Insanely high powered entities from my storyline/ Gods and Monsters update

Hi everyone, so I decided to repost this here as I didn't want to derail the Khorvanis thread. I wanted to show you an entity from my storyline known as Reim, the Akashic aspect of darkness. Basically the Supreme Being has multiple avatar-like entities each created by his own thoughts, that represent the fundamentally most powerful being in a ceratin category (ie. Darkness, Fire, Light, Hedonism, etc.) There are 6 Guardians which are like safeguards to the fabric of time and space, and 12 Aspects, which represent new elements energy or even thought forms. Each one is insanely powerful, and intrinsic to the universe functioning as it is.

The Guardians are for the most part literally invincible, Time Lords and such can hurt them and affect them, but not kill them, kind of like Krishna from the Hindu pantheon. The Aspects, however, can be killed, but it is nearly impossible. Here is the first one I wanted to share with everyone. I use Avinion and Xanou as templates for most of my Time Lord level creatures for simplicity and I adopted and expanded upon the Expression of Power idea as I thought it was awesome and made sense. I also add something called the Chaos Language, the language the Akashic speak, each word is a Metempiric Ability (AKA: Supreme Being only powers; IH Ascension: Page 96) unto itself which sounds like every voice in the universe speaking at once, it is supposed to be impossible to translate and impossible to speak, those that can achieve the impossible can use it to create absurdly powerful effects and dictate the past, present, and future of the Kosmos itself. Tell me what you guys think.

Also, I am proud to announce that I am working on Gods and Monsters as we speak. I may use some of the creatures I put down here, simply renamed once again for simplicity's sake, because the math involved is intense to put it mildly.

Either way, whether you love it, or hate it, or think it's broken as hell, here is the first taste.

Hell yeah.
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Aspect of Darkness: Reim

The Eternal Black, the Aspect of Darkness, the Akashic Night.
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You see time itself freezes around you and the universe turns to night. There is no sound, no light, no movement, only darkness, only stillness. Darkness seems to fill your every sense, you feel yourself becoming calm, complacent, and the darkness, the stillness begins to fill your very soul. In the stillness, the silence, you notice that it is in fact not silent, and not still, the darkness churns around you, pulses and seeps, it moves around you, surrounds, you and moves through you, it drips in thick black blobs in all directions but somehow, inexplicably, you can still see. Suddenly, out of the utterblack, the infinite darkness, a form manifests seemingly coming out of space and time as if divorced from this reality itself. Man shaped, well dressed, and nearly human in appearance; he looks at you and smiles warmly. His mouth and every orifice appear as a blot of darkness, no teeth, no eyes, nothing, nothing but darkness. His eyes however, draw all of your focus, unimaginable deep black pits, seeming to cancel out even the eternal night around you, a blackness unimaginable, a void seeming to swallow the universe whole. The silence is shattered as he moves towards you, as the cosmos itself cries out a primal scream like nails on the chalkboard of eternity, and the night sky, the utterblack, and even your own shadow appear to move with him.



High Lord - Stage 5
Macro-Tiny Outsider (Extraplanar)

Hit Dice:
∞/ [5000d1000 (Nagual, Rogue gestalt)+10,600,000] x1000 (15,600,000,000 hp)
Initiative: ∞/ +3120 (+2120 Dexterity +1000 Divine), Always Acts First
Speed: Superluminal

Armor Class: ∞/ Deflects one attack per round/ 7,500 (+2120 Deflection +2120 Dexterity +1000 Divine +1000 Luck +1250 Natural)
Flat-Footed: 5,370 Touch: 6,250

Space/Reach: 1500 ft./ Infinite
Base Attack/Grapple: +5000/+10,421

Attack:

-Expression of Power+Ultima Effect:
∞/ +10,421 ranged or melee touch, 15 attacks doubling each round

-The Night Blade: ∞/ +11,921 Melee Flat Footed Touch, 15 attacks, each attack hits twice, attacks double each round

Damage:

-Expression of Power+ Ultima Effect:
30,000d1,000 Unblockable Divine Damage +30,000d20 (d20s repeating for 1,000 rounds) (Average 30,000,000 damage and 600,000 repeating damage)

-The Night Blade: ∞/ 1,000d1,000+ 3,625 +2,500d1,000 Sneak Attack, +Chaos Venom +5,000d1,000 Expression of Power strike+5,000d20 Ultima strike(d20s repeating for 1,000 rounds) (∞/ 13,500,000 Average damage per hit, + 100,000 repeating damage)

Special Attacks: Expression of Power, Words of Chaos, The Cube of Zo, Summon Neutronium Golem

Special Abilities: Alter Reality (6000th level spells), Divine Aura (All Creation), Starflight

Special Qualities: Cosmic Consciousness (All Creation), Cosmic Firmament, DR 5,000,000/--. Divine Bonus +1000, Godly Realm, Immortality, Immunity to Natural and Magical Effects, SR 6050, Spell Reflection

Saves: Fort ∞/ +7750, Ref ∞/+7750 Will ∞/ +7750
Abilities: all abilites at ∞ due to Infinite Intelligence and Equilibrium

Str ∞/ 4250

Dex ∞/ 4250

Con ∞/ 4250

Int ∞/ 4250

Wis ∞/ 4250

Cha ∞/ 4250

Skills: Omnicompetent and Maven, all skills= ∞/ 8,021 + Relevant Ability Modifier (+2120) meaning all skills are at 10,161 with a roll of ‘20’

(Reim has three Items and 1 item liquidated to give him x2 Divine abilities, giving him 2000 total divine abilities or the equivalent of 9.2 Omnific powers)

Feats: Dodge, Deflect Arrows, Improved Initiative

Metamagic: Automatic Metamagic Capacity (328), Cataclysmic Spell, Empower Spell, Heighten Spell, Masterful Spell, Maximize Spell, Metamagic Freedom, Prodigious Spell, Quicken Spell, Repeat Spell, Split Ray, Surpassing Spell, Thaumaturgic, Theurgic Spell, Twin Spell, Widen Spell

Epic Feats: Infinite Reflection, Legendary Archer, Epic Initiative

Divine Abilities: Annihilating Spell, Dire Spell, Heavenly Body, Heavenly Mind, Heavenly Soul, Heavenly Spirit, Perfect Initiative, Precognition, Post Cognition, Quantum Effect, Resonating Spell, Telluric Effect, Telluric Spell, Transient Spell,

Cosmic Abilities: Apostasy, Dolorous Spell, Slipstream, Spell Amplification, Ultima Spell

Transcendental Abilities: Dead Zone, Devastating Spell, Equilibrium, Invincibility, Omega Spell, Transcoporeal, Transfinite, Transmortality, Transtemporal, Transversal, Ultima Effect (6), Unreal

Omnific Abilities: Doomsday Spell, *Expression of Power, Oblivion, Omnipersonal, Omnipresent, Infinite Intelligence, Omniversal, Utter Eye, Undimensional

Metempiric Abilities: Words of Chaos, Heart's Desire

Alignment: Beyond Alignment
Environment: The Crystalline Eyrie of the Akasha
CR: 8,333
ECL: 10,000

Combat:

Reim views combat as beneath him and banal, as such he tries to avoid combat as much as possible, his plots and devices are too important to him to waste his time or life fighting. He is no coward however, and will fight mercilessly and terrifyingly if provoked, yet such instances are exceedingly rare as he almost always has the upper hand, able to simply walk away, laughing, stepping between dimensions into realms unreachable by almost all beings.

If provoked or persuaded into combat, he will unleash his Sin Ku Re Ep Su Word of Chaos first and allow it to annihilate his opponent or opponents, killed by the pain they themselves caused throughout their lifetimes. If a being is able to somehow survive this or circumvent his other powers, he uses powerful magic to misdirect and obliterate his opponents using incredibly empowered basic spells of unimaginable power, altering reality with incredible efficiency allowing him to achieve almost any effect he so chooses. His Impose Reality ability allows him to use his Alter Reality 2/round and uses this to his advantage terrifyingly effectively. A favored tactic of his is blinding his foes by throwing them into a darkness so deep that not even the 'See in Darkness" special ability can prevent being unable to see.

He traps his opponents, sends them hurtling through dimensions, bombarding them with neutronium golems, and keeps them otherwise occupied as he will then appear in many directions and attack with his Nightblade while they are distracted, stabbing and slicing his foe to ribbons, while poisoning them with the most terrible venom known to the multiverse, the dreaded blood of the Taiji Dragon, the Chaos Venom.

He largely relies on his Undimensional ability, Infinite Intelligence, Equillibrium and ability to actually stop time, even from Transtemporal beings, to keep him safe. Coupled with his Utter Eye, it's hard to even hit him at all, as beyond simply controlling fate, 95% of the time he isn't really there at all. Even when a strike gets through, he uses his Stirring the Sleeper ability to twist fate to attempt to force a foe to reroll a roll they just made to attempt to make them slip up.

Reim, however is not fond of direct combat, and always attempts to parley. He can grant any and all requests, but of course for a price, he will offer whatever his opponent wants and can actually give it to them, no matter what it is, and will offer them a deal. Such deals, however, must be made willingly, they cannot be coerced in any way. He will also opt for temporary alliances and friendship vice combat against an opponent that could cause him actual harm.

Otherwise, he will happily use his Sharn Word of Chaos to shatter the soul of an opponent and disperse them throughout time and space or blast them to oblivion with his Expression of power. If Reim finds himself fighting a losing battle, he resorts to his Cube of Zo, attempting to destroy the memories of his opponent and will either kill his foe afterwards or disappear and allow them to float through space an Eternal with no recollection of who they are.

Abilities

Expression of Power:
Treated as an Omnific-level Effect power, creates a permanent black hole at Reim's whim as darkness literally begins to devour the universe, replaces melee and ranged attacks, avoids all mundane or magical defenses, not subject to negation though Learned Ability Immunity, Thelemic Damage Induction, Invincibility, Sophism, or similar damage blocking powers, and cannot be Abrogated or otherwise removed. Miss chances due to concealment, armor class, or other abilities work properly.

  • Beam 20000d1000 (20,000,000) Divine Damage, 200,400 ft. Ray, No Save
  • Blast 10000d1000 (10,000,000) Divine Damage, 200,400 ft. Range, 12,525 ft. Radius, Ref Save (DC ∞/ 7020) for ½
  • Blood 5000d1000 (5,000,000) Divine Damage, Ref Save (DC ∞/ 7020) Negates
  • Breath 10000d1000 (10,000,000) Divine Damage, 12,525 ft. Cone or 50,100 ft. Line, Ref Save (DC ∞/ 7020) for ½
  • Hand 30000d1000 (30,000,000) Divine Damage, Melee Touch, No Save
  • Immolation 30000d1000 (30,000,000) Divine Damage, affects All Creation, Ref Save (Dc ∞/ 7020) for ½
  • Storm 5000d1000 (5,000,000) Divine Damage, affects All Creation, Ref Save (DC ∞/ 7020) for ½
  • Strike 5000d1000 (5,000,000) Divine Damage on each attack
  • Wrath 10000d1000 (10,000,000) Divine Damage, 12,525 ft. Gaze, Will Save (DC ∞/ 7020) Negates
Words of Chaos: Words used by the Akashic at the beginning of existence capable of unimaginable feats of power. These effects are treated as free actions, and have no save unless otherwise stated, Reim must be able to speak the words in order to use these abilities.
  • Sin Ku Ry Ep Su: The power of universal eradication, Sin, deals an unspecified amount of damage to all things in existence with no save. Damage is based on how much damage the being affected has done in their entire life. Ku Ry Ep Su are seals put on the ability from the Supreme being, allowing only a single target to be affected every round, and only half of that target to be struck. Of course this could be applied to a planet, or other similar large surface of undivided matter, at which point all creatures on it's surface would gain a reflex save to avoid. It appears as a black lightning bolt striking the side of the affected being, followed by a lightless inky shadow seemingly stretching into infinity.

  • Sharn: The gesture of shattering a soul, Sharn creates a near two-dimensional pane of Akashic diamond, negates any defense the target may have, targets both their body and soul, connects the target's soul to the diamond pane indefinitely, and finally shatters the diamond and disperses it's atoms across the multiverse along with the target's body and soul. It appears as a pane of glass with the target's image inside (think phantom zone from Superman) floating above Reims open hand, it then shatters as Reim closes his fist.

  • Oun: The power to walk between dimensions, time, and space. Oun shifts the being between universes, allows them to remain conscious of all things on their previous plane of existence, allows them to at stay hidden, untraceable, undetectable, and invulnerable to all forms of attack, it also allows them to pass through solid walls and planeshift at a whim. While in this form, the creature cannot affect anything in any way. Reim makes no special motion with this ability and must only think the word.


  • Kros: The ability to stop time in all forms for a brief moment as you act normally, affects beings immune to temporal powers. Other beings can be brought into the temporal void with you with a thought. There is no limit to how long time can be stopped, however, while time is stopped beings cannot be affected by any form of attack or damage and regenerate all damage dealt as soon as it is applied, as are all objects, etc. Creatures brought with you can still be affected by attacks normally. Reim makes no special motion for this ability, however must speak the word.

  • Blov Su Rek: The word of darkness allows darkness in any form of any size to be controlled by your any whim, effectively allowing you to control the darkness of the very multiverse itself. Su Rek are seals put on the ability from the Supreme Being making any change in any universe you do not currently inhabit to instantly return to it's previous state making such changes unnoticeable. This ability is passive, once spoke it's effect is constant and need not be spoke again, as Reim was in essense the effect of this word being spoken in the first place, he is assumed to always be controlling the darkness around him to the extent of the current universe he inhabits.

Heart's Desire: Reim can grant any one wish of any being almost without exemption (To the limit of his power, No making them the Supreme Being, Infinite wishes, etc) but at a price that will seem basically meaningless after completion. This can do anything, change anything, bring any being back to life, for all intents and purposes, this can do anything Reim sees fit but can only be used on others. (See Watcher's Girdle below)

The Cube of Zo: Reim can attempt a melee touch attack to touch the Cube of Zo against an opponent's forehead as a standard action that provokes attacks of opportunity and deals no damage but erases all of the memories of any being who's touched. Reim can also choose to flood a target with the memories of a being who's had their memories stolen leaving them in a permanent state of 'Confusion' as the spell of the same name. This is a Permanent effect and Highlord (stage 2 and above) level epic magic must be used to restore the affected.

Apostasy: Reim has no Alignment and is immune to all Alignment-based effects

Alter Reality: As a Swift Action, Reim may duplicate the effect of any spell of level 337th or lower or any Epic Spell with a DC of ∞/ 8,021 or lower. All his spells have no cap, deal d1000 damage in place of their normal die-size, and deal pure Divine damage. (Thus, a simple Fireball cast by Reim would deal 5,000d1000 Divine Damage before any modification by Metamagic). These effects have a DC of ∞/ 6,550+Spell Level

Cosmic Consciousness: Reim perfectly perceives the entirety of Creation at all times.

Dead Zone: Reim can evoke a Dead Magic Zone within his Divine Aura (All Creation) that prevents the function of all magic and supernatural abilities without impeding his own abilities

Doomsday Spell: Reim is a legendary spellcaster, amongst the greatest in all creation, every spell he casts deal d1000’s of damage

Godly Realm: Reim’s Godly Realm encompasses All Creation. Any enemy facing him from within suffers a -1000 Divine Penalty on Armor Class and all rolls as cosmic forces of unspeakable potency prevent them from harming the Eternal One

Oblivion: All damage done is permanent damage and cannot be reversed or undone in any way.

Omniversal: All attacks are felt by all beings of your choice in your divine aura.

Superior Dominance: Opponents with 2/3ds Reims hit dice fail all saves and are hit with every attack.

Starflight: Reim can reach any spot in the Multiverse in 1d3 minutes

Summon Neutronium Golem: 1/round Reim may summon 5d1000 Neutronium Golems

Ultima Effect: (Effect repeats itself for 1000 rounds)

  • Beam 20000d20 Divine Damage, 200,400 ft. Ray, No Save
  • Blast 10000d20 Divine Damage, 200,400 ft. Range, 12,525 ft. Radius, Ref Save (DC ∞/ 7020) for ½
  • Blood 5000d20 Divine Damage, Ref Save (DC ∞/ 7020) Negates
  • Breath 10000d20 Divine Damage, 12,525 ft. Cone or 50,100 ft. Line, Ref Save (DC ∞/ 7020) for ½
  • Hand 30000d20 Divine Damage, Melee Touch, No Save
  • Immolation 30000d20 Divine Damage, affects All Creation, Ref Save (Dc ∞/ 7020) for ½
  • Storm 5000d20 Divine Damage, affects All Creation, Ref Save (DC ∞/ 7020) for ½
  • Strike 5000d20 Divine Damage on each attack
  • Wrath 10000d20 Divine Damage, 12,525 ft. Gaze, Will Save (DC ∞/ 7020) Negates
Undemensional: 95% Chance of avoiding any and all attacks.

Unreal: Reim cannot be affected by magic born of Creation

Precognition/Postcognition: Reim knows the plots goals motives and history of any being he encounter. Beings wishing to hide this knowledge must make a Will Save of ∞/ 7020

Utter Eye: Reim always uses the most favorable result of a die roll, while all opponents within his Divine Aura (All Creation) use the lowest possible result for all die rolls. This effect counters both Evil Eye and Inner Eye.

Class Abilities:
Nagual: Naguals are spellcasters who bend reality to cast magic, seeking to reach the greater "true" reality, they are among the most dangerous spellcasters in existence.

-Spellcasting: Naguals cast spells as Sorcerers but cast any spell from any spell list. All spells are considered arcane regardless of original type and can be cast spontaneously needing no prior memorization.

-Seeds of Revolution (Su): 1,500 times a day, Reim may coax a being to follow a set pattern or action without the being's knowledge or consent. This cannot directly or indirectly hurt the affected being, but otherwise has no restrictions. They get a Will Save of ∞/ 7020 to resist the effect but have no knowledge that this was Reim. This is not a Mind Affecting affect but the subtle bending of reality itself.

-Stirring the Sleeper (Su): 750 times per day Reim may force another character to reroll a d20 roll they just made as an immediate action. This can be a Skill Check, an Attack Roll, or a Saving Throw

-Pulling Back the Veneer (Sp): Reimis unfazed by the illusions of this world. He is immune to the effects of charm spells, sleep spells, and illusions of any kind.

-The Awakening (Sp): Reim at all times has some control over the universe around him. 750 times per day, Reim can add +5,000 to any die roll he makes. Reim simply asserts his will over reality and forces a particular event to occur as he likes.

-Impose Reality (Su): Reim has complete control over the world around him or her, at least to a point. Reim determines what happens on any die roll like the Evil Eye effect. He can also change the weather, the appearance of his surroundings, or anything else imaginable. This is treated as if Reim is using the Alter Reality ability one additional time per round. However, this is extremely draining and takes considerable willpower. To perform this feat, the character must make a Will Save at DC 35. Every 10 minutes, the character takes 1 point of temporary Constitution Damage and must make another Will Save at DC 35+2 for every 10 minutes already spent to maintain the state. Characters who have their Con scores reduced to 0 in this fashion die. There is no way to avoid this damage. This power is usable 250 times per day, and Reim is usually in this state whenever encountered.

Rogue: This is a simplified version of the Rogue, he has access to all Rogue abilities and powers but only the basics are listed here.

-Sneak Attack: 2,500d1,000 with the Nightblade

-Trapsense: +1,666 to sense a trap of any sort

-Improved Uncanny Dodge: Cannot be caught flat footed and cannot be flanked

-Improved Evasion: no damage on successful Reflex Save, half damage on failure

-Master's Strike: Can Paralyze a foe for 250d4 rounds, Put an enemy to sleep for 500d6 hours, or instantly kill them on a sneak attack. This allows for a Will Save of ∞/ 7020 to negate the effect. Those who save against this effect are immune to the effect for 24 hours.
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New Artifacts:

The Night Blade:
The blade of Reim, the blade of assassinations, A long thin single edged knife gleaming white like a full moon, the Night Blade is a quick and deadly weapon with the blood of millions of immortals upon it. The weapon is incredibly magical with a +1,500 enchantment, it seems to be less of a weapon and more a small rift in time and space and seems to defy the known laws of physics. It can appear inside an opponents armor, seems to attack from many directions at once, stretches out to attack foes and bends around defenses, it strikes twice with every blow landed and always deals sneak attack damage (heightened to d1000's) with every hit, and it deflects the first physical or magical (ray) attack used on it every round, it also is coated in the dreaded Chaos Venom, the blood of the Taiji Dragon, this horrid substance requires a Fortitude save of ∞/ 7020 after each hit and if failed the opponent becomes forever unconscious, there is no known immunity to this effect.

The Cube of Zo:
This strange but simple 6 sided cube of what appears burnished bronze with strange and seemingly meaningless engraved runes, can remove all the memories of any being who's forehead it touches. At the user's request, it can also implant the memories of any being it has removed the memories of into another being with a similar touch to the forehead. Beings without heads are still subject to this effect but it must be brought to their closest center of thought. There is no save against this effect, and the effect is permanent but can be restored by epic magic of extreme power (Highlord Stage 5 and above) He can furthermore use any knowledge gathered in the Cube for his own nefarious purposes being able to sort through the memories at will.

The Watcher's Girdle: This belt is a tool Reim gives to followers, it is large and gaudy seemingly made of huge lock like plates of brass, though entirely ceases to be once put on. It Watcher template and has one primary function: The ability to grant any one desire. The watcher's girdle can duplicate itself and Reim will offer it as a reward to those who help him or ask for his help. It channels the power of the Oun Word of Chaos, allowing Reim to allow others to step between the dimensions as Reim does, however, it inextricably links the user to Reim, effectively giving him all of their potential, to the user they don't realize a thing, the Girdle, once put on disappears, never to be seen again, all magic and attempts to recover it fail as it seems to have been little more than a fever dream Reim never takes this energy from them, and in all ways shapes and forms, it seems like a very good idea, there seems to be literally no drawback, as Reim usually stops time, utterly, before making these transactions, even the gods themselves will be unaware. However, they can never harm him again, even if they attack him and kill him, he simply reforms in his home plane instantly regardless of the tactic used. This act however, allows Reim to grant the user, the Watcher, one request, one true Wish of their heart, anything, anything at all.

-Watcher:

By making a deal with Reim and accepting the Watcher's Girdle a character becomes a willing ally of the Aspect of Darkness and are forevermore known as a Watcher.


All Watchers gain the following:


Type: Remains unchanged or changes to Augmented Humanoid


Watcher’s Girdle: All watchers gain a magic belt that once put on disappears sealing the deal. This Girdle provides a +10 bonus to a primary ability score, +6 to a secondary, and +2 to a tertiary. The girdle itself deals 10 points of permanent damage to the wearer and once put on can never be taken off without direct intervention of a time lord or equivalent. This permanent damage can never be healed as long as the girdle remains and irredeemably links one to entropic designs. Once put on, the girdle is undetectable it’s as is it never existed. A wearer of the Watcher’s girdle is susceptible to the effects of a suggestion spell at any time from the being who presented it to them in the first place, this however is a gamble as if the being in question uses it and the Watcher resists, the link to entropy is forever broken, however they remain a watcher in power.


Watcher Form(ex): A Watcher can slip to a place between dimensions and entirely out of this reality, while in this form the watcher is entirely silent, does not need to breathe, eat, or sleep, can pass through solid surfaces, and gains a fly speed equal to base movement speed/ perfect maneuverability.


Entropic Blessing: Watchers gain one desire of their whim, this is permanent and must be chosen on the spot. This can be a class, an item, a template, a boost to an ability score, levels, a change to fate, a chance to redo an event in time or have some 'mistake' fixed, or an ability not specified but worked out with the newly crowned Watcher and the DM, or any other thing the DM will allow.
 
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Hey Beefermatic! :)

Some cool stuff. Suitably EPIC! Love 'Words of Chaos'. :lol:

Why the x1000 Hit points again? (my 3E-fu is out of practice) :eek:


Hey Krusty, thanks for the praise! :D In IH: Asension: page 43 it states that Time Lords and above have thousandfold health and d1000's for HP.

I always had this 'Chaos Language' idea in my campaigns, way before I had ever even known about Epic Levels, much less IH. It's always been a focal point in my campaigns, and the Chaos Language always had absolute effects, such as a Bodak who say, knew the most basic word for darkness could permanently turn the sun black, and thusly undead could move across the world unimpeded. When IH first came out and I first read Ascension, I attributed the Chaos Language as something the Supreme Being, the Lipika, and the Akashic could speak, nearly to exclusivity. Thusly, Metempric Abilities. ;)
 
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eduar

First Post
simply sublime a very good work, I hope you post the other five entities and the Gods and Monsters, I wish you the best of the lucks

by the way, from where are Avinion and Xanou template?
 

simply sublime a very good work, I hope you post the other five entities and the Gods and Monsters, I wish you the best of the lucks

by the way, from where are Avinion and Xanou template?


Hi Eduar! Thank you for the praise. Avinion and Xanou are not templates, but a Time Lord and a sundered Time Lord respectively. Here are the links:

Avinion
http://www.enworld.org/forum/eternity-publishing-hosted-forum/268728-khorvanis-omega-watch.html

Xanou
http://www.enworld.org/forum/eternity-publishing-hosted-forum/269166-great-wall-broken-immortal-npcs.html

Xanou is not quite finished, but he is finished enough for me to use his skeleton to create other Time Lord level creatures, and monsters somewhat on a whim.

Similarly, Avinion, being the only truly complete Time Lord I've seen, is used extensively as a framework for my stuff. It makes making these things actually possible. ;)

Also, check out some of the other creations on those pages, some absolutely terrifying creatures, particularly Baalzoth, Khorvanis, and Eriahim. Your head will explode.:eek:

Much thanks goes to everyone who has posted high level creatures on this forum, and to Belzamus in particular, without his initial posts, many of my creatures, including Riem, wouldn't have been plausable.
 
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Belzamus

First Post
Gotta say, it''s kind of awesome to see people using my content. Flattering, really. Glad it's doing someone some good.

Anyway, will look through later in more detail and comment. :)
 

Gotta say, it''s kind of awesome to see people using my content. Flattering, really. Glad it's doing someone some good.

Anyway, will look through later in more detail and comment. :)

I'm glad that you feel that way. :) Seriously though, when I first started thinking about a high level, as in High-Cosmic level campaign, the idea of making things like the Infinitaur, Time Lords, Demiurge, etc, was intimidating to put it mildly. Reverse engineering new Tme Lords, didn't seem nearly as complicated, especially since Avinion has no artifacts. With all the initial calculations taken care of, the whole process is honestlly a snap, if not a time consuming one.

Without Avinion my Cosmic campaign would have puttered out or I would have had to wing it with guesstimations and sub par enemies. Baalzoth and the other Demiurge allowed for a stepping stone between Sidereal and Time Lord that didn't involve wave after wave of Orichalcum/ Neutronium Golems, or templated to hell and back creatures, essentially you have made my high level campaigns legit and feasable.
 

This is the second Akashic Aspect I've stated out, this is Actoshen. He was at one point a PC in one of my campaigns, at the end fo the campaign, the existence itself was under apocalyptic threat. He stood in the way of God himself and all the Aspects in order to save his universe. He fought hard but ultimately lost, he was killed by the Supreme Being: Thychen, and his very essence was erased from time. His blades: Rensaisan and The Sword of the Four Winds, but more importantly, his story lived on, and after his existence was eradicated he was spontaneously reborn as an Akashic Aspect. No other time in history had the Supreme being been directly confronted by a mortal man who was not willing to back down, and more importantly willing to risk his very existence and everything he was to try and do, what he believed, was the right thing.

The Akashic Aspect of Courage: Actoshen

The Triple God, He who Challenged God Himself, The Aspect of Courage
----------------------------
Wind whips around you and in the distance you see a being, is it a man? He stands with swords drawn training with an intensity that makes you pause. He wears little more than a robe made for mobility and practicality, it is attractive but otherwise appears non-magical. His hair is sage green, his skin is a pale olive in coloration. He moves with incredible agility, and his swords are radiating an unreasonable amount of power, but more than this you feel something about him, something drawing you near, as if he is someone you, yes you mighty Cosmic Lord, want to get to know, as if he is a teacher, a mentor, a scholar, and more than that a warrior. He looks towards you with eyes the color of shockingly deep emeralds and smiles warmly, and with a confidence unmatched. It is then that you realize who this is; The Triple God, He Who Defied the Will Supreme, the man turned Aspect, this is Actoshen, defier of God himself, and the greatest of men.



Stage 3 High Lord
Macro-Tiny Outsider (Extraplanar)


Hit Dice: [3000d1000 +3,360,000, +1,350,000] x1000 (7,710,000,000 hp) Infinite
Initiative: +3070 (+1,270 Dexterity, +600 Divine, +600 Ardeshir, +600 Rensaisan), Always Acts First
Speed: Superluminal


Armor Class: 8,040 (+3,550 Ardeshir, +1,270 Deflection +1,270 Dexterity +600 Divine +600 Luck +750 Natural) Cannot be Hit
Flat-Footed: 6,770 Touch: 7,290


Space/Reach: 1,500 ft./ Infinite
Base Attack/Grapple: +3,000/ +5,180


Attack: Expression of Power +5,180 (18,000d1,000)
Rensaisan: Cannot miss/ +12,105 (6,000d1,000 +6,000 +Infinite x5 +30,000d1000 Omni-Elemental, +6,000d1000 Force, +3,000d1000 Expression of Power)
Blade of the Four Winds: Cannot miss/ +7,105 (3,000d1,000 +1,000 +Infinite x4 +3,000d1,000 wind damage (treat as slashing damage in airless environments), +3,000d1,000 Expression of Power)


Full Attack: Rensaisan: +12,105 Melee (600 attacks, Cannot miss) 6,000d1,000 +6,000 +Infinite x5 +30,000d1000 Omni-Elemental, +6,000d1,000 Force, +3,000d1,000 Expression of Power, 13-20/ x5 crit (critical hit adds + 100d1,000 Precision Damage)
Blade of the Four Winds: +7105 Melee (600 attacks, Cannot miss) 3,000d1,000 +1,000 +Infinite x4 +3,000d1,000 wind damage (treat as slashing damage in airless environments), +3,000d1,000 Expression of Power, 16-20/ x4 Crit (Critical hit severs limb of Actoshen’s choice)


Special Abilities: Alter Reality (34th level spells), Divine Aura (All Creation)

Special Qualities: Cosmic Consciousness (All Creation), Cosmic Firmament, Cosmic String, DR 3,000,000/--. Divine Bonus +600, Godly Realm, Immortality, Immunity to Natural and Magical Effects, SR 3,630, Spell Reflection

Saves: Fort +5,240 (infinite) Ref +5,240 Will +5,240
Abilities: Str 2,550 (infinite), Dex 2,550, Con 2,550 (infinite), Int 2,550, Wis 2,550, Cha 2,550


Skills: Omnicompetent and Maven, all skills= 3,603 + 1,270 Relevant Ability Modifier (4,873)
Feats: As needed (Anyfeat x34)


Divine Abilities: Anyfeat x34, Heavenly Body, Heavenly Mind, Heavenly Soul, Heavenly Spirit, Perfect Initiative, Telluric Effect

Cosmic Abilities: Abrogate, Apostasy, Slipstream, Perfect Weapon Specialization, Divine Nescience

Transcendental Abilities: Dead Zone, Utter Eye, Invincibility, Transcoporeal, Transfinite, Transmortality, Transtemporal, Transversal, Unreal, Perfect Defense, Perfect Weapon Focus, Transattack Period, Cosmic Nescience

Omnific Abilities: Omnipersonal, Omnipresent, Indissoluble, Infinite Constitution, Infinite Strength, Transcendental Nescience, Omnific Toughness
Metempiric Abilities: Words of Chaos


Alignment: Beyond Alignment
Environment: The Crystalline Eyrie of the Akasha
Cr: 3,999
ECL: 6,000


Abilities
Expression of Power:
Treated as an Effect power, replaces melee and ranged attacks, avoids all mundane or magical defenses and cannot be negated though Learned Ability Immunity, Thelemic Damage Induction, or similar damage blocking powers. Miss chances due to concealment, armor class, or other abilities work properly.



Beam 12000d1000 Divine Damage, 121,200 ft. Ray, No Save
•Blast 6000d1000 Divine Damage, 121,200 ft. Range, 7,575 ft. Radius, Ref Save (DC 4,210) for ½
•Blood 3000d1000 Divine Damage, Ref Save (DC 4,210) Negates
•Breath 6000d1000 Divine Damage, 7,575 ft. Cone or 30,300 ft. Line, Ref Save (DC 4,210) for ½
Hand 18000d1000 Divine Damage, Melee Touch, No Save
Immolation 18000d1000 Divine Damage, affects All Creation, Ref Save (Dc 4,210) for ½
Storm 3000d1000 Divine Damage, affects All Creation, Ref Save (Dc 4,210) for ½
Strike 3000d1000 Divine Damage on each attack
•Wrath 6000d1000 Divine Damage, 7,575 ft. Cone, Will Save (DC 4,210) Negates


Words of Chaos: Words used by the Akashic at the beginning of existence capable of unimaginable feats of power. These effects have no save unless otherwise stated. Actoshen’s Words of Chaos represent the 3 Time Lords composing who he is, and the most influential things in his life.
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-Rensaisan: A blade forged from Words of Chaos themselves. The Lord of Swords is a weapon of unimaginable power, it deals 2 d1000 points of base damage, elemental damage of each type and force damage for every hit dice the wielder possesses, it has a base crit range of 15-20/ x3, allows the wielder to make additional iterative attacks for every 5 hit dice they possess without limits, is ever dancing, intelligent, enchanted and defending to a maximum of double the wielder’s hit dice, allows deflect arrow feats to be used with the blade, grants the wielder a bonus to initiative equal to 1/5th their hit dice total, Rensaisan allows it‘s enchantment bonus to be reduced and allocated into other enchantments as Actoshen sees fit (for simplicity's sake it is left in it‘s standard form).

- Ardeshir: The Akashic name for a warrior’s tenacity. An Ardeshir is at once a Word of Power, a Title, and a lifestyle choice. Only the most dedicated can truly decipher this word, and it‘s power is vast. It grants an additional 450 hp per hit dice, makes one utterly immune to fear, morale effects, poison, disease, surprise rounds, energy drain, ability damage, ability drain, quintessence drain (except on death), gives an aura effect that makes all creatures of 1/10<SUP>th</SUP> your hit dice fail all saves and checks, allows your critical hits to deal an amount of extra damage equal to d100 x 1/3<SUP>rd</SUP> their total hit dice, grants an additional Perfection bonus to AC equal to your Dexterity score, and attracts 1d6 students of great potential your way for every 10 hit dice you possess. It increases all saves by 1/5<SUP>th</SUP> your total hit dice and also increases your critical hit and threat range by two steps. The drawback however is that one must always remain true to their tenants, they must train for two hours each day perfecting their skill, they must have a single weapon that they must dedicate themselves fully to and they must use this weapon (off hand weapons are okay) and must never use magical equipment or any other form of protection.

- Mirai: The name of Actoshen’s love, lost to time except for her name. Mirai gives Actoshen focus unmatched, the capability of surviving the tests of time, and returns him to life regardless of the way in which he is killed or destroyed, the Supreme Being himself erased Actoshen from existence at one point and he returned from the very depths of entropy beyond words (albeit in a VERY long time). Mirai allows Actoshen to strike true with one hit per round, allowing him to bypass armor class entirely and even strike beings otherwise removed from being able to be hit. This ability even circumvents Learned Opponent Immunity, immunity to manufactured or natural weapons, Thellemic Damage Induction, and similar powers. This ability like other Words of Chaos, cannot be abrogated.


Indissoluble: Begins every round with full health.

Infinite Constitution: Actoshen possesses toughness unsurpassed, he has infinite health, and infinite fortitude.

Infinite Strength: Actoshen can strike with the power of 3 universes behind him. His strength score is beyond measure.

Omnific Toughness: Actoshen possesses a second layer of insane durability granting him infinite health even if one abrogates his constitution score.

Transcendental Nescience: Actoshen ignores the perquisites of all Transendental abilities.

Apostasy: Actoshen has no Alignment and is immune to all Alignment-based effects

Alter Reality: As a Swift Action, Actoshen may duplicate the effect of any spell of level 34th or lower or any Epic Spell with a DC of 5470 or lower. All his spells have no cap, deal d100 damage in place of their normal die-size, and deal pure Divine damage. (Thus, a simple Fireball cast by Actoshen would deal 1,000d100 Divine Damage before any modification by Metamagic). These effects have a DC of 1,244+Spell Level

Cosmic Consciousness: Actoshen perfectly perceives the entirety of Creation at all times.

Dead Zone: Actoshen can evoke a Dead Magic Zone within his Divine Aura (All Creation) that prevents the function of all magic and supernatural abilities without impeding his own abilities

Godly Realm: Actoshen’s Godly Realm encompasses All Creation. Any enemy facing him from within suffers a -600 Divine Penalty on Armor Class and all rolls as cosmic forces of unspeakable potency prevent them from harming the Eternal One
Unreal: Actoshen cannot be affected by magic born of Creation


Utter Eye: Actoshen always uses the most favorable result of a die roll, while all opponents within his Divine Aura (All Creation) use the lowest possible result for all die rolls

New Major Artifact:

-Blade of the Four Winds: The Blade of the Four winds is a magnificent blade that Actoshen has carried for generations. It has the spirits of four of the greatest Air Elementals in all of existence trapped within. The Blade of the Four Winds is a +1000 Katana that deals d1000’s of damage equal to the wielder’s hit dice. It deals an additional amount of falling damage to enemies equal to the wielder’s hit dice (treat as wind effect or slashing damage in airless environments) and knocks opponents back 10ft per hit dice of the wielder, wind damage is doubled if the opponent hit’s a wall or cannot otherwise be knocked back. It has a crit chance of 18-20 and severs an opponent’s limb on a successful crit. (to a maximum of 2 size categories larger than yourself) The air elementals inside may be summoned at the wielders choice, each are treated as Quintessence Elementals of 1000 hit dice. If these spirits are destroyed they are freed from the bonds of the blade and the blade’s enchantment bonus, wind damage, and knock back are reduced by 1/4th. If all spirits are destroyed the weapon becomes inert and is treated as a Masterwork weapon.
 
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