Ok now they put Helioedes down but as Helioeides (what you get with Sunstruck) and let's try to fix it for everyone
@Beefermatic
Helioeides
AL: Any chaotic.
Size and Type: The creature’s type changes to aberration (chaotic, mythos). Do not recalculate base attack bonus, saves, or skill points. Size is increased by +20 (the creature, if in the canonical size range, change to the Mega-corrispondent).
Defensive Abilities: Immunity to ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification and polymorph. Immunity to enchantment, illusion and transmutation magic. Not subject to death from massive damage. All-round vision, Amorphous and Regeneration, equal to HD/Class level x5 (divine with a domain/portfolio opposed to the helioedes).
Armor Class: Helioedes gain a natural armor bonus equal to their Hit Dice, or +400, whichever is better, a deflection bonus to armor class equal to her Charisma modifier and an insight bonus equal to her Wisdom modifier.
BaB: A helioedes has BaB equal to her HD, despite any class BaB or racial BaB.
Caster Level: A helioedes caster level, for all spell she cast (Alter Reality, spellcasting class, integrated class feature, spell-like ability, etc.), is always HD + divine bonus.
Hit Dice: A helioedes has d100s for hit dice, and always has maximum hit points. A heliodes has at least 320 racial HD and have octuple (x8) maximum hit points per die.
Speed: A helioedes’s speed becomes Superluminal (as the transcendental ability).
Special Attacks
A helioedes creature retains all the special attacks of the base creature and also gains the following:
Alter Reality (Su): Helioedes are part of the fabric of reality. Once per round as a free action they can duplicate any spell of a level equal to 9 + number of automatic metamagic capacity feats (CL=HD+Divine Bonus). This ability can also duplicate any epic spells of a DC equal to their spellcraft check +20. Other use of this ability are GM’s discretion.
Constant Insight (Ex): The helioedes is not affected by the miss chance that applies to attacks against a concealed target and her attacks are resolved as a touch attack.
Dimensional Rip (Su): As a standard action, a helioedes can make a melee touch attack against a creature. If the creature fail a Will save, its teleported on the Material plane, the Dark Tapestry, the Dreamlands or Leng (helioedes choice), in a place decided by the helioedes. This teleportation has no chance of arrive off target. This is a conjuration (teleport) effect and the save DC is Charisma-based.
Divine Aura (Su): Long range (400 ft. +40 ft. per Hit Dice/Level). If the helioedes has at least 700 HD, this increase to extreme (1600 ft. +160 ft. per Hit Dice/Level).
Gamma Ray Burster (Su): The helioedes can direct its intense radiation at an opponent. This has a range of extreme (1600 ft. + 160 ft./HD) and inflicts 1d100 divine fire damage per 2 hit dice of the helioedes. This requires a ranged touch attack. If the helioedes has the Sea or Winter Portfolio or other Portfolios that give Divine Cold or Perfect Divine Cold, this attack, Solar Constrict and Fiery Storm inflict divine cold damage instead of divine fire.
Mind Boggling (Su): Helioedes can warp space enabling her to use all her tentacles against a single opponent each round. This full attack action is resolved as a free action.
Solar Constriction (Su): The helioedes gains the constrict ability (same damage of the tentacle). In addition to normal constrict damage, each successful grapple check deals 1d20 divine fire damage per 4 hit dice of the helioedes and permanently drains 1d4 points of Constitution. At the same time, the helioedes regains 50 lost hit points.
Special Qualities: A helioedes retains all the special qualities of the base creature and also gains the following.
Beyond Morality (Ex): Helioedes are beyond the comune morality and lower dilemmas do not touch them. Helioedes gains the Apostasy Cosmic Ability and Beyond Morality Mythic Ability.
Cosmic Consciousness (Ex): The senses of a helioedes extend to the borders the current dimension she inhabit.
Cosmic Firmament (Ex): A helioedes is an Outer God, as such she is treated as if always within her godly realms, regardless of where she manifest.
Damage Reduction (Ex): The helioedes gains DR/— equal to 8x her HD.
Dimensional Mastery (Ex): A helioedes is immune to any effect that suppresses teleportation or planar travel abilities unless it comes from an Eternal or equivalent in power.
Eternal Return (Ex): If the helioedes is slain, her spirit lies dead yet dreaming at the center of the Dark Tapestry, in the Court of Azathoth, until a creature speaks her name again. The helioedes then stir from her dream. When the helioedes reforms, she is immediately restored to full hit points, vigor and health, with all all non-item consumable resources (such as rage rounds, spell slots or power points) totally refreshed. Only Azathoth can stop this. This ability replace the
Transmortality Trascendental Ability for the Helioedes.
Divine Ability (Var): Helioedes gain a number of divine ability equal to 1/4 their HD and can select Divine, Cosmic and Trascendental ability. A helioedes does not need to meet ability, alignment, BAB, or divine rank prerequisites for the ability but other prerequisites must be met.
Divine Bonus (Ex): Helioedes add a +48 divine bonus to: armor class; attack 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.
Fiery Storm (Su): The helioedes is surrounded by a flaming aura with a radius of 400 ft. + 40 ft./HD; all creatures within the aura take 1d6 divine fire damage per 8 HD of the helioedes per round.
Godly Realm: The helioedes godly realm is the entire Dark Tapestry (or Far Realms for standard D&D setting).
Grant Spells: Helioedes can grant spells of any level (the recipient must still be of sufficient power to cast the spell of course).
Ignore Reality (Ex): The helioedes does not suffer size penalty to attack rolls, armor class or skill checks.
Immortality (Ex): Helioedes does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.
Immunities (Ex): Helioedes is unaffected by any magical or natural effects such as: ability damage, disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. They can still be affected by artifacts (epic magic items) and epic spells.
Integrated Class Features: Helioedes with racial Hit Dice gain class features of any class equal to half their Hit Dice. Helioedes with both Hit Dice and Class Levels do not count their Class Levels for the purposes of determining these integrated class features, only their Hit Dice. Caster Level for integrated spellcaster classes is always equal to the helioedes’s total Hit Die +48, it has nothing to do with the integrated levels.
Interdimensional (Ex): All attacks and effects against helioedes have a 75% miss chance. A helioedes can move through solid objects (even made of force) as if they were difficult terrain, except that it cannot end its movement in an object. This ability does not function if the helioedes is subject to a dimensional anchor or similar effect. ???
Mad Mind (Ex): The helioedes use her Charisma score instead of Wisdom for Will saves and use Charisma for all Wisdom-based skill checks, rolls, prerequisite and ability (like the
Unknowing Mind divine ability). Anyone attempting to access the helioedes mind (whether through telepathy or spells such as Detect Thoughts) is stunned for 1 round instead of succeeding and must make a Will saving throw or become insane like the spell insanity. If you use the sanity rule, this deal 1d10 sanity damage for every HD of the helioedes, with a Will save for half the damage. This is a mind-effecting and insanity effect. The saving throw is Charisam-based. Creature immune to mind-effecting or insanity gain +4 to the saving throw.
Madness Aura (Su): The helioedes' hyper-intense perceptions warp a large area around it (400 ft. + 40 ft./HD); all creatures within the aura suffer a -48 insight penalty on all rolls as mad perceptions and patterns bombard their minds. Creature inside the aura must make a Will saving throw every round or are reduced to stammering masses of madness. This combine the effect of feeblemind and insanity. If you use the sanity rule, this deal 1d6 sanity damage for every 2 HD of the helioedes, with a Will save for half the damage. This is a mind-effecting and insanity effect. The saving throw is Charisam-based. Creature immune to mind-effecting or insanity gain +4 to the saving throw. Creatures that see the helioedes must make the save as if they were inside the area.
Madness Sovereign (Su): A helioedes ignore the immunity to compulsion, insanity, or mind-affecting effect.
Maven (Ex): The helioedes have maximum skill ranks for each skill she know.
Might (Ex): A helioedes deals their HD as d100's for damage dice of all natural weapon, effects, and unarmed attacks and their damage dice cannot go below this dice but this cannot increase to more dice than her HD. (An helioedes of 750 HD increase the d100's to d1000's.)?????
Mythic (Ex): A helioedes has
Mythic Power (100/day,
Surge +112d6) and counts as a 100th-rank
Mythic creature. A helioedes can use any of its spell,
spell-like abilities and Alter Reality effects as the
Mythic versions of those spells (if a
Mythic version of that spell exists), expending Mythic Power as normal. It can also
expend Mythic Power to use the augmented versions of these spell,
spell-like abilities and effects.
Nova: When a helioedes is killed, it explodes dramatically, as its massive energies are no longer restrained by its will. A Table
1: Helioedes Nova details the amount of damage. Blast damage should be treated as divine bludgeoning damage.
The save DC is Constitution-based. The hp damage and radiation don’t have a saving throw. An Earth-sized planet would have roughly 122,880 hp and the medium damage, if the explosion is within 800 miles of the planet surface, its fully capable of destroy it. Even if it did not destroy it, there is a high possibility that a large part of the surface is burned to dust, the atmosphere totally torn apart or at least reduced to almost nothing and the few surviving creatures mutated by radiation.
Table 1: Helioedes Nova | | | | |
Radius | Totally Disintegration | Fireball
(divine fire damage) | Blast | Radiation* |
400 miles | DC X | 6.000d100 | 6.000d100 | 300 |
800 miles | - | 6.000d100 | 6.000d100 | 200 |
3.000 miles | - | 3.000d100 | 3.000d100 | 150 |
5.500 miles | - | 2.000d6 | 2.000d6 | 75 |
8.000 miles | - | 200d6 | 200d6 | 30 |
13.000 miles | - | 20d6 | 20d6 | 15 |
*Ability damage to Str, Dex and Con. | | | | |
Omnicompetent (Ex): The helioedes know all skills.
Perfect Casting (Su): The helioedes cast all of her spells, spell-like abilities and effects thet replicate spell (like Alter Reality) as if they were modified by the Devastating Spell and Greater Intensified Spell [E] (removes the maximum cap) feats. This does not increase their level or casting time. An helioedes of 750 HD replace the Devastating Spell feat with the Doomsday Spell and Unreal Spell feats but keeps the Greater Intensified Spell. This still does not increase their level or casting time. ???
Portfolios (Var.): Helioedes gains the Double Chaos Portfolio and at least 1 other Double Portfolios (see Chapter 3 of the Immortal’s Handbook for more details on Portfolios) and as a First One but without the weakness registered under the Disciple and Elder One entry in the portfolio table (the helioedes ignore the portfolios prerequisite, the test of faith or the drawback of the demeanor). More powerful is the helioedes, more Double Portfolio has (Shub-Niggurath, 500 HD, has the Chaos, Fertility, Life and Nature Double Portfolio when Yog-Sothoth, 998 HD, has the Chaos, Knowledge, Magic, Space and Time Double Portfolio). An exception of this is the Law Portfolio, which cannot be obtained in any way by an helioedes. ?????
Reality Shift (Su): A helioedes, as a move action, can shift between the Material plane, the Dark Tapestry, the Dreamlands and Leng. A helioedes senses extends into this planes at a distance of 10.000 miles from the plane where she currently is, as long as she is in one of these four. She can attack and target with effects creatures on either of these planes normally, although such creatures are treated as having cover (constant insight does not work for this), as long as she is in one of these four. This ability does not function if the helioedes is subject to a dimensional anchor or similar effect (if that spell/effect overcome her immunity to non epic effect).
Starflight (Su): A helioedes flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes 2d4 rounds, and a trip beyond normally takes 1d6 hours (or more, at the GM’s discretion).
Telepathy (Su): A helioedes has telepathy with range equal to her cosmic consciousness.
Transcendental Ability (Var.): A helioedes gains a bonus Trascendental Ability from the following list for every 100 HD she has:
Dead Zone, Digestio, Evil Eye (as per the First One [Dimensional] Mastery, not the Trascendental Ability), Polymath, Transcorporeal (as per the First One [Dimensional] Mastery), Transfinite (as per the First One [Dimensional] Mastery), Transtemporeal, Transversal, Unreal (as per the First One [Dimensional] Mastery). . The helioedes does not need to meet ability, alignment, BAB, or divine rank prerequisites for these abilities but other prerequisites must be met. ????
Transcendental Toughness (Ex): If the helioedes has at least 500 HD, her Hit Die becomes d1000’s. ???
Spell Resitance: Helioedes gain spell resistance equal to their total Hit Dice/Levels +58 (10 + Divine Bonus Special Quality). Any spell which fails to penetrate the helioedes’s spell resistance is reflected back upon the caster.
Tentacle Mass: The helioedes gain one primary tentacle attack with the grab special quality for each 5 HD the creature has. The helioedes can grab creature of any size instead of up of her size. A helioedes’s natural weapons gains +1 enhancement bonus for every 3 HD and are treated as chaotic and epic for the purpose of overcoming damage reduction.
Unnamable Doom (Ex): The helioedes is the quintessence of wrongness, her very name becoming a danger for mortals to utter. The helioedes is aware of any creature on the universe where the helioedes is currently located that speaks its name, becoming able to see and hear the creature and its surroundings through a magical sensor for 1 minute similar to the greater scrying spell (but with no saving throw allowed). Creatures which speak the name also gain a -48 penalty on saves against the helioedes abilities for 24 hours.
Unspeakable Form (Ex): The natural form of the helioedes is a grotesque, tentacled mass (or another appropriately gruesome form). As a free action the heliodes can make its tentacles obtained from the template disappear or reappear (she can decide how many tentacle disappear or reappear).
The heliodes can as a swift action re-shape in a form much better for the mortal mind. This work like the Change Shape (shapechange) universal monster ability but even when take a “normal” form the helioedes can chose to maintains some original characteristics. When this ability is active the fiery storm and madness aura are suppressed. True Seeing does not automatically pass this ability but if for any reason a creature passes it, it must immediately make the Will save for madness aura.
Unspeakable Grip (Ex): The helioedes' can grab creature normally immune to grab, like creature under a
freedom of movement spell.
Abilities: +96 to all ability score