level
your raven familiar can ready an action to counterspell using any spell or mystery you have
available. At 9th level your murder familiar can perform any verbal or somatic spell
components for a spell you cast, so long as you can see your murder familiar. Using any of
these abilities requires a successful Concentration check against a DC of 15 + spell level;
failure means that the spell is wasted.
Third Degree: Starting at 4th level, whenever your murder familiar 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), it is treated as huge size if doing so is advantageous to it.
It also has a space of 15 feet.
Second Degree: Starting at 6th level, whenever your murder familiar 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), it is treated as gargantuan size if doing so is
advantageous to it. It also has a space of 20 feet.
First Degree: Starting at 8th level, whenever your murder familiar 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), it is treated as colossal size if doing so is advantageous to
it. It also has a space of 30 feet.
Get Away With Murder: At 10th level, you gain the ability to dissolve into your murder
familiar as a standard action. You must be in a square occupied by your murder familiar to
dissolve into it. Any objects you held or wore become inaccessible and nonfunctional. While
dissolved in your murder familiar, you are treated as occupying any and all squares occupied
by your murder familiar. You cannot take any actions except to cast spells, use spell-like or
supernatural abilities, or take purely mental actions. When casting a spell, your murder
familiar performs any somatic or verbal components. You need not use material components
with a cost of less than 1 GP, though more expensive components and any foci must be held
by your murder familiar.
You cannot be targeted while dissolved in your murder familiar, but any non-damaging spell
or effect targeting your murder familiar affects you as well (so long as the spell could
normally affect you); for non-damaging effects you make your own saving throws. Any
damage taken by your murder familiar while you are dissolved in it is shared, half of it going
to you and half to your murder familiar. If you die while dissolved in your murder familiar
you and anything you held or wore coalesces and falls to the ground beneath your murder
familiar. If your murder familiar dies while you are dissolved in it, you must make a DC 15
Fortitude saving throw or also die instantly.
You can coalesce out of your murder familiar as a full round action, ending your turn in any
square occupied by your murder familiar.
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
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.
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
Sting of Betrayal[Epic]
You have a knack for inserting your weapon into the back of your supposed allies.
Prerequisites: Layered Truth III
Benefit: Whenever you attack a creature that is friendly, helpful, or fanatic towards you or
who is subjected to one of your charm or compulsion effects, your attack automatically hits
and is treated as a successful critical hit (if the target is immune to critical hits, the attack
simply hits).
Thrall [Epic]
You can extend the effects of a compulsion spell indefinitely.
Prerequisites: Layered Truth IV
Benefit: Whenever a creature fails its saving throw against a compulsion spell or effect that
you use, you can make that creature a thrall. Doing so extends the maximum duration of
the compulsion spell or effect indefinitely (though any conditions that would normally end it
prematurely, such as completing a suggestion, still function). You may only have one thrall
at a time and creating a new one frees any previous thrall, ending the spell effect if it’s
duration would have normally expired.
Master of 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
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
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
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.
"Do you want to destroy Order, destroy the world, is that what you want?"
The epic pale master is a truly horrid and vile mockery to life, masters of undeath that relish
in sickening displays of their fetish.
The epic pale master has to choose whether they will focus on increasing their spellcasting
capabilities, combat prowess, or both. Greater Graft is a must if you wish to further the
power of your touch attacks. Epic Spellcasting and Improved Spell Capacity are good choices
once you meet the prerequisites. Ignore Material Components, Improved Combat Casting,
and Spell Opportunity are excellent choices should you wish to cast spells while in melee and
free up your hands for touch attacks. Feats such as Mind of the Dead, Mummification, and
Soul of Undeath further your delving into the realms of the dead.
Other Options: Epic Prowess can really help you hit with your touch attacks, and feats such
as Enhanced and Epic Bonemail, Energy Resistance, Epic Toughness, and Fast Healing will
keep you standing long after other arcane casters have met their doom.
Hit Die: d6
Skill Points at Each Level: 2 + Int modifier.
Spellcasting: At every second level after 9th, the epic pale master gains an effective level of
spellcasting to a spellcasting class he belonged to before, just as he did in non-epic levels.
Bonemail: The epic pale master continues to improve his art of crafting bone into armor. At
12th level, and every four levels thereafter, the natural armor bonus gained from bonemail
increases by +2.
Animate Dead (Sp): The epic pale master continues to count all levels of this prestige class
as caster levels to determine the number of undead he can animate, summon, and
otherwise control, just as he did before epic levels.
Summon Greater Undead (Su): The epic pale master can continue to summon more
powerful undead, using the extended list below.
Undead Graft: Every even-numbered level after tenth (12th, 14th, 16th, etc), the epic pale
master can make one additional touch attack with his undead graft per day. So at 12th level,
the epic pale master can use his touch attacks 5 times per day, at 14th level he can use his
touch attacks 6 times per day, and so on.
Bonus Feats: The epic pale master gets a bonus feat at 14th level and an additional bonus
feat every four levels thereafter (18th, 22nd, and so on). These bonus feats must be
selected from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic
Silent Spell,Automatic Still Spell, Count of the Undead, Craft Epic Magic Arms and Armor,
Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Damage Reduction, Efficient Item
Creation, Energy Resistance, Enhanced Bonemail, Enhance Spell, Epic Bonemail, Epic
Prowess, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Fast
Healing, Forge Epic Ring, Greater Graft, Ignore Material Components, Improved Combat
Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify
Spell, Master Staff, Master Wand, Mind of the Dead, Multispell, Mummification, Permanent
Emanation, Scribe Epic Scroll, Spell Knowledge, Spell Mastery, Spell Stowaway, Spell
Opportunity, Soul of Undeath, and Tenacious Magic, (BoVD: Automatic Vile Spell, Epic Evil
Brand, Epic Vile Strike).
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New Feats
Mummification [Epic]
You do the nearly unthinkable, and mummify yourself while still alive.
Prerequisite: Deathless Mastery class feature, (BoVD: Deformity, gaunt or obese).
Benefit: Although still technically alive, your flesh is nearly identical to that of the undead. In
addition to immunity to stunning, subdual damage, and critical hits, you gain further
immunity to poison, disease, and death from massive damage.
Tossing Bones: Tossing bones, sometimes called casting lots, is an ancient way to predict the
future. It involves shaking a leather pouch filled with bones, usually carved with runes that
have been inked in blood, then tossing them onto the ground. Depending on how the bones
fall, the diviner can predict future events.
By spending at least 25 gp worth of materials and making a Knowledge (arcana) skill check
(DC 15), a spellcaster can craft mantic lots. They can be used as an arcane spell focus, and
a divine spell focus for any deity with death or undead in their portfolio. Powerful spellcasters
often further enchant their mantic lots with spells, usually those that bring good fortune or
further aid in divinations.
Although most pale masters are necromancers, and necromancers specialize in magics that
deal with life and death, many also delve into the realm of divinations. Perhaps this
fascination comes from an indirect relation with necromancy; all necromancers would be
interested in knowing when or how they will die. Perhaps this information will even let them
avoid it, thus giving them that much more power over life and death. Necromancers are also
comfortable speaking with spirits and the dead. Arcana speaks of ghosts who can see the
past and future the same way as the living see the present, and knowing what is known only
to the dead often proves far too tempting for necromancers to refuse.
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
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 sorrow 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.
The sculptor of the damned mixes the ability to craft and mold clay with necromantic
energies.
Becoming a sculptor of the damned requires the willingness to animate the dead, usually
considered a demonstrably evil task.
Class Skills:The Sculptor of the Damned's class skills (and the key ability for each skill) are
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha),
Knowledge (Arcana), Knowledge (The Planes), Profession (Wis), Spellcraft (Int)
Skills Points at Each Level: 2 + Int
Weapon Proficiencies: A sculptor of the damned gains no proficiency with any weapons or
armor.
Spellcasting: A sculptor of the damned gains new spells known and spells per day as if he
had gained a level in his highest previous spellcasting class whenever he takes a level in
sculptor of the damned.
Claymail (Ex): A sculptor of the damned creates his own armor to better shield himself from
attack, created from the same clay with which he crafts. This grants him a natural armor
bonus equal to his class level.
Terra Cotta Sorcery (Su): When a sculptor of the damned casts animate dead or otherwise
animates a corpse, he can use the bones of the deceased to create clay that he molds into
the shape of their previous forms. Infused with negative energy or the souls of the
deceased, these clay statues become animated warriors that exist solely to do his bidding.
For the purposes of determining benefits from feats and effects of spells, treat clay statues
as zombies or skeletons, but because they are not technically undead they cannot be turned
or rebuked.
Clay statues are augmented constructs with a number of HD equal to the base creatures
from which they were created (as constructs, they also have BAB equal to ¾ their HD). Each
statue counts normally against the number of HD worth of undead the sculptor can create
and control, and no individual statue can have more than twice the sculptor‘s HD. They are
also the same size as the base creature and gain bonus hit points accordingly in the same
fashion as constructs. Their ability scores and speed do not change, except that they lose
their Constitution and Intelligence scores. Each statue gains a natural armor bonus equal to
its Hit Dice.
Regardless of what attacks they possessed in life, each statue possesses a slam attack that
deals damage based on its size (see the table below). The statue gains iterative attacks with
its slam attack based on its BAB. If they are wielding weapons (they are automatically
proficient in simple and martial weapons), they deal that weapon’s base damage or normal
slam damage, whichever is higher. Any attacks made by a clay statue overcome damage
reduction as though it were an evil-aligned magic weapon.
These statues are mindless and cannot take feats; they do, however, gain a +1 bonus to
attack and a +2 bonus to damage rolls for every feat they would have gained as a result of
their Hit Dice.
Lastly, the sculptor’s crafting ability is directly proportional to the strength of his creations.
Each time he animates a clay statue, he makes a Craft (pottery) check and gains a number
of points equal to the check which can then be spent on each statue. Every clay statue
created by this effect gains additional benefits according to how the sculptor decides to
allocate these points. Each benefit requires a number of points according to the list below:
Bone Bomb: 10 points - When destroyed, this statue explodes into many shards of bone,
dealing 1d6 points of damage per sculptor level to all within 5 feet. A successful Reflex save
halves this damage.
Clay Accessories: X points - If the sculptor sacrifices a number of points equal to the caster
level of an undead graft, this statue rises with that undead graft already affixed to its form.
The sculptor pays all the normal penalties of creating the graft, but it is performed instantly.
Cursed Wounds: 10 points - Like clay golems, the statues deal wounds that resist magical
healing. Anyone wishing to heal a target successfully harmed by this golem must succeed on
a caster level check (DC 10 + the sculptor’s class level + his key spellcasting modifier) or
the ability does nothing and the action is wasted.
Destruction Army: 5 points - This clay statue’s slam attack damage increases by one size
category, and its attacks now ignore all forms of hardness and damage reduction. This can
be chosen multiple times, with the statue's slam attack gaining more damage each time.
Hell’s Bells: 10 points - When struck with a melee attack, the statues now reverberate with
the force transferred from the blow, dealing 2d4 sonic damage per time they are struck.
Fired Mail: X Points - The clay used to create the statue is hardened even further in the heat
of the forge. The statue gains fire immunity and a number of bonus hit points equal to two
times the number of points spent. This replaces the normal hit points constructs gain by
size.
Spell Receptor: 15 points - This statue is capable of causing spells to expand into an area.
Any mind-effecting effect that targets this statue now affects all within 30 feet of it. The
statue must be the original target of this effect; it does not extend effects that already effect
an area (including an effect expanded by another statue).
Enchanted Blades: X points - One point sacrificed gives the statue a masterwork melee
weapon (either simple or martial) of the sculptor‘s choice. If the statue is wielding a weapon
of masterwork quality, an additional 5 points grants it a +1 enhancement bonus to its
weapon. After the first 5 points are spent, the sculptor may choose the enchantments on the
weapons as they become available. If the sculptor or the clay statue wielding the weapon
are killed/destroyed, the weapon crumbles and becomes worthless.
Flames of the Kiln (Su): A sculptor of the damned gains the ability to breathe fire starting at
2nd level; while usually used to fire his clay soldiers, it also serves as a devastating weapon.
This breath weapon deals 1d8 fire damage per character level as a standard action. A
successful Reflex save (DC 10 + the sculptor’s class level + his key spellcasting ability
modifier) halves the damage dealt. This breath weapon can take the form of a cone (with a
max length and width of 5 feet per character level or a 5-foot wide line out to 10 feet per
character level. The statues are not resistant to this damage.
The profane flames also extend to the attacks of the sculptor’s statues, causing them to deal
an additional fire damage as if they had the flaming burst enhancement.
Like Toy Soldiers (Ex, Su): The sculptor of the damned can use a clay statue as a shield
starting at 3rd level. If he is threatened in melee by a statue, he may take an immediate
action to direct the statue to intercept an attack made by an opponent. The opponent’s
attack roll is made against the statue’s Armor Class.
In addition, the sculptor can also now cast divination spells through his clay statues, as well
as use them for spells such as ventriloquism and magic mouth.
Foul Ingredients (Ex, Sp): The bones used to create the sculptor’s clay statues are infested
with insidious dark energy. Clay statues can now be healed with negative energy as well as
by any normal means of repairing a construct. They also gain all the benefits of
a desecrate spell as if they were undead inside the area of such a spell.
Bone Dust (Ex): When a clay statue takes one tenth its full hit points or more in damage
from a single melee attack, the attack creates a cloud of dust that forces the attacker to
make a Reflex save (DC 10 + ½ the sculptor’s character level + his key spellcasting
modifier) or be blinded for one round. Any living creature that needs to breathe must also
make a Fortitude save (using the same DC) or be forced to begin to make Constitution
checks to avoid drowning. Both of these effect lasts until the creature drowns or a number of
rounds equal to the sculptor’s class level.
The sculptor can also take a full-round action to blow a cloud of ground bone at his enemies,
generating a cone with a maximum length and width equal to 5 feet per two class levels and
forcing all within to save against both effects. Clay statues inside this cone are healed 1d6
damage per class level of the sculptor. If he uses this ability, he must wait 1d4 rounds before
using it again as he waits for enough dust to accrue.
Marshal of the Eternal Army (Ex): Once he reaches 5th level, the sculptor’s claymail fuses
permanently to his flesh. His type changes to augmented construct (although he retains his
Intelligence score and spellcasting), changing all current and future Hit Dice to ten-sided
dice an gaining bonus Hit Points based on his size. He ceases to age (losing any previously
accrued age penalties) and gains all the benefits accorded to his clay statues, including
those from any feats he may possess. Other than the loss of his Constitution score, the
sculptor’s ability scores are not affected by this change, and his BAB and natural armor
bonuses are also unchanged.
Unlike most constructs, the sculptor may still be raised normally from the dead following all
the normal rules of resurrection.
Sand Man (Ex): A 6th level sculptor of the damned may cause his body to disintegrate into a
cloud of clay particles that takes up an amount of space equal to his normal size. In this
form, he loses his ability to cast spells or make physical attacks, but he gains the Swarm
subtype (made up of Fine sized creatures), all associated traits thereof, and a swarm attack
that deals 1d6 damage per character level and forces the target to make saves or be
affected by his bone dust ability. If he occupies the same space as one of his clay statues, it
is instead healed an equal amount of damage as the dust reconstitutes its form.
Spellbane Statues (Ex): The clay statues animated by the sculptor now take on the traits of
golems once he reaches 7th level, becoming immune to any spell or effect that allows spell
resistance.
The Bone Collector (Su): The sculptor of the damned reaches the pinnacle of his art at 8th
level, gaining the ability to fashion more artificial bodies for himself. This is similar to
creating a new body via the clone spell, but the sculptor does not lose a level or Constitution
for being raised and the new body does not age or need to be preserved. No other
components are needed for this ability except a clay statue that becomes the sculptor's new
body upon his death.
A sculptor of the damned is an artist, or at least that's how he views himself. His command
of very perverse and deadly powers make him exceedingly lethal against all manner of
opponents, and that's before he taps into his formidable spellcasting abilities.
Combat: While he may be able to beat the snot out people in melee at later levels, the
scultptor's old habits die hard. It's hard for him to resist the temptation to use his statues as
shields while bombarding his foes with blasts of flame and clouds of bone dust.
Advancement: Sculptors tend to have a narcissistic view of their own work as inherently
better than those of others. If he is able to shake this predispsition, he may be receptive to
taking levels in other necromancy-oriented prestige classes.
Resources: Many sculptors of the damned occupy their free time as artists, particularly early
in their careers. As such, it is hardly uncommon for them to have previously established
contacts amongst the artisan community. Just don't expect these contacts to know the
sculptor by the same name or know what they actually do.
"In case you weren't sure, the clay guys are on our team."
Sculptors of the damned are a strange lot, convinced that the world is a canvas to be
painted with blood. It fits with the way the style themselves as artists.
Daily Life: Necromancers (and, thus, sculptors of the damned) are an extremely dedicated
lot, rarely finding much joy in pursuits not involving their craft. Adventures that don't allow
them to ply their particular talents often bore them quickly, as do the parties that lead them
on said adventures.
Notables: Neera Shiharam is a potter of some renown who lives in an expensive city villa;
underneath her property, however, are forges dedicated to crafting clay statues and making
weapons. Shiharam's allegiances are unclear, but she obviously has few moral qualms given
the sheer amount of raw materials her 'factory' goes through daily.
Organizations: The Della Terra are a group of powerful sculptors of the damned who believe
that some otherworldly force is destined to one day sweep the world up in flames. They
endlessly forge statues that wait eternally under the earth, but whether these warriors are
to combat the prophesized army or march under their banner is a matter of great dispute
amongst those who have studied the group. The Della Terra are extremely tight-lipped on
the subject; it is speculated that there may even be strife within the organization itself
concerning the very subject.
NPC Reaction
At lower levels, sculptors of the damned usually evoke the same negative reaction as other
necromancers, since their statues reek of vile energy when active. Once he reaches a higher
level, the sculptor becomes nearly indistiguishable from one of his creations, his new body
fashioned from the same material.
Sculptors of the damned are scions of necromantic energy, able to dominate the field with
minions and deadly ranged attacks.
Adaptation: Sculptors are commonplace in nearly every campaign, and the materials they
use to create their statues are, well, almost anywhere where something living is around.
Encounters: Whether the mastermind or henchman, sculptors of the damned usually are
found leading groups of their statues.
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.
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.
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
Unmage
Level Base Attack Bonus Special
1st +1 Momentary Suppression (1), Unravel Dweomers
2nd +2 True Counterspell 1/encounter
3rd +3 Bonus Feat
4th +4 Spell Immunity 1/round
5th +5 Instant Reversion (1 spell)
6th +6 Momentary Suppression (2)
7th +7 True Counterspell 2/encounter
8th +8 Bonus Feat
9th +9 Spell Immunity 2/round
10th +10 Instant Reversion (2 spells)
Epic Spellcasting: Even without the Epic Spellcaster feat, an unmage can still develop and
cast epic spells using the banish, dispel, reflect, and/or reveal seeds. For the purpose of
developing epic spells with these seeds (and only these seeds), costs in gold pieces and
experience points are halved. An unmage may use his or her ranks in use magic device to
determine his or her epic spell slots per day. Furthermore, he or she may use his or her
ranks in either use magic device or knowledge (arcana) in place of his or her ranks in
spellcraft when making a spellcraft check to cast an epic spell. If the Unmage doesn’t cast
spells, he or she uses his or her highest ability score modifier to determine epic spell save
DCs.
Unravel Dweomers (Su): As a swift action, an unmage may unravel magic around them,
functioning as a mage’s disjunction spell with a caster level equal to his or her class level +
20 with a few adjustments. The radius of the burst is limited to 10 feet/class level, the
unmage may exempt any number of magic items or spell effects that he or she is aware of,
and epic spells, antimagic fields, and minor artifacts are subjected to this effect with 100%
accuracy (though artifacts are permitted a saving throw). The Save DC of this ability is 20 +
Class level + the unmage’s Cha modifier. Although this ability is supernatural in nature, it
can be utilized freely within an antimagic field.
True Counterspell (Su): Once per round, as a free action, an unmage can interfere with
another creature they possess a line of effect with as they attempt to cast a spell or spell-
like ability. The unmage makes an opposed spellcraft check against the caster and if the
unmage succeeds, the casting is foiled and the spell or spell slot is expended as normal. For
every 5 points by which the unmage succeeds on this check, the caster may not cast spells
or spell-like abilities for 1 round afterwards. This ability can be used once per encounter at
2nd level and an additional time per encounter every 5 levels afterwards.
Bonus Feats: At 3rd level and every 5 levels afterwards, an unmage can select a single
bonus feat from the following list: Anchoring Aura*, Antimagic Burst*, Armor Skin, Blinding
Speed, Conceal Mind*, Countermage*, Counterspike*, Damage Reduction, Dimensional
Aura*, Dismiss Outsiders*, Energy Resistance, Epic Avoidance*, Epic Fortitude, Epic Reflex,
Epic Skill Focus, Epic Speed, Epic Toughness, Epic Will, Expanded Aura*, Extended Life
Span, Forced Deanimation*, Guarded Abjuration*, Ignore Hindrance*, Improved Combat
Reflexes, Improved Spell Capacity, Inescapable Aura*, Legendary Climber, Legendary
Leaper, Legendary Wrestler, Mageslayer Juggernaut*, Master of Abjuration*, Mystic
Feedback*, Perfect Health, Pressure Casters*, Reveal Deceptions*, Seeping Suppression*,
Share Immunity*, Spell Stowaway, Spellcasting Harrier, Spellkill Ascetic*, Spellkill
Magebreaker*, Superior Counterspell*, Withstand Death*.
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New Feats
Counterspike [Epic]
You can harm a creature simply by countering its spells.
Prerequisites: True Counterspell 1/encounter, Mystic Feedback
Benefits: You benefit from your mystic feedback spell whenever you successfully counter a
target’s spell with your true counterspell class feature.
Countermage [Epic]
Your training as a spellcaster and as an unmage has taught you how to fight other
spellcasters.
Prerequisites: Unravel Dweomers, the ability to cast 9th-level spells
Benefits: Select one spellcasting class you possess levels in. You add your unmage level as a
bonus to your caster level when casting spells gained by virtue of levels in that class.
Furthermore, you gain a bonus spell slot of each spell level that you possess access to in the
chosen class. These spell slots can only be used for counterspelling.
Spell Immunity (Su): It is rare that spells can ever even faze an unmage. Starting at 4th
level, the first time each round that an unmage is targeted by a spell or finds himself in the
area of a spell, that spell treats the unmage as not being there. Damaging spells fail to
damage them, divination spells fail to detect them, and even area effects made to contain
an unmage like forcecage can be seen and walked though by the unmage as if it weren’t
even there. This ability extends to the next spell that the unmage is targeted with each
round at 9th level and every 5 levels afterwards. An unmage can lower or resume this
protection as a free action.
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
Epic Spellcasting: Even without the Epic Spellcaster feat, an unreal can still develop and cast
epic spells using the animate, compel, conceal, contact, delude, dispel, reveal, and/or
transport seeds. For the purpose of developing epic spells with these seeds (and only these
seeds), costs in gold pieces and experience points are halved.
All An Illusion (Su): From the perspective of the unreal, everything else is one giant illusion.
As a standard action, the unreal may select an object or creature of up to gargantuan size
and attempt a Will save (DC 20 + 1 per previous attemnpt) to disbelieve it. If successful,
both that object and the unreal treat each other as though they were incorporeal for 1
minute. Furthermore, the unreal can see through the object like a foiled illusion and the
target, if a creature, can see through the unreal. By spending one hour in self-reflection or
study, the Save DC is reset to 20.
Actualize (Su): When the unreal weave illusions, they can sometimes be carried over into
the physical world. Whenever an unreal casts an illusion spell or spell-like ability that allows
a will save to disbelieve, the unreal can choose to actualize the illusion. An actualized illusion
gains physical presence for the effects duration, receiving an appropriate tactile component
and exerting the proper amount of weight as well as gaining damage reduction, hardness,
and/or natural armor as appropriate for the nature of the illusion. Furthermore, an
actualized illusion allows for no saving throw to disbelieve. Even so, an actualized illusion is
incapable of dealing damage. If the illusion of a creature is created in this way, it loses all
special attacks and special qualities of the base creature and possesses no mental ability
scores (and thus possesses no ranks or feats) but otherwise possesses the stats of the
creature.
At 1st level, the undreal may possess a single actualized illusion at a time. At 6th level and
every 5 levels afterwards, an additional illusion can be actualized. Attempting to actualize an
illusion beyond this limit results in one previously actualized illusion of the unreal’s choice
becoming illusory. Illusory spaces and passages created in this way can’t be accessed.
Disbelieve Harm (Su): Starting at 2nd level, once per round, when the unreal would take
damage, he or she may make a Will save (DC = damage dealt). If successful, the damage is
completely negated. At 7th level and every 5 levels afterwards, this ability can be used an
additional time per round.
Spells per Day/Spells Known: At each even unreal level, the character gains new spells per
day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting
class to which he or she belonged before adding the prestige class level. If already an epic
spellcaster, the character gains only the benefit noted under the Spells entry for that epic
class. He or she does not, however, gain any other benefit a character of that class would
have gained. If the character had more than one spellcasting class before becoming an
unreal, the player must decide to which class to add the new level for the purpose of
determining spells per day.
Bonus Feats: At 3rd level and every 5 levels afterwards, a can select a single bonus feat
from the following list: Automatic Silent Spell, Automatic Still Spell, Awaken Fiction*,
Delayed Actualization*, Disbelieve Spells*, Disbelieve Weaponry*, Epic Will, Extended
Control*, Extended Lifespan, Great Charisa, Great Intelligence, Great Wisdom, Improved
Combat Casting, Improved Spell Capacity, Infallible Illusion*, Lethal Illusion*, Master of
Illusion*, Partial Illusion*, Pierce Illusion*, Reverse-Illusion*, Strengthen Spell, Sudden
Actualization*, Tenacious Magic
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*New Feats
Reverse-Illusion [Epic]
You have found away to mask reality as an illusion.
Prerequisites: Fictionalize II.
Benefit: When you fictionalize a creature, you may choose to simply mask that creature as
an illusion rather than transform it into a full illusion (such a creature still counts towards the
limit of your fictionalize class feature). Anyone who interacts with such a creature perceives
that creature as a mere illusion as though they had succeeded on a Will save against a
figment unless they succeed on a Will save (DC 20 + Unreal level + Int modifier). Anyone
harmed by an affected creature automatically succeeds on this saving throw.
Fictionalize (Su): Just as the unreal can force illusions into reality, so too can he or she
consign reality into illusion. Starting at 4th level, as a full-round action, an unreal can force a
single creature to make a Will save (DC 20 + Class Level + Int modifier) or become a mere
illusion (as permanent image). At 4th level, the unreal can only fictionalize one creature at a
time. At 9th level and every 5 levels afterwards, the unreal may fictionalize another creature
at once. Fictionalizing another creature beyond this limit frees a previously fictionalized
creature. Likewise, dispelling or dismissing these illusions results in the real creature
returning into existence.
Sensory Control (Su): At the peak of his or her power, the unreal can directly control what
others perceive in the world around them. Starting at 5th level, so long as the unreal
concentrates, he or she can create a separate set of visual, audio, olfactory, and thermal
information that takes the place of a target’s normal perceptions for any number of target
creatures. The area in which the unreal can control senses is limited to 50 ft. but creatures
within this area can have their perceptions of more distant objects or creatures altered. The
unreal is free to add, remove, or alter features of the environment as he or she sees fit. Any
creature who interacts with the environment or who notes discrepencies within it is
permitted a Will save (DC 20 + Class Level + Int modifier) to disbelieve this illusion. Once
the illusion has been disbelieved, creatures are immune to this ability from that unreal for
the next 24 hours. At 10th level and every 5 levels afterwards, the unreal may create an
additional set of perceptions to subject any number of targets to when using this ability. One
creature may receive any or all sets of perceptions depending on the whims of the unreal.
This effect is a phantasm and can be pierced with a true seeing effect but can’t be affected
by the unreal’s actualize class feature.
Veneficus Optima
Even among the most prodigious of sorcerers and skilled of archmages, there are yet names
spoken of in whispers of fear and awe. Known as veneficus optima, some arcane casters
have unlocked unparalleled insights into the nature of magic itself. Weaving even epic spells
with mind-bogging ease, even a single veneficus optima holds the potential to disrupt
activity in entire regions or even entire worlds.
Hit Die: d4
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 Enchantment[Epic]
You can make others act exactly as you would want them to with your impressive powers.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Enchantment spell
Benefits: You can affect mindless creatures with your mind-affecting enchantment spells,
though only basic concepts can be conveyed and such targets gain a +10 bonus to their
saving throw. A creature who succeeds on a saving throw against one of your enchantment
spells is unaware that they were ever targeted. Once per encounter, you can force a single
creature to follow your instructions for 1 round as is dominated unless it succeeds on a Will
Save (DC 10 + caster level + Intelligence modifier).
Master of Evocation[Epic]
You blast targets into dust with your control over the fundamental energies of existence.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Evocation spell
Benefits: All evocation spells you cast ignore spell resistance and energy resistance and deal
half damage even against creatures immune to the relevant form of energy. Once per
encounter, you can choose a form of energy and deal 1d6 damage/caster level of that form
of energy to a target within 100 feet, or half of that if they succeed on a Reflex Save (DC 10
+ caster level + Intelligence modifier).
Master of Illusion[Epic]
You can fool the senses of others with incredibly ease.
Prerequisites: Ability to cast at least 2 7th-, 2 8th-, and 1 9th-level Illusion spell
Benefits: You can affect mindless creatures with your mind-affecting illusion spells. Touching
an illusion you have that allows for saving throws to disbelieve does not allow the target to
automatically disbelieve as such illusions now create imagined tactile sensations. Once per
encounter, you can turn yourself or a creature within 100 feet of yourself invisible for 1
round. While invisible, the target can’t be seen through see invisibility or true seeing, is
unaffected by glitterdust, faerie fire, and invisibility purge, and can’t be detected by scent,
blindsight, blindsense, or tremorsense.
Practiced Metamagic (Ex): Starting at 4th level, a veneficus optima can add metamagic to
arcane spells with great efficiency. Whenever casting a non-epic arcane spell, the veneficus
optima may add any number of metamagic effects who in total would raise the spell’s level
by up to +4 without increasing its spell level or casting time. At 9th level and every 5 levels
afterwards, the veneficus optima can add another four levels of metamagic effects to each
spell they cast.
Master of the Arcane (Ex): Starting at 5th level, a veneficus optima can manipulate far
greater magics than most other arcane casters. A veneficus optima can cast an additional
epic spell each day, plus one additional such spell at 10th level and every 5 levels
afterwards.
Venerated Sage
Knowledge is power. Though there are many ways to obtain knowledge, everyone from the
lowest of farmhands to the greatest of archmages is forced to bow before this simple truism.
Sentient beings of any great power, in the process of gaining that strength, almost inevitably
garner a rich store of information from his or her travels. Those who make it a point to
study, however, go far further than this. Utilizing vast archives of knowledge and delving
deeper with divination over the course of a lifetime, certain sages make it a point to learn as
much as possible. These repositories of knowledge, frequently refered to as venerated sage,
are revered (and sometimes feared) for their knowledge wherever they travel.
Hit Die: d6
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
Soothsayer [Epic]
Your senses sometimes extend into the future.
Prerequisites: Uncanny Senses 50 ft.
Benefit: As a standard action, you may use augury as a spell-like ability (Caster Level 20).
After using this ability, you lose the benefits of your uncanny senses class feature for 30
minutes.
Urbanite [Epic]
You are exceedingly knowledgeable regarding local matters.
Prerequisites: Knowledge (Local) 23 ranks, Master of Knowledge
Benefit: If you can see or possess a detailed description of a settlement, you know exactly
where all services, features, and districts are located in relation to each other. Furthermore,
you may communicate basic messages with sentient creatures who don’t share a language
with yourself.
Uncanny Senses (Su): Starting at 4th level, a venerated sage learns how to peer out into
the world and see things as they truly are. Listen and Spot checks aren’t penalized for
distance within the first 50 ft. and the venerated sage gains a special sensory capability
within a 50-foot radius. As a move action, he or she can switch which sense is active:
- The venerated sage benefits from a true seeing effect.
- The venerated sage automatically sees through all manner of mundane darknesss, fog,
smoke, and disguises.
- The venerated sage functions as though possessing any senses he or she has been robbed
of or denied.
- The venerated sage detects life force and its strength (as deathwatch).
- The venerated sage detects the presence and location of one named substance within
range.
- The venerated sage perceives the world as though a named substance does not exist
(gaze attacks may not be delivered if the venerated sage lacks a line of effect with the
target).
- The venerated sage detects all lies (even through omission) spoken within range (as
discern lies).
- The venerated sage pierces through invisibility and can see ethereal creatures (as see
invisibility).
- The venerated sage perceives all magic in the surrounding world (as arcane sight).
At 9th level and every 5 level afterwards, the venerated sage’s senses extend an additional
50 ft. before being penalized for distance and the range of these special senses likewise
extends 50 ft..
Harmful Truths (Su): Starting at 5th level, a venerated sage can rebuke and harm others
with the darkest and most personal or traumatizing of secrets. Once per round, a venerated
sage can target a creature who can both hear and understand him or her with one of these
truths and force that creature to make a saving throw (DC 20 + Class level + Int modifier).
If the target hasn’t be targeted by this ability in the past 24 hours, it takes 10d6 nonlethal
damage and is dazed for 1 round if it fails the save and halves this damage and is merely
staggered for 1 round if it succeeds. Otherwise, the target takes 5d6 nonlethal damage and
is staggered for 1 round if it fails the save and halves this damage and negates the
staggered condition if it succeeds. At 10th level and every 5 levels afterwards, this ability
can be used an additional time per round. No creature can be targeted more than once per
round and this ability can be used at any time without expending any action.
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.
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.
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.
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.)
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
The Amphibious variant of the monk PC class has the following changes:
If the monk has no swim speed, he gains a swim speed equal to their base land speed. If he
has no land speed, he gains a land speed equal to his base swim speed. If he has both, the
lesser of the two improves to equal the greater of the two. He gains no add. limbs or special
physical characteristics. Instead, he learns to maneuver his body in effective, if unorthodox
ways. The Fast Movement ability applies to his land and swim speed evenly.
The character's weapon list no longer includes club, handaxe, javelin, nunchaku,
quarterstaff, or sling, and instead includes dragon fork, moon glaive, and tsuribari.
- Buoyancy Balance (Ex):At 8th level or higher, a monk’s racial buoyancy becomes zero, and
he no longer has to worry about sinking or floating unless he is carrying equipment with a
buoyancy rating, even while unconscious. This replaces his 8th level ki power.
- Amphibious (Ex):At 10th level, a monk gains the aquatic subtype and the Amphibious
ability. This replaces his 10th level ki power.
Black sages collect of all manner of occult lore, inc., but not limited to, arcane, divine, and
psionic. The darker and more forbidden,
the better.
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.
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.
NB:A Black Sage can gain add. bloodlines via Gestalt (campaign, etc.); Eldritch Heritage
(feat); or Assimilate (cosmic), etc. normally.
Furthermore, there may be other methods of add. bloodline acquisition; such as Illithid
Savant, etc.
The Price:As a consequence of gaining this archetype, a Black Sage's hit die is reduced from
d6 to d4; his only weapon proficiency is
dagger; he suffers a -3 penalty to Constitution, Wisdom, and Charisma at 1st level; a
further -3 penalty to Constitution, Wisdom, and
Charisma at 11th level (as his health, sanity, and personality deteriorate); and his Fortitude
save is reduced from good to poor.
Special:If a Black Sage [Druid] becomes a Black Sage [Archivist], The Price is lessened by 2
points of penalty to Constitution,
Wisdom, and Charisma at 1st level and 2 points of penalty to Constitution, Wisdom, and
Charisma at 11th level; as they
already possess the equivalent of the Occult Spirit divine ability.
Lore:At 10th level, a Black Sage adds half his level to all Knowledge skill checks and may
make such checks untrained. The bonuses
gained from this ability stack with those gained from Bardic Knowledge.
Greater Lore (Ex):At 20th level, a Black Sage gains the ability to understand magic items.
Whenever he examines a magic item to
determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.
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.
Your training has included basic magical theory as well as the usual psionic training.
Benefit: You add Spellcraft to your class skill list, which allows you to attempt to convert an
arcane spell into a power you can add to your repertoire. You treat the spell as a discipline
power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 +
the spell's level) and then a Spellcraft check as per the normal rules of learning a discipline
power (see page 154 of Complete Psionic).
Each spell costs a certain number of power points to manifest. The higher the level of the
spell, the more power points it costs. The table below describes each spell's cost.
Note:If this system intrigues you, you can see a spell point variant system starting on page
153 of Unearthed Arcana.
* 0-level spells cost no power points to manifest. Instead you may manifest a number of 0-
level spells each day equal to three + the number of power points gained by that class at 1st
level.
The erudite uses her manifester level for determining the effects of the spell being
manifested, with one significant exception. Spells that deal a number of dice of damage
based on caster level (such as magic missile,searing light, or lightning bolt) deal damage as
if cast by a character of the minimum level of the class capable of casting the spell. Spells
whose damage is partially based on caster level, but that don't deal a number of dice of
damage based on caster level (such as produce flame or an inflict spell) use the erudite's
normal manifester level to determine damage. Use the erudite's normal manifester level for
all other effects, including range and duration.
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).
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 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).
Level Benefit
21st Reaper, Life-Mocking Assembly
24th Void Metamagic
27th Oblivion Triumphant
30th Supreme Perfection of Necromancy
Reaper (Ex):Your natural weapons, unarmed strikes, and all weapons you wield (while you
wield them) gain an enhancement bonus = 1/4 your HD/L (round down). Add., whenever
you attack with any of the aforementioned, 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 attack.
Oblivion Triumphant (Ex):At 27th level, you shuck your mortal corpse. Your Type changes to
Undead, you gain the incorporeal subtype,
and your hit dice increase to d12’s. You can choose to manifest as a corporeal creature or
dematerialize, as a swift action, at will.
Immortality:Grim
Grim:Your existence is legend, your reality ephemeral, and all souls, evermore, await their
harvesting at your hands.
Studied Trickery
Benefit:Choose two of the following skills: Bluff, Disable Device, Disguise, Escape Artist,
Sleight of Hand, Stealth. The rogue adds his Intelligence bonus to checks made with these
skills in addition to the normal ability bonus used by the skill. A rogue can pick this talent
more than once, each time selecting another two skills.
Trapfinding
Benefit:This rogue talent functions as the first-level rogue ability by the same name. The
rogue must have lost this ability due to a chosen archetype or multiclass archetype to select
this talent.
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: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.
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.
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[Chi] Feats:Stunning Fist and all reliant feats thereof are [Chi] feats. It can be used a #/day
= your # of [Chi] feats (see previous) +
1/2 your Monk (or any class that advances your Unarmed Strike damage) levels, if any, +
1/4 your remaining HD/levels, if any.
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Barrage of Fists [Chi]
You unleash a cascade of blows that simply decimate your opponents where they stand.
Prerequisites: Monk level 5 (or BAB +10), Flurry of Blows (or Two-weapon Fighting),
Improved Unarmed Strike, Stunning Fist.
Benefits: Whenever you perform a Full Attack, and you make a Stunning Fist attempt on the
first attack, you are treated as if you had an unlimited number of Stunning Fist attempts for
the remainder of that full-attack action; in addition, the limit on the number of Stunning Fist
attempts that you can make in a round is waived for that Full-Attack action only.
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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.
- 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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Cyber-/Techo-Druid [General]
You're aware metal and tech are still a part of nature. Not apart from nature.
Prerequisites:Int 12, Wis 15.
Benefit:You can gain druid levels and freely use metal armor, metal shields,
and technologies. They don't cause you to lose any druid spells or abilities.
NB:Most Cyber-Druids are Cyborgs (Aleerins (Mechalus), etc.), etc.
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New Equipment
Large Castle
While small castles dot the land and provide defense and leadership to their areas, large
castles are often one of a kind to a nation and act as the capital unto itself. They are nearly
cities unto themselves and many are built into the city so tightly it is hard to say where the
castle ends and the city begins. They are massive castles, which multiple onion layers of
walls where section after section of city lay, the final walls holding in a royal palace and all of
its guards. While it is conceivable that one may purchase a small castle, large castles are
rarely "for sale" and are often acquired through other means.
Large castles have all the traits of small castles, but more. They have between 1 to 12
layers of walls, many towers and moats, and sometimes several small castles built into one
large castle. In addition, the city often comes with it. The prices below disregard the cost of
buying the city itself, which may match the cost of the castle as well. Due to the immense
price and manpower to maintain, they are usually kept running through taxes, for it would
be madness for one person to pay the cost alone.
The default generic castle consists of 4 layers of walls, a moat, a drawbridge with
portcullis and barbican, and 8 watchtowers (as defined in the small castle entry). There is
usually a throne room for diplomacy and decrees, a panic room, and the royal chambers.
These chambers are equivalent to a mansion in and of themselves, with only the finest
luxuries at hand. Many are designed with fancy arches and other flairs, and a church or
temple built in.
A typical large castle is maintained by a crew of 100 or more hirelings as maids and
maintenance, and 600 or more soldiers, not including incidental roles. Large castles can hold
up to a crew of 1000 other people without crowding, and up to 10,000 extra people in times
of need before it becomes too cramped, not including the owner's living quarters.
Large castles cover a roughly 500x500 foot area with two to four floors with basement,
not including walls and any courtyard between the castle and walls, and with external and
internal superior stone masonry (2 feet thick, hardness 8, 180 hp, break DC 35), and/or
reinforced stone masonry (2 feet thick, hardness 8, 360 hp, break DC 45).
Craft Stonemasonry DC 35; Price 90,000 gp.
Small Castle
Commoners and their farms and thatched roofed cottages do not exist in a vacuum.
They are often under the watch and protection of a local baron, duke, or other noble person
of note who commands an army of knights at their beck and call. It is the fortresses which
dot the landscape which host these knights and the nobility over their subjects many.
Nobles, warlords, and powerful knights live in these small castles, great structures of solid
stone with imposing walls, great towers, and other effects. Because castles double as both a
home and a base of war, castles are usually built in strategic locations such as on top of a hill
or by a cliff edge, or protected with moats natural and artificial alike.
The default generic castle consists of thick stone outer walls with a drawbridge over a 20
foot deep moat that is 20 feet wide, typically filled with water. The wooden drawbridge is
reinforced with an iron portcullis which can be dropped, and a barbican (a room with murder
holes within the floor for arrows or pouring oil) built into the gatehouse above. Inside the
large stone building is usually between two to four stories high, with two watchtowers which
allow guards to see five times as far as normal. On the inside the castle is built with barracks
for the guards, courtyards which may be exposed to the air, dungeons for jailing prisoners,
stables for horses, a forge, storage rooms for food and supplies, common rooms for any
manner of activity or refuge, and of course the royal chambers for any nobility. These
chambers are equivalent to a ranch house in and of themselves, often with greater luxuries
at hand. A castle must be at least partially self sufficient in times of raiding, and it is
common practice to bring in the common folk into the castle walls in times of war. Castles
are large enough to host siege weapons, though they are sold separately.
A typical small castle is maintained by a crew of 10 or more hirelings as maids and
maintenance, and 30 or more soldiers, not including incidental roles. Small castles can hold
up to a crew of 50 other people without crowding, and up to 1000 extra people in times of
need before it becomes too cramped, not including the owner's living quarters.
Small castles cover a roughly 180x180 foot area with two to four floors with basement,
not including walls and any courtyard between the castle and walls, and with external and
internal superior stone masonry (1 foot thick, hardness 8, 90 hp, break DC 35), and/or
reinforced stone masonry (1 foot thick, hardness 8, 180 hp, break DC 45).
Craft Stonemasonry DC 30; Price 30,000 gp.
Mansion
Commoners and the middle-class are merely shadows in the wake of the mighty
mansions that are owned by the opulent rich. These huge houses have many rooms, often
in excess, and each room is as large as some of the lower classes houses. Clearly, mansions
are not for everyone due to their price, for they are filled with all the comforts of home with
utilities, patios, windows and lighting, a lawn often measured in acres, and other shows of
fortune. Many require, due to their size, two or more maids as hirelings, and sometime
come equipped with professional cooks. If you live in a mansion, everyone will know your
name.
Mansions cover a roughly 220x220 or 230x230 foot area with one to three floors with
optional basement and a lawn, with external and internal wood walls (6 inches thick,
hardness 5, 60 hp, break DC 21), superior stone masonry (1 foot thick, hardness 8, 90 hp,
break DC 35), and/or reinforced stone masonry (1 foot thick, hardness 8, 180 hp, break DC
45), often a mix of both or all three.
Craft Carpentry and Stonemasonry DC 30; Price 10,000 gp.
Ranch House
While commoners might have to live in shacks, the influential expert or up-and-coming
businessman may seek more refined housing. Ranch houses fill the suburbs and lighter
density urban centers. They are typically one story but spread wide, sometimes with
basements, patios, and storage areas built in. Many are built in L or T shapes, with
additional space for a lawn or backyard. The interiors are comfortable without being opulent,
complete with indoor plumbing and water, good temperature regulation, and effective
lighting and window placement. They provide plenty of space to breath making them
favored by many.
Ranch houses cover a roughly 40x40 or 50x50 foot area with one floor with optional
basement and a lawn, with external and internal wood walls (6 inches thick, hardness 5, 60
hp, break DC 21) or stone masonry (1 foot thick, hardness 8, 90 hp, break DC 35).
Craft Carpentry or Stonemasonry DC 25; Price 2000 gp.
Townhouse
In urban centers, space is a premium. For urban socialites such as these, townhouses
are their answer. As expensive as a ranch house, it trades space for convenience. The urban
life puts many useful functions within walking distance and it is not uncommon for those
who live in the city to lack a mode of transportation such as a horse or some manner of
vehicle. Townhouses are notable for being stacked side by side in huge chains, often with
multiple floors which may be all part of the same single townhouse or several smaller
townhouses stacked together. Because of the vertical structures, townhouses are far more
likely to be made of stone and brick rather than wood.
As the ranch houses, townhouse interiors are comfortable without being opulent,
complete with indoor plumbing and water and good temperature regulation. Windows are
usually limited to front and back, and many come with patios. Most lack yards of any kind,
spilling directly onto the sidewalks.
Townhouses cover a roughly 30x35 or 35x35 foot area with typically two or three floors,
with external and internal stone masonry walls (1 foot thick, hardness 8, 90 hp, break DC
35).
Craft Stonemasonry DC 20; Price 2000 gp.
Farm
Farms are wide tracks of fertile land which is worked to raise livestock and grow food for
oneself and others. Pricing for farms varies greatly. A typical farmhouse is better off than
your traditional commoner's shack but is more utilitarian than the similar ranch house, with
space for stables, farming tools, and other aspects. They are usually made of wood, with
one or two floors and several comforts such as indoor plumbing. Many can be self-sufficient,
with water wells built into the area or sources of mechanical power such as a waterwheel.
The farmhouse proper costs 1500 gp, but they are nothing without farmland to go with it.
Farmland varies in price given the region and fertility of the land itself, but the average
land can be purchased for 100 gp an acre. The number of acres a farm can require can be
quite large, not including the cost of workers to handle the fields, tools, and animal costs
making many farms lifetime investments crafted by entire families of commoners. 1 acre is
required minimum to count as a farm. The table below gives a rough estimate on how many
acres are needed for a farm.
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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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.
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.
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Digestive Feats
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Combat Vomit [Digestive, General]
Prerequisites:A digestive system.
Benefit:During any round in which you are sickened or nauseated, you 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 your Dex bonus [if any]
because accuracy counts) + (your 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 you have eaten and what you have 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 you to eat something so foul as to gain a +2 bonus usually requires that you
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.
Doorman [Skill]
You have complete mastery of portals.
Benefits: This is a skill feat that scales with your ranks in Open Lock.
0 ranks: You may open or close doors as though you were wearing doorslip shoes as a
supernatural ability.
4 ranks: You have an preternatural awareness of portals and can detect secret doors as
the spell as a Spell-Like Ability at will. You can summon the Master Key as a free action. The
Master Key functions as a skeleton key. A skeleton key may be tried on any standard door
lock that uses a key, even if you don’t have the Open Lock skill. You use the key’s Open Lock
bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key.
The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or
close that lock.
9 ranks: As a supernatural ability the Master Key when fitted into any key-lock, as a
standard action will work as knock. If the Master Key fails to open a door it may not attempt
again on that door for 24 hours. When using a Master Key to open a door you have the
option to either open it normally, or you may access a pocket dimension with the
appearance of a modestly furnished inn suite able to hold 8 medium sized creatures
comfortably, and with running water for a bath and toilet. If the door used to enter the
pocket dimension is blocked or destroyed then those who exit will be expelled through a rift
nearby instead taking 3d6 damage and appearing 1d4x10' away. If the entry door is opened
from the outside without the Master Key, then it again functions only as a mundane door.
14 ranks: When exiting the pocket dimension's doorway creatures may teleport to any
destination door that the Doorman visualizes, functioning much like Ring Gates with no limit
on range or weight so long as they exit through a doorway. If no doorway is available to exit
through then treat it as a False Destination on the teleport table. The effect ends after 2d6
rounds, or when the door closes, whichever occurs first.
19 ranks: When exiting the pocket dimension's doorway creatures may now plane shift to
a random door on the intended plane chosen by the Doorman, functioning much like Ring
Gates with no limit on range or weight so long as they exit through a random doorway
within 5 to 500 miles of the intended destination. If no door exists within that range then the
attempt fails and door behaves as if it was opened without the Master Key.
Special:If using a skill system that combines Open Lock with another skill such as Disable
Device, then use that skill as the keyed skill for Doorman and related skill checks.
Doorslip Shoes
Price:2200 gp.
Body Slot:Feet.
Caster Level:5th.
Aura:Faint Transmutation.
Activation:Free actionWeight:--
Getting your groceries inside your house has never been easier.
When wearing these comfy shoes you can approach any door and, when within
5 ft. said door, you can attempt to open or close the door telekinetically as a free
action once per round. Locked doors remain locked, and doors that require a
Strength check do so as if you were taking 10 with your ability scores. You
don't need your hands free to open the door this way.
If you pass through a door you've opened, you can choose to close it behind you
as part of the same action. The shoes cannot operate locks or bars of any sort.
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Entropomancer Feats
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Devour [General]
Prerequisites:Wis 10, Entropomancer level 10th,
Knowledge (Arcana) 10 ranks.
Benefit:Your shard of entropy's “bull rush” attempts
equal your own. (Errata:An entropomancer's shard
of entropy bypasses all damage reduction and
hardness and pulls in creatures and objects.
10th level entropomancers are immune
to shards of entropy.)
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.
Gatecrasher [Skill]
You can go places and break through portals no mortal was meant to enter.
Benefits: This is a skill feat that scales with your ranks in Knowledge (The Planes).
0 ranks: You gain Knowledge (The Planes) as a class skill, can survive the rigors of the
planes, and become immune to natural planar effects as though constantly under the Avoid
Planar Effects spell from the Planar Handbook.
4 ranks: Your understanding of planar portals allows you to force such portals open
without the correct key. Make an Knowledge (The Planes) check which takes a one-round
action and opens the portal for 1d4+1 rounds. The DC of most portals is 20, though if it
needs a specific key the DC rises by 10, or if it is sealed with a sealed portal spell the DC
rises to 20 + CL. A portal sealed by a deity usually has a DC of 50.
9 ranks: You can use the Analyze Portal spell from the Planar Handbook three times per
day as a spell-like ability.
14 ranks: You may use the Scramble Portal spell from the Planar Handbook three times per
day as a spell-like ability.
19 ranks: You can now emit a 60' radius field that dampens all summoning spells and
abilities three times per day for a duration of 10 rounds. During this time, all abilities that
have the Summoning, Calling, or Teleportation subtypes cannot be cast or have any effect
within the field you emit. Creatures summoned with these abilities outside of this effect can
still enter the area, however.
Ghost-Face [Vile]
You wear a symbolic mask of death and fear.
Prerequisites:Character level 8th, Ki Pool.
Benefit:As a free action, that doesn't provoke an attack of opportunity, you can expend 1 ki
point to manifest a mask.
This mask cannot be removed; exists until destroyed or dismissed (nonaction); and has 1
hardness point (and 2 hit points)
per character level. When wearing this mask, your face is concealed and you are immune to
identification (even vs.
divination, forensics, scent, x-ray vision, etc.); can freely suppress any/all of your auras (if
any; doesn't count
as an action); and gain a +1 bonus per 8 character levels on Bluff, Disguise, and Intimidate
checks.
High Arcana:
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Spell-Like Ability [High Arcana]
Prerequisites:Ability to cast 5th-level arcane spells, knowledge of 3th-level or higher spells
from at least five schools.;
Knowledge (arcana) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can use one of your arcane spell slots (other than a slot lost to learn this or any
other type of high arcana) to permanently prepare one of your arcane spells as a spell-like
ability that can be used twice per day. You do not use any components when casting the
spell, although a spell that costs XP to cast still does so and a spell with a costly material
component instead costs you 10 times that amount in XP.
You can still cast the spell by paying spell slots as normal.
The spell-like ability normally uses a spell slot of the spell’s level, although you can choose
to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell
level.
You may use a available higher-level spell slot in order to use the spell-like ability more
often. Using a slot three levels higher than the chosen spell allows you to use the spell-like
ability four times per day, and a slot six levels higher lets you use it six times per day.
You can alter spell-like abilities with the use of metamagic feats. You must pay the
appropriate amount of spell slots, and the power spent cannot exceed your metamagic cap.
Special:You can gain this feat multiple times. If spell-like ability is selected more than one
time as a high arcana choice, this feat can apply to the same spell chosen the first time
(increasing the number of times per day it can be used) or to a different spell. You
permanently lose one 5th-level arcane spell slot each time you gain this feat.
High Theology:
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Spell-Like Ability [High Theology]
Prerequisites:Ability to cast 5th-level divine spells, knowledge of 3th-level or higher spells
from at least five schools.;
Knowledge (religion) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Spell Focus in two
schools of magic.
Benefit:You can use one of your divine spell slots (other than a slot lost to learn this or any
other type of high theology) to permanently prepare one of your divine spells as a spell-like
ability that can be used twice per day. You do not use any components when casting the
spell, although a spell that costs XP to cast still does so and a spell with a costly material
component instead costs you 10 times that amount in XP.
You can still cast the spell by paying spell slots as normal.
The spell-like ability normally uses a spell slot of the spell’s level, although you can choose
to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell
level.
You may use a available higher-level spell slot in order to use the spell-like ability more
often. Using a slot three levels higher than the chosen spell allows you to use the spell-like
ability four times per day, and a slot six levels higher lets you use it six times per day.
You can alter spell-like abilities with the use of metamagic feats. You must pay the
appropriate amount of spell slots, and the power spent cannot exceed your metamagic cap.
Special:You can gain this feat multiple times. If spell-like ability is selected more than one
time as a high theology choice, this feat can apply to the same spell chosen the first time
(increasing the number of times per day it can be used) or to a different spell. You
permanently lose one 5th-level divine spell slot each time you gain this feat.
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.
High Psionics:
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Psi-Like Ability [High Psionics]
Prerequisites:Ability to manifest 5th-level psionic powers, knowledge of 3th-level or higher
powers from at least three disciplines.;
Knowledge (psionics) 8 ranks, Spellcraft 8 ranks; Skill Focus (Spellcraft), Greater Psionic
Endowment, Psionic Endowment.
Benefit:You can use a number of your power points equal to the base cost of the power
(other than the power points lost to learn this or any other type of high psionics)) to
permanently prepare one of your psionic powers as a psi-like ability that can be used twice
per day. You do not manifest any displays when manifesting the power, although a power
that costs XP to manifest still does so.
You can still manifest the power by paying power points as normal.
The psi-like ability normally uses power points equal to the base cost of the power, although
you can choose to make a power modified by a metapsionic feat into a psi-like ability at the
appropriate power level and with the appropriate power point cost.
You may use additional power points in order to use the psi-like ability more often. Using six
power points more than the chosen power requires allows you to use the psi-like ability four
times per day, and twelve power points more lets you use it six times per day.
You can alter psi-like abilities with the use of metapsionic feats. You must pay the
appropriate amount of power points, and the power spent cannot exceed your metapsionic
cap.
Special:You can gain this feat multiple times. If psi-like ability is selected more than one
time as a high psionics choice, this feat can apply to the same power chosen the first time
(increasing the number of times per day it can be used) or to a different power. You
permanently lose 9 power points each time you gain this feat.
Icecunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship techniques in
the icework around you.
Prerequisites:Craft (Icemasonry) 1 Rank or Profession (Icecutter) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual icework.
This bonus applies to checks to discover mechanical traps made of ice or hidden within ice.
If you aren't using the Seek action or searching, the GM automatically rolls a secret check
for you to notice unusual icework anyway. This check doesn't gain the circumstance bonus,
and it takes a –2 circumstance penalty. Since characters with this feat can easily sense the
structural weak points in ice objects, subtract 2 points of hardness from any ice object that
the character attempts to break or damage with an attack, and/or add +2 to any rolls
versus the ice item’s break DC.
Normal:No extra bonuses are conferred when dealing with items or structures made of ice.
Icedwelling [General]
Prerequisites:Icecunning; Craft (Icemasonry) 4 ranks or Profession (Icecutter) 4 ranks.
Benefit:You gain Cold Resistance +2 (2, if 0) and the Snow Vision ability.
Snow Vision (Ex):You learn to see perfectly well in snowy conditions. You do not suffer any
penalties to Perception checks while in snow.
Icewalking [General]
Prerequisites:Icecunning, Icedwelling; Craft (Icemasonry) 10 ranks or Profession (Icecutter)
10 ranks.
Benefit:You gain Cold Resistance +3 (5, if 2) and the Icewalking ability.
Icewalking (Ex):This ability works like the spider climb spell, but the surfaces you climb
must be icy. You can move across icy surfaces without penalty and does not need to
make Acrobatics checks to run or charge on ice.
Magekiller [Combat]
You are adept at stopping magical creatures.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
+0: Foes cannot cast defensively while within your threatened area.
+1: Whenever a foe uses a spell-like or supernatural ability within your threatened area,
you may make an attack of opportunity to interrupt their action. If you hit, they must make
a Concentration check equal to 10 + damage dealt or lose the ability.
+6: You ignore concealment provided by spells, spell-like abilities, and supernatural
effects (as well as similar effects like mirror image), and all bonuses to AC granted by spells,
spell-like abilities, and supernatural effects.
+11: Once per encounter as an immediate action, you may cause a targeted spell, spell-
like ability or supernatural ability to rebound upon its caster. You suffer none of the effects of
the ability, and the caster is effected as though he used the ability upon himself. You must
declare the use of this ability before you roll a save, should the ability require one.
+16: Whenever you hit an opponent, they must make a Fortitude save (DC 10 + 1/2 your
HD + your Strength or Dexterity modifier) or lose the ability to use spells, spell-like abilities
and supernatural effects for one round. Should a foe save against this effect, they are
immune to further attempts until the start of either your next turn or their next turn,
whichever comes first.
Metalcunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship techniques in
the metalwork around you.
Prerequisites:Craft (Blacksmithing) 1 Rank or Profession (Miner) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual
metalwork. This bonus applies to checks to discover mechanical traps made of metal or
hidden within metal. If you aren't using the Seek action or searching, the GM automatically
rolls a secret check for you to notice unusual metalwork anyway. This check doesn't gain the
circumstance bonus, and it takes a –2 circumstance penalty. You can also intuit depth,
sensing your approximate depth underground as naturally as you can sense which way is
up. Since characters with this feat can easily sense the structural weak points in metal
objects, subtract 2 points of hardness from any metal object that the character attempts to
break or damage with an attack, and/or add +2 to any rolls versus the metal item’s break
DC.
Normal:No extra bonuses are conferred when dealing with items or structures made of
metal.
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Monster Tamer Feats
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Construct Monster [Epic]
Prerequisites:Ability to control Monsters of CR 20.
Benefit:When you strike a Construct with a Soul Prison, the Soul Prison does regular
damage instead of subdual damage. If the Construct would be destroyed (brought to zero
hit points), it is instead captured into the Soul Prison (and suffers no damage from the Soul
Prison). From then on it is considered to be a captured Monster. In addition, you treat all
Constructs as Monsters - you can communicate with them, evolve them, etc. A Construct
which ceases being a construct gains a one time Hard to Control modifier of +1 CR.
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Multiweapon Fighting Feats
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Multiweapon Fighting [General]
This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites:Dex 13, three or more hands.
Benefit:Penalties for fighting with multiple weapons are reduced by –2 with the primary
hand and by –6 with off hands.
Normal:A creature without this feat takes a –6 penalty on attacks made with its primary
hand and a –10 penalty on attacks made with all of its off hands.
- Multislice [General]
Your off-hand weapons strike with greater power.
Prerequisite: Dex 15, Multiweapon Fighting.
Benefit:Add your Strength bonus to off-hand weapon damage rolls.
Normal:Add half your Strength bonus.
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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.
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.
Outcast [Archetype]
You were cast out from whatever society/guild/nation you used to belong to. Everyone
knows that outcasts are serious badasses.
Prerequisites:1Nonlawful Alignment.
Benefit:Archetype feat benefits are based on Character Level:
Character Level 1st:An outcast is used to living alone and does well at it. She gains a +1
bonus on all skill checks due to her vast experience.
Character Level 3rd:An outcast is used to fighting alone, sometimes against
overwhelming odds. She gains a +4 dodge bonus to AC.
Character Level 5th:An outcast is fully able to overcome her fear. She gains immunity to
fear-based effects.
Character Level 7th:No one can force an outcast to do anything! At 7 HD an outcast
gains immunity to any compulsion effect.
Character Level 10th:You are so much of an outcast, you gain the ability to steal spell-
like abilities.
- Steal Spell-Like Ability (Su): The most powerful outcast can steal the spell-like abilities
of another creature. Once each day, when a creature with spell-like abilities is within 50 feet
of a 10 HD outcast, the outcast can choose one of the spell-like abilities of the creature to
steal for himself. The outcast can use the spell-like ability as often as the creature can, or
three times per day, whichever is less. The outcast uses the ability as the creature does with
regard to caster level and save DCs. This ability only lasts 24 hours. The creature with the
spell-like ability does not lose the ability when the outcast steals it. If an outcast tries to
steal a spell-like ability that the creature doesn't have, or tries to steal an ability that is
supernatural rather than spell-like, the attempt automatically fails.For example, if an outcast
is near a noble salamander, he can steal fireball and use it three times that day or
steal dispel magic and use it once that day. If he is near a pit fiend, he could steal teleport
without error (self plus 50 pounds of objects only) and use it three times per day, because
the pit fiend can do it at will. He could even steal the pit fiend's wish ability, but because a
pit fiend can only use wish once per year, the outcast would be similarly limited. He could
not steal that power again from any creature for one year. 1 May vary depending on the
society the character came from.
Special:If you ever stop qualifying for this feat, you can trade it for another archetype feat
that you meet the prerequisites of.
Outdoorsman [Skill]
You are a man who lives in nature, separated from the vices of civilization.
Benefits: This is a skill feat that scales with your ranks in Survival.
0 ranks: You are a capable hunter and always find enough sustenance to feed yourself
without any checks without needing to spend any additional time, so long as you are not in
an urban environment. You also learn the ins and outs of nature, granting you Wild Empathy
as a druid of your level.
4 ranks: You gain Trackless Step and Woodland Stride as a druid. If you already possess
woodland stride, it now also applies to magical hazards and terrain.
9 ranks: You are capable of making anywhere into your home. Over the course of 10
minutes you can build a structure out of local materials and/or pitch a tent which has the
effect of tiny hut within it. If you spend 24 hours, you are able to even build cabins or wood
or stone to duplicate secure shelter. Unlike the spells, the effect are permanent as long as
the structures remain standing.
14 ranks: You may now use your Survival skill to identify any creature besides Constructs
and Undead. Your skill counts as +4 more for the purpose of identifying Fey and Plant
creatures. If you successfully identify a creature as a move action, you gain a +2 bonus on
attack rolls, saves, and skill checks against the creature for the encounter.
19 ranks: While not in urban terrain you age at half speed, and never need to eat, sleep, or
breathe as nature supplements your needs. You can use speak with animals, speak with
plants, and stone tell at will as spell-like abilities, and are never lost wherever you 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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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.
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Pumpkin King Feats
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Horticulturist [General]
"Outlander!!! We have your woman, Outlander!!!" - Horticulturist
Prerequisites:Pumpkin King level 1st, Knowledge (Nature) 5 ranks.
Benefit:All of your Pumpkin King class features; as well as all related
feats, etc.; affect/produce/are related to any/all normal, nonmagical
plants (corn, etc.)/"plants" (inc. fungi, etc.) (selective (Immediate
nonaction)), Not just pumpkin plants/pumpkins.
Reaper [General]
"Death, like birth, is a secret of nature." - Reaper
Prerequisites:Int 20, Pumpkin King level 5th, Craft (Alchemy)
4 ranks, Knowledge (Engineering) 4 ranks, Knowledge
(Nature) 9 ranks, Horticulturist.
Benefit:All of your Pumpkin King class features; as well as all related
feats, etc.; affect/produce/are related to any/all (inc. magical (even
monstrous)) plants (inc. moss liches, etc.)/"plants" (inc. veldrane
mold vampires, etc.) (selective (Immediate nonaction)), Not just
pumpkin plants/pumpkins. Said plants can't have a CR > 1/18
your HD/L (round up, if CR < 1, otherwise round down).
Add., your pumpkin/"pumpkin" (see previous) bombs/plants/undead
can't, don't, and won't explode, unless you want them to (selective
(Immediate nonaction)). (NB:This enables you to create suicide
bombers and minefields, stockpile explosives (indefinitely),
and blow up bridges/etc. from a safe (any) distance.)
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Safeguard [Epic]
One of your feats can never be separated from you.
Benefit:Upon taking this epic feat, choose one other feat that you possess. This choice
cannot be changed. Your chosen feat cannot be negated by effects that would suppress it,
such as the Abrogate cosmic ability, the Nullification cosmic ability, or the Dead Zone
transcendental ability (if it is a supernatural feat). It still functions normally under any of
these conditions. Safeguard itself cannot be affected by any of these conditions as well.
Special:You can gain this feat multiple times. Each time you take Safeguard, it applies to a
different feat that you possess.
Slavelord [Vile]
Through special connections, you have been provided with slaves.
Prerequisites: Character level 6
Benefit: You gain a number of 1st level commoner slaves equal to your level + your
charisma modifier. If you wish, you can acquire a 1st level warrior, expert, or adept for every
two commoners you are willing to go without. These slaves can only be gained at a large
city or bigger community and require 1 hour to obtain. Whenever the amount of slaves
you’d possess would increase, you may go through the same process to obtain them,
although slain or lost slaves are not replaced.
Your oppressor score is equal to your character level + your charisma modifier + any of the
modifiers below. So long as the summed CRs of all slaves you control is equal to or less than
your oppressor score, you can control them all safely.
If the summed CR exceeds your oppressor score, the slaves may collectively make a will
save each week (DC= your oppressor score) using the highest will save among them to
break free. For every point by which the summed CRs exceed your oppressor score, the
slaves gain a +1 bonus on this check. In addition, for every slave with so much as half as
many levels as you, the slaves gain an additional +2 bonus on this save. If they fail this
save, they continue working oppressed for another week. If they succeed, they manage to
pull off a rebellion, either attacking you or running away in the dead of night.
You may also buy additional slaves by entering a large enough community and spending an
hour looking for the proper place. The cost for any given slave is its CR (minimum 1)
squared x 100 gp.
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Oppressor Score Modifiers:
Lawful Alignment +2
Chaotic Alignment -2
Possesses and is proficient with whip +2
Stationed in area where slavery is unacceptable -2
Stationed in area where slavery is acceptable +2
Stationed in area where slavery is the norm +4
Moves around frequently -6
Known for Cruelty +2
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Spiderfiend [Fiend]
Prerequisites:Character level 4th.
Benefit:You can climb and travel on vertical surfaces or even traverse ceilings as well as a
spider does. You must have your hands free to climb in this manner. You gain a climb speed
of 2/3rds your base land speed and a +8 racial bonus on Climb skill checks; furthermore,
you needn't make Climb checks to traverse a vertical or horizontal surface (even upside
down). You retain your Dexterity bonus to Armor Class (if any) while climbing, and
opponents get no special bonus to their attacks against you. You can't, however, use the run
action while climbing.
- Webspinner [Fiend]
Prerequisites:Character level 4th, Spiderfiend.
Benefit:You gain the Web ability of a spider of your size, Tremorsense 60 ft., and can move
at your full speed while climbing. Your spinnerets are in your mouth, wrists, or abdomen.
You choose where on your body your spinnerets manifest. This choice, once made, is
permanent, unless you possess ooze traits. Additionally, most drow (about 2/3rds in a
typical spider-oriented culture) find you strangely attractive
and, barring obvious hostility, their attitudes are automatically raised by one level and a
Charisma check can potentially improve
the reaction even more, but cannot lower it.
Stonecunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship techniques in
the stonework around you.
Prerequisites:Craft (Stonemasonry) 1 Rank or Profession (Miner) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual
stonework. This bonus applies to checks to discover mechanical traps made of stone or
hidden within stone. If you aren't using the Seek action or searching, the GM automatically
rolls a secret check for you to notice unusual stonework anyway. This check doesn't gain the
circumstance bonus, and it takes a –2 circumstance penalty. You can also intuit depth,
sensing your approximate depth underground as naturally as you can sense which way is
up. Since characters with this feat can easily sense the structural weak points in stone
objects, subtract 2 points of hardness from any stone object that the character attempts to
break or damage with an attack, and/or add +2 to any rolls versus the stone item’s break
DC.
Normal:No extra bonuses are conferred when dealing with items or structures made of
stone.
Technologist [Skill]
You are an expert at figuring out what technology does and how to make it work.
Benefits: This is a skill feat that scales with your ranks in Knowledge (Engineering).
0 ranks: You gain a +3 bonus to Knowledge (Engineering) and Knowledge
(Engineering) is always a class skill for you. You gain a +3 bonus on any skill checks made
to operate unknown technological devices.
4 ranks: If you are able to directly observe and interact with a technological device for at
least 1 minute, you can replicate the effect of analyze object on it.
9 ranks: If you handle a piece of technology with one or more charges, you can grant it
one additional charge once per day. If the item cannot be recharged you cannot do this
more than once on that item.
14 ranks: You replicate the effect of analyze object after only one round of observation
instead of a minute.
19 ranks: You automatically know what any technological device does on the first look at
them, as per analyze object.
Analyze Object
Divination
Level:Bard 1, Cleric 2, Druid 1, Sorcerer/Wizard 2.
Components:V, S.
Casting time:1 minute.
Range:TouchTarget:One object.
Duration:Instantaneous.
Saving Throw:None.
Spell Resistance:Yes.
As a child, Bianca always wanted to know how everything worked and what they were
made of. After taking apart her father's portable
fission reactor for the last time, her and her father worked together on a spell to satisfy
Bianca's curiosity without needing to take
things apart atom by atom. As such, many suggest this may have been Bianca's first
original spell.
This spell works like identify but works on mundane and magical objects alike. In
addition to the magical information gained (if any)
you obtain raw data on the properties of the object such as what materials it is made of
and in what percentage, it's weight and
dimensions, its color, texture, flavor, and other trivial bits of information. It doesn't tell
any details about the object's history
directly, though it may be inferred such as where an igneous rock originated from, or
discovering it is made of a rare
metal only found in a certain place.
This spell can be prepared as a 0th level spell, in which case it it only tells mundane
information, and only answers one property per casting at a time.
Theosophist [General]
All knowledge is divine.
Prerequisites:Wis 14, Knowledge (Religion) 5 ranks.
Benefit:You can gain/retain Mad Scientist levels normally,
even if you have/gain the ability to use divine magic. Any
/all divine/Mad Scientist class features function normally.
Special:If your deit(-y/-ies), if any, disapprove(s), you lose
any/all of your divine class features normally, becoming
an Ex-member of your divine class(es), etc.
Thwart [Epic]
Prerequisites:Dex 30, Bluff 27 ranks.
Benefit:You gain Immunity to the Cozen divine ability.
Treerunning [General]
You are able to move up in the trees as if on firm ground.
Prerequisites:Dex 13, Balance 1 rank, Climb 1 rank, Jump 1 rank.
Benefit:You can move horizontally on branches as quickly as on the ground, even running.
Using Treerunning counts as a standard action. That is, if you want to do anything apart
from moving, you will have to temporarily stop the Treerunning.
Generally, you have to be at least 10’ up in a tree to start Treerunning, as it relies on the
presence of firm branches. To get up in a tree, get down, or to change elevation, you have
to use some skill, preferably Climb or Jump.
Using this feat, you can traverse a trackless forest without having to halve your overland
speed.
Outside forests, this feat is essentially worthless.
- Fleshrunning [Epic]
You can move about on the heads of your enemies.
Prerequisites:Dex 13, Dodge, Mobility, Spring Attack, Improved Unarmed Strike,
Treerunning, Climb 1 rank, Jump 7 ranks, Balance 7 ranks.
Benefit:As a move action, you can move through enemy squares at your normal movement
and make one unarmed attacks one each enemy whose square you enter. These attacks are
at your full attack bonus and can be augmented by feats (Weapon Finesse, Power Attack, for
example) that do not require actions of their own.
You can use your standard action too for this, making a double move and attacking each
enemy you pass.
There must be sufficient free space above the enemies to allow your passage. You still
cannot end your movement in a square occupied by an enemy. If circumstances allow, you
can grab hold of something to remaining hanging in the air above an enemy square.
The enemies you pass get normal chances at attacks of opportunity. That is, you get +4
bonus on AC from your Mobility feat, and can combine your move with a Tumble attempt to
avoid such attacks - this limits your movement to one half and requires a Tumble DC 15
check, or a DC 25 check with normal movement.
Undertaker [Archetype]
The terryifing presence of the silent warrior made everyone's blood freeze in their veins.
Benefit:Archetype Feats grant benefits based on HD:
1 HD:You gain the Tomb-Tainted SoulLM feat for free and you gain competence with the
combat shovel, if you don't already have it.
3 HD:You can intimidate undead despite their immunities, and you gain a bonus on
Intimidate checks equal to your HDs. You emit an aura of menace within 10 ft. (3 meters)
which impose a -2 to attacks and AC and affects all those that haven't still struck you, even
undead.
8 HD:You gain fortification 25% and you don't die from massive damage. Your aura of
menace penalties increases to-4.
15 HD:Unintelligent undead won't attack you unprovoked, while intelligent ones must pass a
Will save to do so (DC is 10 + half character level + your Constitution modifier). Your aura of
menace penalties increases to -6.
▪Vile Fever - Each time you deal Vile damage to an opponent beyond the first in a turn it
must make a Fort saving throw (DC 10 + 1/2 Character levels + Your Charisma modifier
+1/times enemy was dealt Vile damage) to avoid becoming nauseated for 1 round and
sickened for 2 rounds thereafter. The durations of these conditions cannot stack with one
another.
▪Putrid Consumption - Whenever you deal Vile damage to a living creature, you gain
temporary hit points equal to half that amount(rounded down). These temporary hit points
last for 1 hour. If you kill a living creature with Vile damage, that creature is destroyed
utterly, and cannot be returned to life without the use of a Wish, Miracle or similar effects.
You gain temporary hit points equal to half that creature's hit point total and a +4 profane
bonus to your Charisma and 2 other ability scores of your choice for 1d4 hours.
Virtuoso [Skill]
You are a virtuoso, your attract the attention of people and can move heart to hope and
despair or perhaps do something truly magical.
Benefits: This is a skill feat that scales with your ranks in Perform.
0 ranks: You gain a +3 bonus on Perform checks. You may use
your Intelligence or Wisdom instead of your Charisma for your Perform and your Bardic
Music DCs and rounds per day, if you possess any.
4 ranks: You count your class level as two level higher for the purpose of determining the
effect of your bardic music. If you do not possess levels in a class which grant bardic music,
you gain the ability to Fascinate as a bard once per day.
9 ranks: You can make a special performance as a swift action, using one of your bardic
music attempt for the day. You make a DC 25 perform check, if you succeed you may either
cause one creature within 60 feet that can hear you to fall under the effect of crushing
despair or good hope for 5 rounds (will negate, DC is based on your highest mental ability
modifier). You may affect more creature with this ability, increasing the DC by 2 for each
additional creature you wish to affect.
14 ranks: While performing you are under the effect of sanctuary, it break if you attack as
normal.
19 ranks: Once per day if you make a DC 40 Perform check as a 1 round action you
replicate the effect of limited wish. This is a supernatural ability.
Warforged [General]
Your body can be enhanced.
Prerequisite:Improved Unarmed Strike.
Benefit:For enhancement purposes, you are considered a manufactured, masterwork suit of
armor and a manufactured, masterwork weapon.
Any/all enhancements (bonuses, etc.) are added normally (costing exp., etc.) and can be
suppressed, but not permanently dispelled.
Any/all weapon enhancements modify any/all unarmed attacks (unarmed strike, etc.).
Special:You retain your normal qualities (natural, etc.).
Wireless [General]
You don't have a USB witchmark.
Prerequisites:USB Witchmark.
Benefit:Rather than a USB witchmark, you have the ability to wirelessly
(mentally) connect to, etc. (the Range = the range of your senses) any
/all ele. (comp., dev., etc.), even if this would normally be impossible
due to them being cable/USB/etc. capable only.
Special:If you have the Machinespeak ability, you can communicate
(emo., lang., etc.) "wirelessly" (i.e. emp./Tel..) w/ and interact w/any
/all machines you can sense. Add., they're treated as if electronic
for purposes of the base portion of this feat (see previous), even
if purely mechanical.
Woodcunning [General]
You have a knack for noticing even small inconsistencies and craftsmanship techniques in
the woodwork around you.
Prerequisites:Craft (Carpentry) 1 Rank or Profession (Woodcutter) 1 rank.
Benefit:You gain a +2 circumstance bonus to Perception checks to notice unusual woodwork.
This bonus applies to checks to discover mechanical traps made of wood or hidden within
wood. If you aren't using the Seek action or searching, the GM automatically rolls
a secret check for you to notice unusual woodwork anyway. This check doesn't gain the
circumstance bonus, and it takes a –2 circumstance penalty. Since characters with this feat
can easily sense the structural weak points in wooden objects, subtract 2 points of hardness
from any wooden object that the character attempts to break or damage with an attack,
and/or add +2 to any rolls versus the wooden item’s break DC.
Normal:No extra bonuses are conferred when dealing with items or structures made of
wood.
Wondrous [General]
Your body can be further enhanced.
Prerequisite:Improved Unarmed Strike, Warforged.
Benefit:You can be further enhanced and given the abilities, properties, etc. of one
or more wondrous items of your choice. Any/all enhancements (bonuses, etc.) are
added normally (costing exp., etc.) and can be suppressed, but not permanently
dispelled.; NB:Your item slots are still limited and each enhancement counts
as its original item type and against your normal compliment of items.
Special:You retain your normal qualities (natural, etc.).
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.
Amplification (Ex)
Your feat is amplified.
Prerequisites:Variable.
Benefit:Your feat is amplified as if you've taken +1x the number
of iterations of said feat or, if it's a feat you can only gain once,
etc., its benefits are doubled.
This ability is also applicable to equivalent or lesser abilities.
Special:You can gain this ability multiple times. Its effects
stack or apply to a new feat. This ability can be
applied to the Anoxia feat normally.
NB:Remember, a double double is a triple, etc.
Completionist (Ex)
Your incomplete ability is completed.
Prerequisites:An incomplete divine, etc. ability.
Benefit:Your incomplete divine, etc. ability; such as Withering (Str.)
[Effect], etc.; becomes complete. This can't give you abilities you
didn't already have, it can only complete an incomplete ability
you already possess.
e.g. if you have the Withering (Str.) [Effect], you gain a complete
Withering [Effect]. You don't gain Uncanny Withering Mastery.
e.g. if you have Abrogate (Strength), you gain Abrogate.
etc., etc., etc.
Special:You can gain this ability multiple times. Its effects stack.
Cuddles (Su)
You can inspire cuddles.
Prerequisites:Cha 55, Diplomacy 52 ranks, Beloved Dictator, Epic Leadership, Greater Aura,
Leadership, Perfect
Aura, Superior Aura, Theopoea.
Benefit:All targets (creatures, etc.) in your aura must succeed at a Will save or be forced
(animated (as per animate
object, etc.)/awakened (as per awaken construct, etc.), if necessary) to abandon all other
actions (dropping all held,
etc.) and attempt to graciously and harmlessly cuddle you (i.e. no other action(s); harmful,
ill-intended, or otherwise;
can be taken by the target(s) for the duration of the effect w/o your willful and knowing
consent (see below).), or one
target (creature, etc.) of your choosing, for a number of rounds equal to your Cha modifier
+ your divine rank, even
if doing so would be contrary to their beliefs, etc.; hazardous, etc.; or obviously suicidal.
You can permit said cuddler(s) to take other actions of your choosing while they cuddle you
or your chosen target
and exempt any/all target(s) from your cuddles ability, if/when desired (Immediate
nonaction).
The save DC is Charisma-based.
Special:You can exempt any/all target(s) from any/all of your auras, etc.; if/when desired
(Immediate nonaction),
even if you normally can't. All the better for cuddles.
NB:This is one of Catthulhu's favorite abilities.
Cybergod (Ex)
Your cybernetics are invulnerable.
Prerequisites:Cyborg, Con 40 (or Cha 40, if Con - ).
Benefit:Your cybernetics are invulnerable as long as you have at least 1/2 your normal
full hps. Furthermore, any/all of your cybernetics are considered a natural part of your
manifestation. Finally, you qualify for Iron Body, etc. abilities. If your cybernetics are
Necro-Tech, etc., you remain unaffected by rusting attacks and effects, etc.
Special:Portfolio Trumping (see I.H.:A., Pg. 47) can bypass invulnerability.
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Dancing Chains (Su)
Your divine aura manifests corporeal chains that attack and move, according to your whims,
as per a dancing chains spell.
Prerequisites:Divine Aura, Self-mastery.
Benefit:Your divine aura manifests corporeal chains that attack and move, according to your
whims, as per a dancing chains spell. These chains are indestructible.
Special:This ability works in conjunction with Dancing Raiment, Mask of Darkness, and
Raiment of Darkness. However, each attacking appendage you make with this ability
subtracts one attacking appendage from your Dancing Raiment ability and vice versa. Thus
limiting your attacking appendages (chains and/or raiment) to the original total dictated by
the dancing chains spell.
Distasteful (Su)
Prerequisites:Con 40 (or Cha 40, if Con - ).
Benefit:Any creature that bites or eats any part of you must make a successful Fortitude
save or be forced to regurgitate you/any portion thereof in the subsequent round,
during which it can take no other actions. The save DC is Charisma-based.
Special:The Glistening Skin ability is unaffected by this ability. The blood produced by
the Glistening Skin ability is not your own. Its "the blood of" your "many victims".
Elongate (Ex)
You can stretch to attack further away.
Prerequisites:Dex 40, Escape Artist 40 ranks, Plastic Soul.
Benefit:Your reach is 5x greater.
Entropic Immortal (Su)
Prerequisites:Wis 40, Entropomancer level 10th, Devour, Entropic
Lord, Entropic Master, Knowledge (Arcana) 40 ranks.
Benefit:You can use your Entropic Field and Shard of Entropy abilities
as any kind of action (even Attack, etc.) at will (even iteratively, etc.) and
simultaneously (selective (Immediate nonaction)). Add., you can give
(Immediate nonaction) yourself (selective (Immediate nonaction))
/any/all of your weapons (selective (Immediate nonaction))
any/all (selective (Immediate nonaction)) of the
properties (exc. dimensions) thereof.
Familiarity (Su)
You can be a familiar.
Prerequisites:Cha 40.
Benefit:If you have their consent, you can be another creature's familiar, even if they
already have
a familiar or are incapable of having one (or having a familiar of your Type, etc.). For being
their
familiar, you gain standard familiar abilities in addition to your abilities. In any instances
where
your own abilities are greater, your own abilities overlap (rather than stack with) your
familiar
abilities. For having you as their familiar, your "master" gains the normal benefits of having
a familiar (unless you decide otherwise).You choose the special ability (save bonus, etc.)
they gain from you. If they are otherwise incapable of having a familiar (i.e. not a wizard,
etc.), you use their HD/L to determine your familiar abilities.
Special:If you're a witch's familiar, you gain standard witch's familiar abilities, etc. (see
previous).
Furthermore, you can, if desired, permit said witch any/all knowledge of your spells, if any.
However, once granted, said knowledge can't be revoked by virtue of this ability.
Fecundity (Su)
Your presence enriches and heals the land.
Prerequisites:Divine Aura, Knowledge (nature) R40.
Benefit:Your aura enriches plant life, neutralizes disease and poison in the environment, and
makes plant life grow. This functions like the following spells:neutralize poison
(environment),
plant growth (enrichment and overgrowth), and remove disease (environment); as well as
an
Avangion's (Dark Sun (P.E.)) Verdant Aura ability, exc. (((continuous))).
Special:If you're a defiler, even if you're a Dragon King, this mitigates your defiling.
However,
abundant and lush terrain (Dark Sun (P.E.)) you defile will still require either 1d3 centuries
or
special care (agricultural, etc.) to fully recover and become abundant and lush once more (as
your aura can only make defiled terrain fertile; barren terrain abundant;
and infertile, fertile, or abundant lands lush).
Godslayer (Su)
You can gain the abilities of immortals you slay.
Prerequisites:Cha 40.
Benefit:You can gain abilities (divine (count as one), cosmic (count as six), etc.) from
immortals you slay.
The number of abilities you gain cannot exceed your divine rank.
If said immortals are revived and you are slain, any abilities you gained w/Godslayer are
lost.
Special:You cannot gain the Divine Champion ability, nor can "divine champions" gain this
ability.
Innerverse (Ex)
Your inner self secrets an innerverse.
Prerequisites:Con 40 (or Cha 40 if Con - ), Immortal.
Benefit:Your inner self (organ(s)/psyche(s)) secret(s) an innerverse. This innerverse is
a demiplane, etc. equal in size to your Godly Realm. Creatures w/the ability to gate or
planeshift can escape. All others are trapped,'til rescued. While creatures can use
teleport spells, etc. normally, they can't teleport in or out. If your manifestation
is destroyed, this innerverse collapses, its contents lost forever. Your
manifestation can't enter this innerverse.
Instrumentalist (Ex)
Your skill with one instrument group rivals even that of the gods of music.
Prerequisites:Perform 40 ranks, Cha 40.
Benefit:You gain Bardic Music w/one instrument group (keyboard instruments, etc.) of your
choosing as if you were a bard of a
level = your HD/L. This inc. all Bardic Music abilities acquired at subepic and epic levels. It
doesn't inc. bardic spellcasting or
bonus feats and only applies to your chosen instrument group. This ability qualifies you for
Bardic Music feats, etc., but they
only apply in regards to your chosen instrument group and certain ones are useless. When
you gain this ability, you must
choose which Bard variant you acquire. Once chosen it can't be changed (exc. by the typical
processes (miracle, etc.).),
even if you gain this ability again. Example Bard variants inc. Harbinger, etc.
Special:You can gain this ability multiple times. Each time you gain another instrument of
choice.
Ki Effect (Su)
Prerequisites:Wis 40.
Benefit:You can add your Wisdom modifier to your
HD/L for the purpose of determining your [Effect]s
and similar (Su) abilities w/no explicit caster/
manifester/channeler level.
Ki Occultist (Su)
Prerequisites:Wis 40, Spellcraft 40 ranks.
Benefit:You can add your Wisdom modifier to your
HD/L for the purpose of determining your caster/
manifester/channeler level.
Special:Non-[Effect] (Su) and (Sp) abilities
are affected as well.
Kingpin (Ex)
You're "king" among necropimps.
Prerequisites:Int 40, Necropimp, Epic Evil Brand, Epic
Leadership, Epic Reputation, Evil Brand, Lichloved,
Leadership, Knowledge (Religion) 40 ranks.
Benefit:Any/all of your zombie-applicable class features
(i.e. Sensual Undead, etc..) can be applied to any/all
undead you create, as appropriate (inc. yourself).
Obscurity (Ex/Su)
You are unknown and unknowable.
Prerequisites:Wis 40, Divination Immunity, Trackless Step (or Scorned By Nature).
Benefit:You are immune to Bardic Knowledge, Lore, Mathesis (epic), Phrenology (epic),
Psychometry (cosmic), skill checks (info-based (ex. Knowledge, etc.)) and similar non
divinatory info gathering abilities, etc. Any/all info about you fades (no save), fails to
be obtained (no save), or is forgotten (no save). Nothing can prevent said info from
failing to be obtained, even Psychometry (cosmic) fails. However; miracle, reality
revision, or wish; or immunity to mind-affecting effects can prevent said info
from fading or being forgotten and such info can be shared normally.
Seal (Ex)
Prerequisites:Dex 30, Wis 55, Bluff 27 ranks, Aegic
Essence, Greater Aegic Essence, Thwart.
Benefit:Your feats/divine abilities can't be affected/taken
against your will regardless of any/all circumstances in
any/all given situations.
Special:This ability doesn't prevent loss caused by psy.
(xp) or spiritual harm (qp), or lack of prerequisites.
Selectivity (Ex)
Your control over your abilities is far more refined.
Prerequisites:Wis 40.
Benefit:You can limit/nullify any/all of your abilities (racial,
etc.)/delimit/denullify any/all of your abilities (racial, etc.)
you limited/nullified, as an Immediate nonaction, at will.
Special:This does Not eliminate preexisting limits.
This Does permit you to exclude targets, etc..
Serendipity (Su)
Your allies' fates reflect your desires.
Prerequisites:Cha 40, Divine Aura.
Benefit:Within your divine aura, your allies don't
treat the roll of a “1” as an automatic failure.
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.
Synergy (Su)
Prerequisites:Spellcraft 40 ranks.
Benefit:You add your divine, fortuity, etc. bonuses (i.e. bonuses
that improve all your die rolls.) to your HD/L for the purpose of
determining [Effects].; NB:Deities already do this for caster/
manifester/channeling level.
Two-Dimensional (Ex)
You can become a subdimensional creature.
Prerequisites:Escape Artist 40 ranks, Sideways Stealing.
Benefit:You can selectively (Immediate nonaction) become/revert from being two-
dimensional and gain/lose the subdimensional subtype as desired. Creatures with the
subdimensional subtype share the following traits:
- Two-Dimensional (Ex):A two-dimensional creature only exists in two dimensions, and has
some qualities in common with incorporeal creatures. A two-dimensional creature has no
Strength score. It cannot move in three dimensions (such as jumping or flying), and can
only navigate along solid surfaces such as floors, ceilings, and walls. It can only attack
creatures by entering their squares and touching them directly. A two-dimensional creature
can crawl onto solid surfaces that can then themselves be moved (such as onto a tome via
telekinesis). It cannot fall or take falling damage, cannot make trip or grapple attacks, and
cannot be tripped or grappled. It cannot take any physical action that would move or
manipulate an opponent or the opponent’s equipment, has no weight, and does not set off
traps that are triggered by weight. A two-dimensional creature takes no damage from
nonmagical attacks and only takes half damage from magical weapons.
Special:You can perceive and freely interact w/two-dimensional targets (creatures, etc.) as if
you/they (selective (Immediate nonaction)) were four-dimensional, regardless of your
dimensionality. Doing so enables them to interact w/that portion of yourself as if it and they
were four-dimensional. (NB:Their eff. Str score is equal to their Cha score for these
purposes.)
NB:References to The Second Dimension refer to a lower reality "below" the traditional
dimensions. This is not the same as the Nth dimension or the traditional lower dimensions
as it is "beneath" even the Nth dimension and the traditional lower dimensions. This is also
different from The Aethyrs (Secrets) as the higher of The Aethyrs are parallel/above the
traditional dimensions and The Second Dimension. (i.e. a two-dimensional creature can still
ascend The Aethyrs in respect to The Second Dimension, etc. while on its perspective
dimension. Thereby making itself even more inaccessible.)
Warp (Su)
Warp space to better attack/affect target (creature, etc.).
Prerequisites:Dex 40.
Benefit:You can attack/affect any/all targets you would normally be able to attack/affect
were it not for your/their size/obstacles (inc. (your-/their-) self, etc.)/orientation (facing,
etc.). This negates all your opponent(s) benefits from cover and their size modifier
to AC as well as all your penalties for your size modifier to Attack and CMD.
You must still, however, be possessed of sufficient Strength, if not size, to do so. If your
Strength is insufficient for the task(s) at hand, you remain incapable of accomplishing
said task(s). (i.e. you must have sufficient Strength to affect the target('s/s') weight.)
Special:This ability; when combined w/ghost touch, Etheric Vision, or the equivalent of
either; could conceivably permit the lifting of the sky, rerouting of rivers, etc.; much
like Hercules was famous for; if one were possessed of sufficient Strength.
This ability stacks with Panversal, etc..
Whispersoul (Su)
Prerequisites:Sonic Immunity, Move Silently 40 ranks.
Benefit:You can perform any action silently, as if affected
by a personal silence spell. This functions continuously
(selective (Immediate nonaction)), never hindering you,
should you desire to create or hear/sense sound. Add.,
it extends to the immediate effects of your actions as
well. (i.e. if you cast fireball, your targets don't sizzle.
They just scream.)
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.
Abrogate (Su)
You can negate your opponents greatest advantage.
Prerequisites:Divine Aura.
Benefit:Any single opponent within your divine aura has its greatest ability
negated. This can be an ability score or one of its other abilities (divine,
cosmic, etc.). A negated ability score is reduced to 10.
Special:If you have Psychometry, you can negate any ability you choose,
regardless of its power or lack thereof.
This ability can be gained multiple times. Its effects stack.
Adamant (Ex)
You are nigh unbreakable.
Prerequisites:BAB +70, Con 70 (or Cha 70, if Con - ), Natural A.C.
= [HD/L] (i.e. Carapace, etc..), DR = [HD/L]/ - (i.e. Perfect Damage
Reduction, etc..), Weapon Debasement, Weapon Deficiency,
Weapon Depreciation, Weapon Focus, Weapon
Specialization, Weapon Mastery (x4).
Benefit:You gain DR X/ - and H (i.e. hardness.) X. X = your HD/L
+ your Con modifier (or Cha modifier, if Con - ) plus your divine
/equivalent (i.e. Fortuity, etc..) bonus(es). This overlaps (does
Not stack with) all other damage reduction and hardness.
Special:Pugnacious (cosmic) doubles both the DR
and H you gain from this ability.
Ancillary (Ex)
You have greater flexibility w/your Portfolio Masteries.
Prerequisites:Three Portfolio Masteries or more (see the
Portfolio Mastery divine ability).
Benefit:You can change your existing portfolio masteries
to any other portfolio masteries you qualify for.
Annihilator (Ex)
Your attacks, etc. breach, etc. any/all absorptions, etc..
Prerequisites:Int 100, Destroyer, Slayer.
Benefit:Your attacks, etc. breach, bypass, and Trump any
/all absorptions, immunities, and resistances of any/all
creatures, etc. of lower divine status (or rank, if status
is the same). This ability is similar to (and underlaps)
P.Trumping and stacks w/Slayer and Destroyer.
Special:This ability does Not enable you to breach, etc.
unbreachable, etc. absorptions, etc. such as Anomaly,
etc. which are unbreachable, etc. regardless of divine
status, etc., nor does it enable you to breach, etc.
barriers (i.e. force fields, etc..) or reflections.
Anomaly (Ex)
You have transcended type, subtype, and race.
Prerequisites:Cha 70, Apostasy.
Benefit:You can't be affected by any Type, subtype, or (bio/nonbio)logical classification- (i.e.
race, taxonomic rank,
etc.) based attacks or effects. For all intents and purposes you are beyond Type, subtype,
and (bio/nonbio)logical
classification; even if the Type, subtype, or (bio/nonbio)logical classification-based attack or
effect comes from a
divinity of higher divine status. (i.e. You retain all characteristics of your Type, subtype(s),
and bio/nonbiological
classification (e.g. *Undead retain their Undead traits (inc. being harmed by positive energy
(since it can harm
certain nonundead as well), etc.; yet are unaffected by attacks and effects specifying special
effectiveness vs.
Undead (inc., but not limited to bane attacks and effects, etc.).).; NB*Deathless affected
similarly.).)
Additionally, you can bypass Type, subtype, and (bio/nonbio)logical classification-based
prerequisites.
(i.e. Bob the Lich can become Bob, The Vampire-Lich, etc.; in spite of already being
undead.)
Special:You can permit (nonaction; immediate) Type, subtype, and (bio/nonbio)logical
classification-
based attacks/effects to affect you normally.
Apophenia (Ex)
Prerequisites:Int 100, Cha 100, Anomaly, Apostasy,
Divine Nescience, Nescient, Paradoxal.
Benefit:You can freely acquire any, even opposed,
portfolios; and no longer suffer from portfolio
restrictions/weaknesses.
Arch-Angeloi (Ex)
Prerequisites:Dimensional Ancestry.
Benefit:You gain Angel Traits (Second Choir).
NB:See I.H.:E.B., pg. 26 for further information.
Assimilate (Su)
Absorb aspects of opponents you consume.
Prerequisites:Con 70 (or Cha 70, if Con - ).
Benefit:You gain one aspect of each opponent you defeat and consume.
This can include HD, an ability (no greater than esoteric), or an ability
score. e.g. If you defeat an opponent...
...with more HD, your HD increase to equal its HD.
...with more Str, your Str increases to equal its Str.
You can choose any aspect you are aware of, randomly, or no aspect.
Cosmispective (Ex)
You're capable of sensing and interacting w/nearly anything.
IPrerequisites:Dex 90, Wis 90, Alertness, Cosmic Consciousness, Eighth Sense, Etheric
Vision,
Five-dimensional, Malifiecus, Postcognition, Precognition, Seventh Sense, Sixth Sense,
Slipstream, True Seeing, Two-dimensional, X-ray Vision, Escape Artist 90
ranks, Perception 90 ranks, Sleight of Hand 90 ranks.
Benefit:You can sense nearly anything from nearly any perspective (NB:This applies to all of
your
senses.) and interact w/nearly anything (inc. incorporeal, etc.; 2D, etc.; etc.) normally.
This negates any miss chances of all, even nebulous and interdimensional, but Not
undimensional,
targets; enables you to sense and interact even w/targets in adjacent (coexistent,
coterminous, and
parallel) and all lower realities (planes, etc.; dimensions, etc.; etc.); enables you to sense
and
interact even w/targets in adjacent (coexistent, coterminous, and parallel) time streams
and timelines; and nullifies Slipstream, if you're of a higher divine rank.
Add., you can sense the past (in add. to the present (see previous)) of, though Not interact
w/, all
adjacent (coexistent, coterminous, and parallel) and all lower realities (planes, etc.;
dimensions,
etc.; etc.) and all adjacent (coexistent, coterminous, and parallel) time streams and
timelines.
Limitations:This ability does Not enable you to bypass material/spatial barriers; extend your
reach;
sense/interact w/distant (nonadjacent) or higher realities; sense/interact w/distant
(nonadjacent)
timestreams/timelines; interact w/anything that isn't at least partially in your immediate
reality,
or nullify Transtemporal.
Special:This ability stacks w/Dimensional Reach, etc. normally.
- Convergent (Ex)
You're even more capable of sensing and interacting w/nearly anything.
Prerequisites:Dex 110, Wis 110, Alertness, Cosmispective, Cosmic Consciousness,
Dimensional
Reach, Eighth Sense, Etheric Vision, Five-dimensional, Postcognition, Precognition, Seventh
Sense, Sixth Sense, Slipstream, Telelocation, True Seeing, Two-dimensional, Unearthly
Reach, X-ray Vision, Knowledge (the planes) 110 ranks, Perception 110 ranks,
Sleight of Hand 110 ranks.
Benefit:You can sense nearly anything from nearly any perspective (NB:This applies to all of
your
senses.) and interact w/nearly anything (inc. incorporeal, etc.; 2D, etc.; etc.) normally.
This negates any miss chances of all, even nebulous and interdimensional, but Not
undimensional,
targets; enables you to sense and interact even w/targets in adjacent (coexistent,
coterminous, and
parallel) and all lower realities (planes, etc.; dimensions, etc.; etc.); enables you to sense
and
interact even w/targets in adjacent (coexistent, coterminous, and parallel) time streams
and timelines; and nullifies Slipstream, if you're of a higher divine rank.
This ability Does allow you to bypass material/spatial barriers and interact w/things that
aren't at
least partially in your immediate reality (inc. extending your aura, etc. into any/all said
realities
and eff. treating you as though you were physically present in any/all said realities).
(NB:This is the cosmic var. of sticking your finger into a pond.)
Add., you can sense the past (in add. to the present (see previous)) of, though Not interact
w/, all
adjacent (coexistent, coterminous, and parallel) and all lower realities (planes, etc.;
dimensions,
etc.; etc.) and all adjacent (coexistent, coterminous, and parallel) time streams and
timelines.
Limitations:This ability does Not enable you to extend your reach, sense/interact w/distant
(nonadjacent) or higher realities; sense/interact w/distant (nonadjacent) timestreams
/timelines; or nullify Transtemporal.
Special:This ability stacks w/Dimensional Reach, etc. normally.
Counterstrike (Ex)
Retaliate immediately.
Prerequisites:Base Attack Bonus +70, True Strike.
Benefit:As an immediate action, you can make 1 extra attack
against any opponent who successfully hits you that round.
You gain a number of extra attacks against that opponent
equal to the number of times they hit you.
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.)
Empowered (Ex)
Your power is inexaustible.
Prerequisites:Int 70, Occult Power, Spellcraft 70 ranks.
Benefit:Your spell slots/power points (inc. epic spells/epic powers)/day are
automatically and immediately replenished after they're expended. You, in
effect, can cast/manifest an infinite number of spells/powers/day. Add., if
you're psychic, you neither suffer from psychic strain nor have limited
epic psychic skill uses/day.
Erudite (Ex)
You know all spells/powers.
Prerequisites:Int 70, Divine Metafaculty, Spellcraft 70 ranks, Scribe Scroll.
Benefit:You know all spells/powers (inc. epic s/p seeds and epic s.s./p.s.)
from any/all classes, etc. you possess as spells/powers belonging to any
/all classes/prestige class you possess.; NB:See Convert Spell to Power
(Inc.) and Unearthed Arcana, Pg. 153-157 for conversion information.
Special:If you have Occult Power, you know all spells/powers (inc. epic
s/p seeds and epic s.s./p.s.) from any/all classes, etc. as spells/powers
belonging to any/all classes/prestige classes you possess.
Evolve (Su)
You can evolve living creatures.
Prerequisites:Science portfolio or Wis 70.
Benefit:You can evolve living creatures who can themselves create evolved creatures.
The evolving of any creature mimics the creation of outsiders, see Immortal's
Handbook:Ascension,
Pg. 17, Table 1-17. However, remember that the transfer of quintessence is only 10%
effective, thus
to evolve an ECL 0 being to ECL 21 will cost 10,000 QP, not merely 1,000 QP. The final QP
cost is
determined by the ECL (+/-). You can cause said evolution to occur normally, randomly, or
in
reverse. This ability can even be used to evolve one's self. The range of this ability = your
divine
aura's range. A successful Fortitude save negates this ability. The save DC is Charisma-
based.
Special:If you are a construct, undead, etc., you can evolve constructs, undead, etc. as well.
If you possess the Science portfolio, you gain this ability (for free) in lieu of your ability
to create outsiders.
Existential (Ex)
Prerequisites:Wis 70.
Benefit:You retain your current HD/L, templates, etc. even if you don't have the
min. exp. for it. Add., if you don't have the min. exp. for your HD/L, templates,
etc., then you naturally regain 100 exp. per round, until you meet the min.
amount for your current HD/L, templates, etc..
Special:You can't (under (((ANY))) circumstances) use this ability to increase
your normal, healthy exp. total. Not even by giving exp. to others and draining
them of the exp. you bestowed upon them, etc.. This chains indefinitely. (i.e.
you can't use exp. that originally originated from you to increase your exp.
total no matter how far removed from you (exp.-wise) the creature is.
Five-dimensional (Ex)
You can become an extradimensional creature.
Prerequisites:Two-dimensional, Escape Artist 70 ranks, and Sideways Stealing.
Benefit:You can selectively (Immediate nonaction) become/revert from being five-
dimensional and gain/lose the extradimensional subtype as desired. Creatures with the
extradimensional subtype share the following traits:
- Dimension Shift (Ex):As a free action, an extradimensional creature can intersect part of
its body (and/or anything it can carry, lift, pull, or push (continuous, unbroken physical
contact required)) with the traditional four-dimensional Material Plane. The creature can't
intersect an area already occupied by a solid body or force effect. Doing so is an
extradimensional strike (see below).
As a move action, the creature can withdraw one intersecting body part (and/or anything it
is carrying, lifting, pulling, or pushing (continuous, unbroken physical contact required)),
provoking an attack of opportunity if in a threatened square.
- Extraplanar (Ex):When an extradimensional creature intersects the traditional four-
dimensional Material Plane, it gains the extraplanar subtype.
- Dimension Walk (Ex):An extradimensional creature can move in any direction relative to
our four-dimensional world (even up and down) at its normal movement speed. If wholly in
the fifth dimension, such movement occurs “above” rather than through the intervening
four-dimensional space and is invisible to any without extradimensional sight.
- Extradimensional Sight (Ex):Treat the creature’s vision as continuous clairvoyance except
that the sensor is nonmagical, moves with the creature, and can penetrate solid objects. The
creature can never be surprised and is immune to flanking.
- Extradimensional Strike (Ex):While wholly in the fifth dimension, an extradimensional
creature can directly attack a four-dimensional target’s internal organs. Treat this as an
incorporeal touch attack with a wounding weapon. Targets surrounded by fields of force such
as those granted by mage armor and bracers of armor are immune to this attack. If the
attack misses, a part of the extradimensional creature momentarily enters then withdraws
from a square adjacent to the defender, which provokes an attack of opportunity.
- Unassailable (Ex):A normal creature cannot target an extradimensional creature that is not
penetrating our four-dimensional realm.
Special:You can preceive and freely interact w/five-dimensional targets (creatures, etc.) as if
you/they (selective (Immediate nonaction)) were four-dimensional, regardless of your
dimensionality. Doing so enables them to interact w/that portion of yourself as if it and they
were four-dimensional.
NB:References to The Fifth Dimension refer to a higher reality "above" the traditional
dimensions. This is not the same as the Nth dimension or the traditional higher dimensions
as it is "above" even the Nth dimension and the traditional higher dimensions. This is also
different from The Aethyrs (Secrets) as the higher of The Aethyrs are parallel/above the
traditional dimensions and The Fifth Dimension. (i.e. a five-dimensional creature can still
ascend The Aethyrs in respect to The Fifth Dimension, etc. while on its perspective
dimension. Thereby making itself even more inaccessible.)
Gestalt (Ex)
You gain gestalt levels.
Benefit:You gain gestalt class lvls (integrated, etc.) equal to your initial (i.e. the
# of class lvls (int., etc.) you possessed before gaining this ability) class lvls.
Special:You can gain this ability multiple times. Its effects stack and it
stacks w/the Greater Integration cosmic ability.
Impermeable (Ex)
You're impervious to lesser weapons.
Prerequisites:Unyielding Damage Reduction, Weapon Breaking.
Benefit:You're immune to damage from unenchanted B, P, and S
attacks; enhanced B, P, and S attacks w/an enhancement <
your divine rank; and all secondary, etc. effects thereof.
Indelible (Ex)
You're immune to lesser magic and psionics.
Prerequisites:Int 70, Learned Occult Immunity, Occult Abatement.
Benefit:You're immune to magic and psionics (inc. (Sp), (Ps), and
(Su)) of creatures, etc. of < your divine rank and all spells and
powers of a level < your divine rank.
Omnimaven (Ex)
Prerequisites:All A.S.s 70 (exc. A.S.s of - ), Anyfeat (x6), Divine
Nescience, Multifaceted (x6), Malifiecus, Mathesis, Maven,
Nescient, Omnicompetent, Phrenology, Psychometry,
Self-hypnosis, Seventh Sense, Sixth Sense.
Benefit:You have any/all feats, if/when desired (Imm. nonaction), even
if unconscious (or otherwise helpless, etc.), and, if, for any/all feats,
multiple iterations are possible, you are also considered to have
1 iteration/1 iteration of Anyfeat you possess for all purposes.
This occupies all your Anyfeat iterations.
Exception:If an ability, etc. is enhanced by either multiple iterations
of specific feat var. or your feat total, you're considered to have
iterations of said specific var. or a feat total = your HD/L÷2.
Special:This overlaps all your other feat acquisitions.
This inc. any/all Mythic, Epic, etc. feats.
Panversal (Su)
Bend space to attack/affect distant targets.
Prerequisites:Dex 70.
Benefit:Your reach equals (ranged attacks, etc. add) the range of your senses
vs. one target (creature, etc.). (NB:This, like Unearthly Reach, is a lesser form
of Transversal. It applies to any/all attacks (physical, etc.), effects, etc..)
- Pandimensional (Su)
Breach reality to attack/affect extraplanar targets (creatures, etc.).
Prerequisites:Dex 90, Wis 90, Cosmic Consciousness, Dimensional
Reach, Panversal, Telelocation, X-ray Vision, Knowledge (the planes)
90 ranks, Perception 90 ranks, Sleight of Hand 90 ranks.
Benefit:Your reach (ranged attacks, etc.) and senses extend into any
/all other realities (dimension, etc.) vs. one target (creature, etc.).
Special:This ability stacks w/Dimensional Reach, Panversal, etc.
You can't affect other universes (multidimensional, multiplanar
realities) in which you don't currently reside w/this ability.
- Pantemporal (Su)
Breach time to attack/affect extratemporal targets (creatures, etc.).
Prerequisites:Dex 110, Wis 110, Cosmic Consciousness, Dimensional Reach,
Malifiecus, Pandimensional, Panversal, Postcognition, Precognition, Seventh
Sense, Sixth Sense, Slipstream, Telelocation, X-ray Vision, Knowledge (the
planes) 110 ranks, Perception 110 ranks, Sleight of Hand 110 ranks.
Benefit:Your reach (ranged attacks, etc.) and senses extend into any/all other
time streams (temporal dimensions, etc.) vs. one target (creature, etc.).
Special:This ability stacks w/Dimensional Reach, Panversal, etc.
You can't affect other universes (multidimensional, multiplanar
realities) in which you don't currently reside w/this ability.
NB:Slipstream functions normally vs. this ability.
Paradoxal (Ex)
Prerequisites:Int 70, Divine Nescience, Nescient.
Benefit:You can ignore all portfolio prerequisites.
However, you must still gain portfolios normally.
Special:You still can't gain opposed portfolios.
Quintessential (Ex)
Prerequisites:Wis 70.
Benefit:You retain your current divinity template even if you don't have the min.
qui. for it. Add., if you don't have the min. qui. for your current divinity template,
then you naturally regain 10 qui. (10 p.p.). per round, until you meet the min.
amount for your current divinity template, etc..
Special:You can't (under (((ANY))) circumstances) use this ability to increase
your normal, healthy qui. total. Not even by giving qui. to others and draining
them of the qui. you bestowed upon them, etc.. This chains indefinitely. (i.e.
you can't use qui. that originally originated from you to increase your qui.
total no matter how far removed from you (qui.-wise) the creature is.
Ratification (Su)
Prerequisites:Wis 70, Alter Reality.
Benefit:You gain the Feats of all beings within your Divine Aura.
Sacrosanct (Su)
You are invulnerable until you commit an act of aggression.
Prerequisites:Cha 70.
Benefit:Creatures cannot harm you (willingly or otherwise), unless of a divine status equal
to or higher than yours, until you willfully harm
them. "Harm", for these purposes, doesn't include emotional or psychological harm, nor self-
harm, caused by social interaction.
Special:This ability replaces Innocence.
Thelemic (Su)
Fate divorces you from reality.
Prerequisites:Perfect Damage Reduction, S/PR 70.
Benefit:You are only affected by every other attack, etc. (physical, etc.
). If you permit an attack, etc. to affect you normally, this ability resets
itself. This defense applies after all your other defenses fail.
Special:You can gain this ability multiple times. Its effects stack.
Each time it is gained, you avoid another attack, etc.
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).
AllCreation (Su)
You can create any var. of creature(s).
Prerequisites:Wis 130, Outsider (Avatar, etc.) creation ability.
Benefit:You can create/(d)evolve any var. of creature(s) as if you have
all creature creation/(d)evolution abilities (inc. Evolve (Inc.), etc..).
Special:Baern are born w/this ability and can even create the
impossible. (Ex.:Half-Fiend Iron Golem DemiLich, etc..)
Auxillary (Ex)
You have greater flexibility w/your Portfolio Perfections
/Yin-yangs.
Prerequisites:Three Portfolio Perfections or more (see the
Portfolio Mastery cosmic ability)/Three Yin-yangs or more
(see the Yin-yang cosmic ability).
Benefit:You can change your existing portfolio perfections
/yin-yangs to any other portfolio perfections/yin-yangs you
qualify for.
Everpresent (Su)
You are everywhere in your current cosmic locale at once.
Prerequisites:Cha 130, Divine Aura, Greater Aura, Perfect Aura, Superior Aura.
Benefit:Your aura(s) (divine, etc.) extend(s) from one edge of your current cosmic locale
to the other. Your current cosmic locale is defined as the area you exist in that is equal
in size to the locale you currently have as your Godly Realm, or are the embodiment of.
NB:If you've expanded your Godly Realm, etc. via Greater Realm, etc. and you're not a
Sidereal, etc. of appropriate status, you must have Greater Presence, etc. to expand
your aura(s) commensurately.
Special:If you have Cosmic Consciousness, its effectiveness is enhanced (i.e. all your
senses extend into your current cosmic locale's constituent components, if any.).
NB:This ability is not a prerequisite for the Omnipresent ability.
Rectify (Su)
You can erase foes from ever having existed.
Prerequisites:Astro [Effect] or Death Portfolio.
Benefit:If/when desired (Immediate nonaction), targets (creatures, etc.)
you kill/destroy/erase from reality are treated as if never having existed.
Resolve retcon as follows:
- Offspring, descendants:Fully affected.
- Raised, etc. by the character:50% chance of affecting.
- Allies of the character.:25% chance of affecting.
Superliminal (Ex)
Prerequisites:Dex 130, Elusion, Eternal Freedom, Superluminal.
Benefit:You can fold space at will (Immediate nonaction) and exist
in any spatial; Not planar, etc.; locale of your choosing from moment
to moment; regardless of any/all nonplanar, etc. (i.e. physical/occult,
etc..) barriers (inc. armor/shield, etc.); enabling you to attack/affect
any/all targets (creatures, etc.) normally, regardless of said barriers
(NB:This ability does Not give you add. actions.) and rendering you
unable to be attacked/affected by nonSuperliminal creatures
/effects (NB:Seventh Sense+ counter this latter feature,
even if you're immune to divination since your
opponent can sense their own future.).
Special:This ability Does stack w/Cleave and Whirlwind Attack, as
well as all subsequent feats, etc. reliant thereon, meaning you
could easily dismiss entire armies arrayed against you.
Omnispective (Ex)
You're capable of sensing anything and interacting w/nearly anything.
Prerequisites:Dex 250, Wis 250, Alertness, Cosmic Consciousness, Cosmispective, Eighth
Sense, Etheric Vision, Five-dimensional, Malifiecus, Postcognition, Precognition, Seventh
Sense, Sixth Sense, Slipstream, True Seeing, Two-dimensional, X-ray Vision, Escape
Artist 250 ranks, Perception 250 ranks, Sleight of Hand 250 ranks.
Benefit:You can sense anything from any perspective (NB:This applies to all of your senses.)
and interact w/nearly anything (inc. incorporeal, etc.; 2D, etc.; etc.) normally.
This negates any miss chances of all; even nebulous, interdimensional, and undimensional;
targets; enables you to sense and interact even w/targets in adjacent (coexistent,
coterminous,
and parallel) and all lower and higher realities (planes, etc.; dimensions, etc.; etc.); enables
you to sense and interact even w/targets in adjacent (coexistent, coterminous, and parallel.)
and distant (nonadjacent) time streams and timelines; and nullifies Slipstream and
Transtemporal, if you're of a higher divine rank.
Add., you can sense the past (in add. to the present (see previous)) of, though Not interact
w/,
all adjacent (coexistent, coterminous, and parallel) and all lower and higher realities
(planes, etc.; dimensions, etc.; etc.) and all adjacent (coexistent, coterminous,
and parallel) distant (nonadjacent) time streams and timelines.
Limitations:This ability does Not enable you to bypass material/spatial barriers, extend your
reach, or enable you to interact w/anything that isn't at least partially in your immediate
reality.
Special:Unless you're in or native to Aravoth, this ability does Not enable you to perceive
in or beyond or breach Kuvachim; and any attempt to do so will immediately alert
its guardians, who may or may not care/act upon this information.
Gramarye [Epic]
Metablast [Divine]
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]
Witchfyre [Divine]
Dreadfyre [Cosmic]
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
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]
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
Prerequisites:Eldritch Blast 80d6, Cha 130, Spellcraft 163 Ranks, Astral Blast, Tellurian Blast,
Uncanny Annihilating Mastery
Benefit:Your Eldritch Blast deals Permanent Damage
Normal:Your Eldritch Blast damage is equal to ½ your HD
New Weapons
Bloodrazor [Exotic]
Description:In its massive katana form, this weapon could easily cut a horse in half; while in
its massive spiked chain-whip form, it could conceivably drag down dragons and gods alike.
Statistics:2d8; 18-20/x2; 384 lb.; P/S or B, P, and S; deadly or deadly, disarm, reach, and
trip.
Benefit:By activating a special mechanism on the weapon, you can switch between a heavy
(+2 damage categories), reinforced (x2 hardness), Medium (6 ft. (4 ft. 4 in. blade (x4 width
(5 in.) and x8 thickness (1.5 in.)); 1 ft. 8 in. handle (x1.5 width (1.75 in.) and x1.5
thickness (1.75 in.)))) katana and a heavy (+2 damage categories), reinforced (x2
hardness), Medium (15 ft.) spiked chain-whip [whip] form as a move action.
Bloodrazors are a variety of whipsword. If you're proficient in katana/spiked chain-whip
[whip], you can use the bloodrazor proficiently when it's in the appropriate form and you can
take Whipsword Shift w/o proficiency in longsword. Regardless of what form the weapon is
in, it deals damage as a heavy (+2 damage categories), reinforced (x2 hardness), Medium
(6 ft. (4 ft. 4 in. blade; 1 ft. 8 in. handle)) katana.
By activating a series of special mechanisms on the weapon, you can replicate Whirlwind
Attack+Piercing Strike (5-15 ft. (((-5-15 ft. (((OUCH!!!
))), if nonproficient))) r.; affects (((ANY/ALL))) in range (creatures (friend(s), foe(s), etc.
(inc. yourself (see previous), if nonproficient) and objects (attended (yours only (see
previous)/unattended)).), Storm of Throws+Piercing Shot (16-45 ft. r.; affects (((ANY))) in
range (creatures (friend(s), foe(s), etc.) and objects (unattended); up to 18 random
targets/+5 ft. range (up to 108)).), and Impaling Shot (46-75 ft.; continuation (straight
line) of aforementioned; final 1-18 targets only.) as a full round action. This disassembles
the bloodrazor. A Perception check (DC 20)
and 10 min. are required to find all of it's components and a Craft (weaponsmithing) check
(DC 20) is required for reassembly.
NB:As a bloodrazor possesses 18 blades, etc., bloodrazor wielders are loath to use this
feature w/o the returning weapon special quality. Add., it IS possible for the randomizing of
targets (see previous) to cause a bloodrazor's blades to reverse course (as they ricochet off
of armor, bone, etc.) and strike previously struck targets, or even the wielder himself.
However, each such blade remains limited in total range.
Special:A bloodrazor is so massive it requires a very high Str score to lift it, let alone wield it.
At < 17 Str, you cannot lift a bloodrazor; at < 22 Str, you can't wield a bloodrazor; at < 25
Str, you can wield a bloodrazor 2-handed w/a -4 penalty and can't wield a bloodrazor 1-
handed; at 25+ Str, you can wield a bloodrazor 2-handed w/a -2 penalty or 1-handed w/a -
4 penalty; at 30+ Str, you can wield a bloodrazor 2-handed w/o penalty or 1-handed w/a -2
penalty; at 35+ Str, you can wield a bloodrazor 2-handed or 1-handed w/o penalty; and, at
40+ Str, you can wield a bloodrazor 2-handed or 1-handed w/o penalty, AND you can wield
it as if it were a light weapon. The aforementioned is in
add. to the nonproficiency penalty, etc., as well as all other applicable penalties.
Add., the following feats, etc. affect bloodrazor use as follows:Lighten Weapon reduces the
penalty by -2 and Improved Lighten Weapon eliminates the penalty; Powerful Build reduces
the penalty by -2; and the combination of all 3 eliminates the penalty and enables you
to wield a bloodrazor as if it were a light weapon. Add., Eclectic Defense enables you to use
a bloodrazor as a heavy steel shield;
Exotic Weapon Proficiency (katana) enables you to wield a bloodrazor 1-handed, if < 25 Str;
and Wield Oversized Weapon
enables you to wield an even larger bloodrazor.
Exotic Ranged Weapon Cost Dmg (M) Critical Range Weight Type Special
Glaive 1,000 gp 1d8 19-20/x2 30 ft. 2 lbs. P/S
See Text
Warglaive 204,000 gp 2d6 17-20/x4 80 ft. 4 lbs. P/S
Deadly, Monk, and See Text.
Exotic Ranged Weapon Cost Dmg (L) Critical Range Weight Type Special
Glaive 8,000 gp 2d6 19-20/x2 60 ft. 16 lbs. P/S
See Text
Warglaive 211,000 gp 2d8 17-20/x4 160 ft. 32 lbs. P/S
Deadly, Monk, and See Text.
It was once believed this weapon was of elven manufacture. However, bas-reliefs
discovered in ruined cities built long before the elven race existed depict cyclops warriors
wielding the glaive in combat. Examples of the glaive have also turned up among cyclops
tribes, with the weapon belonging to the chief or foremost warrior. Some scholars are
convinced the glaive’s ancient lineage and superior craftsmanship prove it is not elven at all,
but another remnant of the time when the cyclops were weaponsmiths without equal.
At first glance, it is a delicate, if slightly large piece of jewelry, a star with four to six
prongs and a diameter equal to two of its intended user’s palms. All glaives are made of
mithral because of its light weight and malleability, with the basic models having only simple
engravings along the centre and arms, while the more expensive ones have a variety of
gems inlaid into the weapon’s body.
Pressing the centre of the glaive makes its nature as a weapon apparent, for it causes a
small, curved blade to spring from each of the weapon’s arms. The glaive is a thrown ranged
weapon that spins rapidly in flight. Its unique design and mithral construction cause it to
glide through the air and, if it misses its target, to return to the thrower’s original position
the next round. If the wielder is still in that position, he can make a Reflex save (DC equal to
his attack roll, maximum 20) to catch it as a free action.
Using the spinning knife as a melee weapon is possible, but it requires the user to be
proficient with all martial weapons and have the Weapon Finesse feat. All glaives are
masterwork items. A glaive can be enchanted with the returning magical quality, in which
case the wielder need not make a Reflex save to catch the weapon on its return, and it
returns even on a successful hit. A glaive may be enchanted with the dancing quality as well,
allowing the wielder to control its movements up to five range increments away. A dancing
returning glaive flies back to its wielder’s hand after the last round of its dancing effect.
Glaives found in the possession of cyclops are always six-pointed and of Large size.
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.
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 (can't be clerics/etc. of specific
deiities), patriarchal (switch gender-specific
statistics (i.e. size, Ability scores, and (Ps).)), psionic (nonmagical), spacefaring (PL14), LE
drow (drey)) use nullium nanotech
to imprison esp. powerful deities they can't kill. Myzari have deep metallic-gold eyes, hair,
and nails. Myzari (all Psionicists
(As Monk (As Sohei (KQ12), exc. manifests as a Psion (Erudite).).)) of less than 20th level
are never encountered
(weaker myzari remain in training on one of their many colonized worlds), nor are they ever
encountered
w/o their life-like, metallic-gold, powered armor (treat each encountered myzari as a Myzari
/Orichalcum Guardian fusion). High ranking myzari carry psionically
enhanced, metallic-gold, orichalcum spears.).
Akashic entities (see Akashic Entity (transcendental)) occasionally use Nullium as well.
New Spells
A favoured spell of fiends and witches, you grant your victim their heart's desire at great
cost.
This spell allows you to duplicate the effects of wish, with several provisos.
Firstly, the wish may only be granted on the behalf of someone else, not yourself.
Furthermore the beneficiary may not be anyone you regard as an ally and may only make
the wish of their own free will (i.e. they may not be under the influence of any mind-
affecting magic).
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.
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.
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.).
Calling upon the void itself, the necrolord summons an adult void dragon to do his bidding,
which will follow his orders till its death.
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.
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.
“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.
A bolt of unholy crimson lightning leaps from the caster's finger to one creature within
range, and if the creature is both living and has no more than 80 hit dice, it must succeed at
a Fortitude save (DC 29 + stat mod) or die instantly. Even on a successful save, it takes
28d6+20 damage, which may be reduced to 13d6+20 by a second successful save.
Constructs, undead, objects, or creatures with more than 80 hit dice simply take 20d6
damage, with a Fortitude save for half. The body of a creature killed by this spell, either
outright or by damage, is destroyed, as if by disintegrate. This spell can also be used to
destroy ten square ft. of nonliving matter.
Everdread:A weapon with this ability functions as a dread weapon against all creature
types.
Overwhelming conjuration; CL 75th; Craft Epic Arms and Armor, summon monster IX; Price
+25 bonus.
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.
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
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