From PF Cosmology, some deities

Bootlebat

Explorer
I see. Do you plan to stat any more Pathfinder gods? I would REALLY like to see Desna, as she's my favorite god by far. She's the god of 2 of my favorite things (dreams and outer space). Not sure what portfolios those would translate into.
 

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Obly99

Hero
I see. Do you plan to stat any more Pathfinder gods? I would REALLY like to see Desna, as she's my favorite god by far. She's the god of 2 of my favorite things (dreams and outer space). Not sure what portfolios those would translate into.
I created the Dream Portfolio. For her Dream and Travel. For now, I have to create Phane and Palpatine and then I will start working on her.
 



Bootlebat

Explorer
Question: in his stats it says his horrific appearance causes (DC 369, insanity). Does this mean you go permanently insane if you fail the save? And how are the gods not all insane from when they fought him.
 

Obly99

Hero
Question: in his stats it says his horrific appearance causes (DC 369, insanity). Does this mean you go permanently insane if you fail the save? And how are the gods not all insane from when they fought him.
The insanity is a mind-affecting + compulsion + visive effect with a range of 30 ft. given by the qlippoth subtype.
Horrific Appearance (Su): All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. The exact effects caused by a qlippoth’s horrific appearance vary by the type of qlippoth. A successful Will save (DC 10 + 1/2 the qlippoth’s Hit Dice + the qlippoth’s Charisma modifier): reduces or negates the effect. This ability is a mind-affecting gaze attack.
For the following reasons it is almost impossible for it to drive you insane:
Its easy to gain an immunity (even temporaly) to compulsion or mind-affecting
Rovagug is mindless and cannot make a strategy to exploit it
The range is only 30 ft. and Rovagug has range 30 miles, so it is unlikely to be close
Rovagug must use (it read: waste) a standard action
Even if they go insane (and they must apply for it a lot to happen) a simple heal spell remove the insanity
 
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Obly99

Hero
Urgathoa

Female Human Necropolitan Paragon Intermediate Deity swashbuckler (scythe waltzing reaper [https://thatboomerkid().tumblr.com/post/120736208911/scythe-waltzing-reaper]) 20 / wizard (undead master) 10 / cleric (undead lord) 10 / mystic theurge 10 / cancer mage 10 / reborn necromancer 10

NE Medium undead (augmented humanoid)

Init +77 (always first); Senses darkvision 600 ft., divine sense (x10), life sight 10 rounds/day (100 ft.); Perception +152

Aura divine (800 ft., DC 147), dread (50 ft.), evil, paragon presence (200 ft., DC 182, less than 35 HD, 70 damage)

DEFENSE

AC 262, touch 232, flat-footed 177 (+95 deflection, +70 Dex, +12 divine, +15 dodge, +30 luck, +30 natural)

hp 6.440 (70d20+5.040) fast healing 25

Fort +176, Ref +116, Will +114

Defensive Abilities channel resistance +8, charmed life 7/day (+95 to a save), disease host, eternal balance, evasion, improved uncanny dodge, insect armor, nimble, sixth sense, uncanny dodge; DR 75/cursed and epic, 30/epic; Immune An intermediate deity is unaffected by 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 magical cold, magical disease, magical fire etc.; cold, fire, Terrestrial Hazards, undead traits; Resistance Stellar Hazard; SR/PR 122

OFFENSE

Speed 270 ft., fly 270 (perfect)

Melee bite +121 (4d10+47 plus grab), harvester +170/170/170/170/170 (72d10+130/15-20x17 +20 precision damage plus 255d8 and 85 negative levels against good targets [Fort DC 54 negate the negative levels])

Special Attacks blood drain (1d2 Cos damage at the end of a turn if she grapple a foe), channel negative energy 98/day (20d6, DC 169), channel negative energy only to use Command Undead 37/day (DC 93), children of the night 1/day (as a vampire but without the wolf), death’s kiss 36/day (5 rounds), infected wound 5/day (DC 95), master’s demand, mythic power (12/day, surge +1d12), sneak attack +3d6, viral ally

Cleric Spells Prepared (CL 112th; concentration +187) save DC (if any): 85 + spell level

9th—10 slots

8th—10 slots

7th—10 slots

6th—11 slots

5th—11 slots

4th—11 slots

3rd—12 slots

2nd—12 slots

1st—12 slots

0 (at will)—4 orisons

Wizard Spells Prepared (CL 112th; concentration +188) save DC (if any): 86 + spell level

Epic Spells per day: (7)

Epic Spells Know: Demise Unseen, Momento Mori, The Goal of All Life is Death

14th—2 slots

13th—2 slots

12th—2 slots

11th—2 slots

10th—2 slots

9th—10 slots

8th—10 slots

7th—10 slots

6th—11 slots

5th—11 slots

4th—11 slots

3rd—12 slots

2nd—12 slots

1st—12 slots

0 (at will)—4 cantrips

Spell-Like Abilities (CL 112th, concentration +249) +4 caster level for necromancy, +3 DC for necromancy

At will—animate dead, cause fear (DC 151), commune, contagion (DC 153), create undead, death knell (DC 152), death ward, destruction (DC 157), dream, energy drain (DC 159), etherealness, geas/quest, greater create undead, greater dispel magic, greater teleport, harm (DC 156), horrid wilting (DC 158), inflict light wounds (DC 151), inflict moderate wounds (DC 152), insect plague, limited wish, magic jar, sending, slay living (DC 155), tongue, wail of the banshee (DC 159), waves of exhaustion, waves of fatigue

12/day—wish

10/day—contagion (DC 91), poison (DC 92)

7/day—poison (DC 92)

1/day—insect plague

STATISTICS

Str 79, Dex 81, Con –, Int 79, Wis 77, Cha 200

Base Atk +50; CMB +126; CMD 281

Feats Alertness, Channel Energy Groundwork, Combat Reflexes, Command UndeadB (216 HD), Dodge, Greater Fortitude, Greater Vital Strike, Improved ChannelB, Improved Initiative, Improved Vital Strike, Improved Unarmored Specialist, Lightning Reflexes, Iron Will, Mobility, Power Attack, Quick Draw, Spell Focus (Necromancy), Spring Attack, Toughness, Vital Strike, Unarmored Specialist, Undead MasterB, Whirlwind Attack

Metamagic Feats Empower Spell, Greater Intensified Spell [E] (+4, removes the maximum cap), Heightened Spell, Intensified Spell, Maximized Spell, Metamagic Freedom, Quicken Spell;

Swashbuckler Bonus Feats Greater Weapon Focus (scythe), Greater Weapon Specialization (scythe), Improved Critical (scythe), Weapon Focus (scythe), Weapon Specialization (scythe)

Epic Feats Epic Weapon Focus (scythe), Epic Weapon Specialization (scythe), Greater Critical (scythe), Improved Combat Reflexes, Improved Critical Multiplier (scythe), Improved Dodge, Good Fortitude, Good Reflexes, Good Will, Greater Critical Multiplier (scythe), Shadow Strike, Sixth Sense, Sky Walker, Subtle Body, Superior Initiative, Superior Whirlwind Attack, Tenacious Body, Timely Dodge, Weapon Abatement, Zone of Animation

Skills All skills 115 + ability modifier; +5 on Diplomacy and Knowledge checks regarding undead creatures, –2 penalty when attempting such checks regarding living creatures, +5 to Intimidate against living, -5 to Diplomacy against them

Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Boggard, Celestial, Common, Cyclop, Draconic, Dark Folk, Drow Sign, Druidic, Dwarven, D’ziriak, Elder Thing, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Labial, Latin, Mi-Go, Necril, Orc, Protean, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vegepygmy, Yithian, 68 other languages;

SQ arcane school (necromancy; undead subschool), bolster 37/day (+3, 5 rounds), cancerous companion, combined spells (5th), corpse bond (harvester), corpse companion, deeds (bleeding wound, cheat death, deadly stab [DC 85], derring-do, dizzying defense, dodging panache, evasive, kip-up, menacing swordplay, opportunity parry and riposte, perfect thrust, precise strike, stunning stab [DC 85], subtle blade, superior feint, swashbuckler’s edge, swashbuckler’s grace, swashbuckler initiative, targeted strike), death’s embrace, disease form (95/day, DC 93), domains (death, undead), eyes of the dark lord (10 miles), fortuity, general of undeath, in service of the scythe, magic of the unliving, mark of the aching grave (hunger), maven, might, mythic, necromantic prowess, omnicompetent, panache (95), power over undead (command undead), reanimator, ritual master, silent dance of long shadows, spell synthesis, spontaneous casting (inflict), tatterdemalion, train undead, viral agent (One hundred thousand eyes), virtual size +3, unholy rebirth, undead versatility, unlife healer, waltzing blade-devotion, waltzing blade-mastery

Divine Abilities

• Multifaceted (Ex): You gain six Feats.

• Perfect Initiative (Ex): Always First.

• Perfect Weapon Focus (scythe) (Ex): Always use your highest BAB for iterative attacks.

• Seventh Sense (Ex): You can replay a number of rounds every day.

• Superior Critical Multiplier (scythe) (Ex): Critical multiplier increase.

• Superior Whirlwind Attack (Ex): Make a full attack against each opponent within reach.

Cosmic Abilities (Esoteric)

• Redivivus (Su): You can revive your opponents greatest enemy.

Death Portfolio Traits (Intermediate Deity)

Domain Power: You cast necromancy spells at +1 caster level.

Positive Energy Vulnerability (Ex): Suffer 50% extra damage from positive energy attacks and spells.

Sterility (Ex): You cannot produce offspring, even magically.

Undead (Ex): You gain the undead traits and have no constitution score.

• Necromantic Immunity (Ex): You are immune to necromantic attacks and spells.

• Scion of Death (Ex): +12 competence bonus on attack rolls, damage rolls and armor class against living.

• Improved Summoning (Undead): Undead created/summoned within your divine aura have 50% more HD.

• Embodiment of Death (Su): Immunities only 50% effective against your necromantic effects.

• Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks.

Disease Portfolio Traits (Intermediate Deity)

Domain Power: You cast necromancy spells at +1 caster level.

Fly’s Endurance (Ex): -12 Competence penalty to Constitution.

Healing Prohibition (Ex): Curative or healing magic only 50% effective on you (already calculated in the fast healing).

• Shield of Sickness (Ex): You are immune to disease.

• Scion of Sickness (Ex): +12 competence bonus on attack rolls, damage rolls and armor class against opponents with a lower Cha. score than you.

• Improved Summoning (Vermin): Vermin summoned within your divine aura have 50% more HD.

• Instrument of Sickness (Su): Immunities against your diseases only 50% effective.

• Uncanny Diseased Mastery (Su): Assault your enemies with diseased attacks.

Uncanny Diseased Mastery

Beam (Ray) 23; 3.200 ft.

Blast 11; 3.200 ft./200 ft. Standard action Ref 157/half

Blood 5; Melee automatic ability Ref DC 157/negate

Breath* 23; 200 ft. (cone) 800 (line) Standard Ref 157/half

Hand 35; Melee Touch

Immolation 35; 800 ft. radius Free/Standard Ref 157/half

Storm 5; 800 ft. radius Standard/Free – Special Ref 157/half

Strike 5; Melee (bonus) Free -

Wrath (Gaze) 11; all creature in 200 ft. Will 157/negate

Uncanny Negative Energy Mastery (after one day Fortitude DC 157 for remove the effect)

Beam (Ray) 11; 3.200 ft.

Blast 5; 3.200 ft./200 ft. Standard action Ref 157/half

Blood 2; Melee automatic ability Ref DC 157/negate

Breath* 11; 200 ft. (cone) 800 (line) Standard Ref 157/half

Hand 17; Melee Touch

Immolation 17; 800 ft. radius Free/Standard Ref 157/half

Storm 2; 800 ft. radius Standard/Free – Special Ref 157/half

Strike 2; Melee (bonus) Free -

Wrath (Gaze) 5; all creature in 200 ft. Will 157/negate

Might (Ex)
Urgathoa deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than Urgathoa HD.

Divine Traits (Intermediate Deity) (Ex)
As an intermediate deity, Urgathoa gains a +12 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. Urgathoa’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. An intermediate deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Urgathoa has Mythic Power (12/day, Surge +1d12) and counts as a 12th-rank Mythic creature. Urgathoa can use any of her spell-like abilities and spells as the Mythic versions of those spells (if a Mythic version of that effect exists), expending Mythic Power as normal. Urgathoa can also expend Mythic Power to use the augmented versions of these effects.

Artifacts

Harvester
Harvester
is a +35 everdancing, ghost touch, impact, living dread, speed, unholy scion orichalcum scythe. Harvester allow Urghatoa (and only her) to use her Charisma score instead of her Strength score for calculate if she can use this scythe. Harvester counts as a sacred symbol for casting her cleric spells. Any mortals killed with Harvester automatically become one of the undead. The owner can choose the type of undead, however, the undead create cannot have more than double the hit die of the creature killed. Additionally it’s Challenge Rating cannot be greater than 1/3rd the owner hit die.

Crown of the Pale Princess
As the first creature to rediscover undeath after the Cosmic War, the universe has rewarded Urghatoa. Crown of the Pale Princess is a headband artifact that give the owner the Legendary Charisma Cosmic Ability (already calculated in the statistics).

Serving Your Hunger
This book functions as a blessed book with an infinite number of pages and as Urghatoa spellbook. When Urghatoa prepares her spells every day using this book (and also those as a cleric), her magic of the unliving ability does not increase the spell level by 1 if it is not on the right list and give for 24 hours the Omnicompetent divine ability. The Serving Your Hunger contains all the existing spells of the sorcerer / wizard spell list and allows a caster to prepare Demise Unseen, Momento Mori and The Goal of All Life is Death (Custom divine abilities, portfolios, etc.) epic spells even if the caster does not have the Epic Spellcasting feat or pay any amount of gold for develop them (it must still be able to cast spells of 10 level or higher and make the appropriate spellcraft check). The book also contains another secret: it functions as a kind of emergency phylactery for Urghatoa. It has two possible effects when used to prepare spells by a creature that is not Urghatoa:

If used while Urghatoa is "alive", each time it is used to prepare spells, the caster must make a Will save DC 157 or his alignment changes to NE and converts, becoming a fanatic follower of Urghatoa.

If it is used while Urghatoa is "dead", the real reason for the existence of this book is revealed: the soul of Urghatoa, instead of leaving for the primordial chaos, takes refuge in this book. No effect (like detect undead) can reveal that she is hidden within the book unless the caster make a DC 144 caster level check. Whenever used to prepare spells, the caster must make a Will save DC 157 or is consumed, soul, mind and body and Urghatoa immediately returns to (un)life at full hit points but due to the ordeal she drops a divine grade (to Lesser Deity if it's the first time).

One hundred thousand eyes
A twisted blend of artifact, disease, and malign intellect, One hundred thousand eyes is a unique sentient disease created by Urghatoa with her Viral Agent class ability. This virus in undetectable unless a caster make a caster level check DC 122. All worshipers of Urghatoa are automatically infected with it and cannot be cured until they renounce Urghatoa worshiping, at that point it automatically removes itself. Its telepathic range is unlimited, even overcome planar boundaries, instead of being of only 10 miles but it cannot infect non-worshiper of Urghatoa. If a creature dies while under the effect of this disease, they become undead instead of outsider while in the divine realm of Urghatoa. This, in effect, gives Urgathoa the House of Death Divine Ability as a bonus ability and the possibility of always knowing what her worshipers are doing.
 

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Bootlebat

Explorer
I really like the Harvester. One question: it says it does an extra 288d8 damage against good opponents. How did you come to that exact number.
 

Obly99

Hero
I really like the Harvester. One question: it says it does an extra 288d8 damage against good opponents. How did you come to that exact number.
I converted the Holy Scion weapon ability listed under the Malakim angel into Unholy Scion.
Holy Scion: Weapons with this ability deal +15d8 damage when used against evil targets, who also gain five negative levels (Fortitude DC 19 + the weapons enchantment bonus). These effects are multiplied by the weapons critical hit multiplier.
Very strong divination; CL 75th; Craft Magic Arms and Armor, holy word, miracle; Price +25 bonus.

Because she crit x17 -> 15x17 = 255. For error I writ 288 instead of 255.
 

Obly99

Hero
With @Bootlebat's request, here you go.
Desna

CG medium fey (native)

Init +115 (always first); Senses darkvision 600 ft., divine senses (x10), low-light vision, see in darkness; Perception +129

Aura divine (DC 95, 1.100 ft.)

DEFENSE

AC 174, touch 149, flat-footed 120 (+71 deflection, +44 Dex, +14 divine, +10 dodge, +25 natural)

hp 3.900 (100d20+1.900)

Fort +300, Ref +301, Will +298; -2 vs illusion

Defensive Abilities azata traits, danger sense (+1), divine luck 71/day (+10), evasion, swarm form 10/day (DC 53), uncanny dodge; DR 40/epic; Immune A greater deity is unaffected by 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 magical cold, magical disease, magical fire etc.; cold, electricity, light effects, illusions, mind-affecting effects, petrification, sleep, spells and effects which impede movement, outer space environment, Terrestrial Hazards; Resistance cold 10, fire 10, Stellar Hazards; PR/SR 124

OFFENSE

Speed 360 ft., fly 1.080 ft. (perfect); Greater Starflight (2d6 hours/days)

Melee falling stars +380/+380/+380/+380/+380 (66/17-20x9), falling stars +380/+380/+380/+380 (66/17-20x9) and 4 wings slap +131 (1d10+9) or 4 wings slap +136 (1d10+19)

Special Attacks debilitating injury, improved counterport (DC 105, 10d6), greater counterport (DC 105, 57d6), mythic power (14/day, surge +3d6), planar channel 74/day (DC 152, 57d6), sneak attack +3d6, starsong 20 rounds/day (DC 105; butterfly, fortune’s favor, guide my steps, sweet dreams, wanderer’s hymn)

Oracle Spells Known (CL 114th; concentration +199)

11th (1/day)

10th (2/day)

9th (21/day)—gate, mass heal, miracle, overwhelming presence (DC 105), true resurrection

8th (21/day)—discern location, divine vessel, greater spell immunity, nine lives, sacrament seal (DC 103)

7th (22/day)—bestow grace of the champion, bestow planar infusion III, control weather, greater scrying (DC 102), holy word (DC 102)

6th (22/day)—banishment (DC 102), blade barrier (DC 101), find the path, heal, mass planar adaption

5th (22/day)—atonement, break enchantment, breath of life, dispel evil, greater forbid action (101), overland flight*, plane shift (DC 100)

4th (23/day)—absolution, blessing of fervor, bountiful banquet, cure critical wounds, death ward, greater celestial healing, wandering star motes*

3rd (23/day)—borrow fortune, bestow curse (DC 98), disrupt silence, find fault, guiding star*, magic circle against evil, remove curse

2nd (23/day)—augury, burst of radiance (DC 97), communal protection from evil, conditional favor, consecrate, glitterdust (DC 98)*, lay of the lands, zone of truth (DC 98)

1st (23/day)—air bubble, celestial healing, clarion call, command (DC 97), cultural adaption, cure light wounds, detect evil, faerie fire*

0 (at will)—bleed (DC 95), create water, detect magic, detect poison, ghost sound (DC 95), guidance, light, mage hand, mending, read magic, resistance, stabilize, virtue

Mystery heavens

Spell-Like Abilities (CL 114th, concentration +199)

At will—astral projection, blink, commune, dream, dream council, dream travel, dream voyage, etherealness, expeditious retreat, fly, form of the alien dragon I/II/III, freedom of movement, geas/quest, greater dispel magic, greater teleport, hypnotic pattern (DC 97), interplanetary teleport, levitate, magic jar (DC 100), magic missile, major image (DC 98), meteor swarm (DC 103), microcosm (DC 104), phantasmal killer (DC 99), plane shift (DC 100), sending, shadow walk, sleep (DC 97), spider climb, tongues, wandering star motes

22/day—fly

14/day—wish

1/day—longstrider

STATISTICS

Str 48, Dex 54, Con 48, Int 50, Wis 48, Cha 152 (+71)

Base Atk +100; CMB +346; CMD 246

Feats Butterfly StingB, Charming Initiative, Combat Reflexes, Cosmic GateB, Clustered Shot, Deadly Aim, Dodge, Double Slice, Double Strike, Endurance, Eschew Materials, Far Shot, Greater Fortitude, Greater Two-Weapon Fighting, Guided StarB, Improved Far Shot, Improved Initiative, Improved Mastery of Throwing, Improved Precise Shot, Improved Stellar WandererB, Improved Two-Weapon Fighting, Improved Unarmored Specialist, Lady’s Luck GuidanceB, Lucid DreamerB, Mastery of Throwing, Mobility, Oracle Gift, Pinpoint Targeting, Point Blank Master (starknife), Point-Blank Shot, Precise Shot, Quick Draw, Run, Selective Channel, Shot on the Run, Spell Focus (abjuration), Spell Focus (enchantment)B, Spell Penetration, Starry GraceB, Stellar WandererB, Total (Planar Purge), Two-Weapon Fighting, Unarmored Specialist, Weapon FinesseB, Weapon Focus (starknife), Weapon Specialization (starknife)

Metamagic Feats Consecrate Spell, Enlarge Spell, Extend Spell, Heightened Spell, Intensified Spell, Reach Spell, Widen Spell

Epic Metamagic Feats Greater Intensified Spell (+4, removes the maximum cap), Metamagic Freedom

Epic Feats Improved Dodge, Good Fortitude, Perfect Two-Weapon Fighting, Superior Initiative, Sure Shot

Skills All skills 117 + ability modifier

Languages Abyssal, Aboleth, Aklo, Celestial, Common, Draconic, Giant, Infernal, Sylvan, other 111; truespeech

SQ counterport, counter summon, dream link, efficient sleeper, eradication (+3), favored terrain (Abyss +10, Astral Plane +8, Dimension of Dreams +14, Ethereal Plane +6, Maelstrom +4, Outer Space +12), finesse training (starknife), integrated class feature (oracle (stargazer)) 10 (Stargazer – d20PFSRD), unchained rogue 5 (Unchained Rogue – d20PFSRD), horizon walker 10 (Horizon Walker – d20PFSRD), planes walker 10 (Planes Walker – d20PFSRD), sphere singer 10 (Sphere Singer - Prestige Classes - Archives of Nethys: Pathfinder RPG Database), spherewalker 5 (Spherewalker - Prestige Classes - Archives of Nethys: Pathfinder RPG Database)), landmark, longstrider, master of all lands, maven, might, no breath, oracle’s curse (waking dreamer), planar guide (favored enemy daemon +2, demon +2, devil +2, mythos +2), planar purge (200 HD), planar scourge, portfolio (dream, outer space, travel), revelation (heavens: awesome display, guiding star, star chart), rogue’s edge (survival), rogue talent (fast gateway, ninja trick [fast stealth]), star slinger, starknife mastery, tapestry traveler, terrain dominance (Abyss [cold iron], Astral Plane, Plane of Air), terrain mastery (Astral Plane, Ethereal Plane, Plane of Air, Plane [Abyss]), trapfinding, versatile performance (dance [acrobatics, fly], sing [bluff, sense motive]), virtual size category +2, wandering dream

Gears clothing of the galaxies (give the Lurking and Shadow Self Divine Ability and increase Starflight to Greater Starflight [as Cthulhu (B4)]), crow of dreams and stars (give the Legendary Charisma Cosmic Ability), 2 falling stars (+32 aberration dread, distant shot, evil outsider dread, nullifying, phase locking, speed, triple-throw, silver starknife of unerring accuracy; +72 total bonus)

Divine Abilities

• Abnormality (Extra Wings) (Ex): Grow extra two wings and two wing slaps attacks

• Adjuration (Su): Summon up to 200 hit die of creatures per day (no single creature can have CR higher than 64)

• Beautiful Mind (Ex): Cha as circumstance to attack rolls

• Beautiful Soul (Ex): Chas as circumstance to saving throw

• Celerity (Ex): Your speed is tripled for all movement types

• Chaotic Mind (Ex): Cha as anarchic to attack rolls

• Chaotic Soul (Ex): Chas as anarchic to saving throw

• Dimensional Ancestry (Azata) (Ex): You gain Azata traits

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Chas as luck to saving throw

• Lurking (Ex)B: You are difficult to detect

• Omnicompetent (Ex): All skills are class skills

• Perfect Initiative (Ex): Always First

• Polymorph (Su): You can polymorph at will

• Shadow Self (Su)B: Gain a permanent shadow duplicate

• Shapechange (Su): You can shapechange at will


Dream Portfolio Traits (Greater Deity)

Granted Power: Choose either Spell Focus (enchantment) or Spell Focus (illusion) as a bonus feat.

Dream-bound (Ex): Competence penalty (equal to your divine rank) on all die rolls if you have not slept, dreaming, for at least 1 hour in the past 24 hours

Fear the Dreamless (Ex): Suffer 50% extra damage from attacks by creatures that possess the mindless quality

• Shield of Dream (Su): You are immune to illusions and mind-affecting effects

• Scion of Dreams (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank against any foe that has dreamed in the last 24 hours

• Children of Dream (Ex): Creatures you summon gain Luck bonus equal to your divine rank to all rolls

• Instrument of Dreams (Su): Immunities against your illusions and mind-affecting effects are only 50% effective

• Uncanny Withering (Wis.) Mastery (Su): Assault your enemies with wisdom draining attacks

• Heart of Dream (Ex): You gain regeneration equal to half your HD if there is a sleeping creature with an Intelligence score within your divine aura


Outer Space Portfolio Traits (Greater Deity)

Granted Power: You gain the No Breath and Starflight abilities (3d20 months/years) and immunity to the environment of the outer space

Hostile Environment (subterranean) (Ex): Competence penalty (equal to your divine rank) on all die rolls when underground

Negative Energy Vulnerability (Ex): Suffer 50% extra damage from Negative Energy attacks and spell

Darkest Vision (Ex): You gain the See in Darkness special ability

• Light Immunity (Su): You become immune to light based damage and attacks

• Scion of Stars (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when in starlight

• Improved Summoning (aliens) (Ex): Natural space creatures (like anunnaki, elder thing, shantak) summoned have 50% more HD

• Starflight (Su): Gains the Starflight ability of a Shantak (3d20 hours/day)

• Uncanny Black Hole Mastery (Su): Assault your enemies with gravity attacks

• Star Soul (Ex): You gain regeneration equal to ½ your HD when bathed in starlight or in outer space


Travel Portfolio Traits (Greater Deity)

Granted Power: Increase movement speed by 10 ft. Add survival to your list of cleric class skills.

Cold Vulnerability (Ex): Cold based spells and effects are 50% more effective on you

Hyperactive (Ex): Competence penalty (equal to your divine rank) on all die rolls if you stay in the same location for more than one day

• Temporal Resistance (Su): You are immune to spells and effects which impede movement

• Scion of Travel (Ex): Competence bonus to attack rolls damage rolls and armor class equal to your divine rank when you take your full movement that round

• Fleet of Foot (Ex): Creatures you summon have double their normal movement rate

• Embodiment of Travel (Su): Immunities only 50% effective against your temporal effects

• Uncanny Withering (Con.) Mastery (Su): Assault your enemies with constituion draining attacks

• Traveller’s Soul (Ex): You gain regeneration equal to half your HD when you take your full movement


Uncanny Black Hole Mastery

Creature that take damage must make a Reflex save, with the same DC of the version of the Effect or be moved to any square that is included in the area of effect. For effect form that are not area (Beam, Blood, Hand, and Strike) a failed Reflex allows the immortal to move the creature anywhere in its Divine Aura. The Reflex save is DC 105 for the form without DC (Beam, Hand, and Strike).

Beam (Ray) 100d8; 4.400 ft.

Blast 50d8; 4.400 ft./275 ft. Standard action Ref 105/half

Blood 25d8; Melee automatic ability Ref DC 53/negate

Breath* 100d8; 275 ft. (cone) 1.100 ft. (line) Standard Ref 53/half

Hand 150d8; Melee Touch

Immolation 150d8; 1.100 ft. radius Free/Standard Ref 53/half

Storm 25d8; 1.100 ft. radius Standard/Free – Special Ref 105/half

Strike 25d8; Melee (bonus) Free -

Wrath (Gaze) 50d8; all creature in 275 ft. Will 105/negate


Uncanny Withering (Con.) Mastery

Beam (Ray) 10; 4.400 ft.

Blast 5; 4.400 ft./275 ft. Standard action Ref 105/half

Blood 2; Melee automatic ability Ref DC 53/negate

Breath* 10; 275 ft. (cone) 1.100 ft. (line) Standard Ref 53/half

Hand 15; Melee Touch

Immolation 15; 1.100 ft. radius Free/Standard Ref 53/half

Storm 2; 1.100 ft. radius Standard/Free – Special Ref 105/half

Strike 2; Melee (bonus) Free -

Wrath (Gaze) 5; all creature in 275 ft. Will 105/negate


Uncanny Withering (Wis.) Mastery

Beam (Ray) 10; 4.400 ft.

Blast 5; 4.400 ft./275 ft. Standard action Ref 105/half

Blood 2; Melee automatic ability Ref DC 53/negate

Breath* 10; 275 ft. (cone) 1.100 ft. (line) Standard Ref 53/half

Hand 15; Melee Touch

Immolation 15; 1.100 ft. radius Free/Standard Ref 53/half

Storm 2; 1.100 ft. radius Standard/Free – Special Ref 105/half

Strike 2; Melee (bonus) Free -

Wrath (Gaze) 5; all creature in 275 ft. Will 105/negate

Divine Traits (Greater Deity) (Ex)
As a greater deity, Desna gains a +12 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. Desna’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. A greater deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.

Mythic (Ex)
Desna has Mythic Power (14/day, surge +3d6) and counts as a 14th-rank Mythic creature. Desna can use any of her spell 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 spell and spell-like abilities.

Might (Ex)
Desna deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.

Starknife Mastery (Ex)
Desna mastery of the starknife is legendary. This give her Perfect Weapon Focus, Perfect Weapon Specialization, Superior Critical, and Superior Critical Multiplier Divine Abilities with the starknife.
 

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