Light. It overwhelms all else, searing in its devastating majesty, serene in depthless love. Light, enabled by Time, glorified by Truth, rises from the floor of the abyss and hurls back the cosmic night. It engulfs all things, healing the righteous, burning the wicked, dispelling all the veils of treachery and unwisdom. And the Light is Eriahim, his ever-blazing soul, as the world his flesh undying. From Eriahim springs the Highest Light, and from the Highest Light does Eriahim arise, for they are one. He stands before you, terrible in splendor, his armor of golden crystals dazzling your eyes, his sword of glass agleam with the Sovereign Fire. ERIAHIM stands before you, the Light constrained into being, ready for war.
The Cynosure of Eriahim
The Crystal Knight, the Highest Light, the Font of All Life,
the Argent Fount, the Perfected, the Fane Sublime,
Light of the Highest Heaven, Eldest in Lordship,
the Spark of Creation
Stage 1 Demiurge
Medium Outsider (Extraplanar, Good, Lawful)
Hit Dice: 320d1000 +71,360 (x16) (6,261,710 hp)
Initiative: +213 (+149 Dexterity +64 Divine), Always Acts First
Speed: Superluminal
Armor Class: 1,035 (+256 Armor +199 Deflection +149 Dexterity +149 Dodge +64 Divine +64 Luck +80 Natural +64 Sacred)
Touch: 709
Flat-Footed: 717
Space/Reach: 5 ft./Infinite
Base Attack/Grapple: +320/+839
Attack: Sword of the Eternal Guardian (64 Attacks) +1,315 Melee Touch 3,840d10 +33,762 11-20/x6
Special Abilities: Alter Reality, Divine Aura (105,600 ft.), Double Healing Portfolio, Double Sun Portfolio, Smite Evil
Special Qualities: DR Infinite/4N, Divine Bonus (+64), Fast Healing 15,000, Immortality, Immunity to Natural and Supernatural Effects, Integrated Class Features (Paladin 160), Resist Fire 5,000, SR 394, Spell Reflection
Saves: Fort +1,065 Ref +991 Will +951
Abilities: Str 303 Dex 308 Con 456 Int 198 Wis 228 Cha 408
Skills: Omnicompetent and Maven, all skills= 387 + Relevant Ability Modifier
Metamagic: Automatic Metamagic Capacity (140), Dire Spell, Dolorous Spell, Devastating Spell, Empower Spell, Heighten Spell, Masterful Spell, Maximize Spell, Metamagic Freedom, Prodigious Spell, Quicken Spell, Resonating Spell, Surpassing Spell, Telluric Spell, Theurgic Spell, Ultima Spell, Unreal Spell
Divine Abilities: Adjuration, Apport, Divine Immensity (4), Heavenly Body, Heavenly Mind, Heavenly Soul, Heavenly Spirit, Perfect Initiative, Quantum Effect, Sacred Body, Sacred Soul, Sacred Spirit, Uncanny Dodge, Uncanny Weapon Specialization, Unknowing Body, Unknowing Mind, Unknowing Soul, Unknowing Spirit
Cosmic Abilities: Cogency, Cosmic Consciousness, Cosmic Firmament, Cosmic String, Holy Messiah, Perfect Smiting, Slipstream, Somniferous, Uncanny Smiting, Unearthly Power Attack
Transcendental Abilities: Interdimensional, Transcorporeal, Transpersonal, Ultimate Weapon Specialization
Alignment: Lawful Good
Environment: The Argent Pinnacle of Creation
Cr: 529
ECL: 789
Possessions: Sword of the Eternal Guardian, Crystal Plate of Eternity, Transcendental Axiom
The Sword of the Eternal Guardian
This crystalline blade is the first weapon ever forged, and will be the last to ever be wielded. Within it is contained the primal essence of the great cosmic surge which began Existence. It is a reliquary of tremendous sidereal potency.
The Sword of the Eternal Guardian is a +114 Unerring Neutronium Greatsword. In Eriahim’s hands, it is considered +228.
• It has a Critical Threat of 11-20/x6
• It requires only a Touch Attack to hit
• The Sword’s base damage is multiplied by its Critical Multiplier
• The wielder may attack any opponent he can perceive regardless of distance
The Crystal Plate of Eternity
This awesome suit of argent armor, wrought of indestructible golden glass, forever wards the pious spirit of the Highest Light. It is a suit of +160 Orichalcum Full Plate with no Maximum Dexterity Bonus. It provides the wearer with following benefits:
• The wearer is immune to all forms the attacks and abilities of every opponent they face unless they have taken an offensive action against a specific opponent in the current encounter, in which case they are no longer immune to attacks from that opponent.
• Any damage dealt to the wearer is dealt to the attacker as well.
• The wearer may only be hurt on every 4th attack, otherwise treat as if they had infinite Damage Reduction.
• The wearer may take the damage of any ally within their Divine Aura.
• All allies within the wearer’s Divine Aura use the wearer’s Saving Throws in place of their own.
The Transcendental Axiom
Within this coruscating antediluvian tome is contained the Law of All Times, the fundamental statute which governs Creation and the unyielding principle around which Existence revolves. Though a physical object, the Axiom is intrinsically bound to Eriahim and he constantly receives the following benefits:
• Supremacy: Eriahim adds his most powerful opponent’s Divine Rank to his own
• Inner Eye: All of Eriahim’s dice rolls are maximized
• Time Dilation: Eriahim receives two rounds of actions within any given round
• Eighth Sense: Eriahim can perceive one minute into the future and can replay a number of minutes per day equal to his Divine Rank (64)
• Authority: Anyone within Eriahim’s Divine Aura (105,600 ft.) is Ruled as if by a Rod of Rulership unless they possess an Intelligence score of 74 or greater
• Enlarge Aura: The radius of Eriahim’s Divine Aura is doubled.
Double Healing Portfolio
Spell-Like Abilities: 2/Round Healing Domain CL 384, DC 430+Spell Level
Faster Healing: Eriahim gains Fast Healing 15,000
Greater Scion of Healing: Eriahim’s Healing spells are automatically Double Empowered
Blessed Servants: Eriahim’s Summoned Creatures receive Fast Healing 128
Perfect Embodiment of Healing: Eriahim can heal Vile and Permanent damage as if it were regular damage
Iatric Effect: Heals living, damages Undead, deals double damage to sunlight-vulnerable creatures
- Beam 24,800 Positive Energy, 13,200 ft. Ray, No Save
- Blast 12,400 Positive Energy, (Ref Dc 620 for ½) 13,200 ft. Range, 825 ft. area burst
- Blood 6,200 Positive Energy when struck, (Ref Dc 644 to avoid)
- Breath 24,800 Positive Energy, 1d4 round recharge, (Ref Dc 644 for ½) 825 ft. Cone or 3,300 ft line
- Hand Melee Touch 37,200 Positive Energy, No Save
- Immolation Death Throes, 37,200 Positive Energy, (Ref Dc 644 for ½) 105,600 ft. Burst
- Storm 6,200 Positive Energy, (Ref Dc 620 for ½) 105,600 ft. Emanation
- Strike +6,200 Positive Energy to all Melee Attacks
- Wrath 12,400 Positive Energy, (Will Dc 620 to avoid), 825 ft. Cone
Superior Healing: Eriahim’s Fast Healing and Regeneration are tripled
Spirited Away: Once per day, whenever Eriahim’s manifestation is slain outside of his Godly Realm, he is instantly teleported to the Sublime Fane of Caritha before the killing blow strikes
Pariah of Destruction: Evocation spells and effects do not function in Eriahim’s Divine Realm
Attuned to Healing: Eriahim benefits from any Healing spell cast within his Divine Aura (105,600 ft.)
Legendary Constitution: Eriahim’s Constitution is doubled
Deny Healing: Eriahim can deny Healing spells anywhere in the universe
Double Sun Portfolio
Spell-Like Abilities: Eriahim may use any Sun-Domain Spell-Like-Ability as a Swift Action twice per round
Light Immunity: Eriahim is immune to all Light-based effects
Greater Scion of the Sun: Eriahim gains a +128 Competence Bonus to Armor Class and all rolls in areas of sunlight
Perfect Summoning (Light): Any Light-based creature summoned by Eriahim arrives with 200% Hit Dice
Light-Bringer: Eriahim ignores Turn Resistance and destroys any Undead he would normally Turn
Shining Soul: Eriahim gains Regeneration 15,000 when bathed in sunlight
Shining Messiah: Light-based creatures of less than Divine Rank 64 cannot harm Eriahim
Sun King: Eriahim automatically Dominates any Light-based creature in his Divine Aura (105,600 ft.)
Cosmic Radiation: Eriahim uses d20s for all uses of Positive Energy
Abilities
Adjuration: Eriahim may call 640 Hit Dice of allies per day, none of whom may be greater than CR 224. He typically uses this ability to summon 4 Seraphim.
Apport: Eriahim can summon his equipment to his person from any distance
Alter Reality: As a Swift Action, Eriahim may duplicate the effects of any spell up to 149th level, or any Epic Spell of DC 586 or lower. All of Eriahim’s spells have no cap, use d20s for all dice, and deal pure Divine Damage. (Thus a Fireball cast by Eriahim would deal 384d20 Divine Damage). These spells have a DC of 465+Spell Level.
Cosmic Consciousness: Eriahim perceives the entirety of the dimension he currently inhabits
Cosmic Firmament: Eriahim is always treated as being within his Divine Realm
Cosmic String: Eriahim cannot be permanently destroyed except by a being of Divine Rank 64 or higher, otherwise he instantly rejuvenates
Holy Messiah: No Good creature of less than Divine Rank 64 can attack Eriahim
Interdimensional: Eriahim has a 75% chance of ignoring any effect
Quantum Effect: Eriahim’s effect abilities are subject to chance, as follows:
1. Effect damages Eriahim
2-3. No Effect occurs
4-6. Effect functions at half strength
7-14. Effect functions normally
15-17. Effect functions at double strength
18-19. Effect functions at triple strength
20. Effect functions at quadruple strength
Slipstream: Eriahim cannot be undermined by time travel and is immune to Temporal effects
Smite Evil: Every attack Eriahim makes is a Smite attack. Eriahim’s Smite ability affects foes of any alignment. When making a Smite attack, Eriahim gains a +199 to hit and a +3,200 to damage. (This damage is multiplied by Unearthly Weapon Specialization to +19,200.)
Transcorporeal: Eriahim can only be harmed by one weapon in the universe (Cataclysm)
Transpersonal: Any effect that affects Eriahim also affects any foes within his Divine Aura
Unearthly Power Attack: Eriahim trades 1 point of Attack Bonus for 6 points of Damage. He may subtract a maximum of -320 to hit for +1,920 to damage. (This is multiplied by Unearthly Weapon Specialization to +11,520 damage). As Eriahim’s Sword is Unerring, he always Power Attacks for the maximum amount.