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Creating an Executor of the Gods

“Executor of the Gods” is an acquired template that can be added to any humanoid creature that has at least 21 levels/HD.
Speed: Executors gain a +15 foot increase to all movement forms. This does not apply to temporary movement forms such as those granted by spells or magic items.
Armor Class: Executors gain a natural armor bonus of +10. The Executor gains an additional +2 bonus for each divine strata of their patron.
Special Attacks: An Executor retains the special attacks of the base creature and gains those described below.
Extraplanar Assault (Su): As Executors are empowered to prevent the spread of, and remove the influence of, Outsiders, they are able to overcome any alignment qualifiers to the damage reduction and regeneration of any creature on the Prime Material plane who possesses the Extraplanar subtype. The Executor must still have a weapon of the appropriate type and/or material.
Soul Blast (Su): This ability allows an Executor to make a ranged touch attack a number of times per day equal to 5 + Con modifier. The ray extends up to 100 feet, although it cannot penetrate a divine shield. The ray destroys a wall of force, and removes one layer from a prismatic wall or a prismatic sphere it hits, but is itself unaffected and still strikes its target. Targets the ray strikes take 1d6 points of damage for every two Hit Dice of the Executor, and are allowed a Reflex save (DC 20 + Cha modifier) for half damage. Beings with a Divine or Cosmic Rank take only half damage from a Soul Blast, with a Reflex save completely negating the damage. The ray has any kind of appearance the Executor desires, although it is of no particular energy type, and thus not subject to abilities or effects that grant protection from one or more energy types.
Spell-Like Abilities (Sp): At will-greater teleport; 5/day-any combination of spells from the domains granted by the Executor's divine patron; 1/week-limited wish. Caster level is equal to the Executor's HD, the save DCs are Charisma-based.
Special Qualities: An Executor retains the special qualities of the base creature and gains those described below.
Apotheosis: As the supreme mortal representatives of the gods, Executors are granted unique abilities relating to their patron's portfolio. An Executor gets one unique ability for every divine strata of their deity, and one of the following benefits that the Executor qualifies when gaining this template.

-If the Executor has a pre-epic BAB of 20, they get a +20 bonus on all attack rolls and a +10 bonus on damage rolls.
-If the Executor has access to 9th level spells, they get a +10 bonus on caster level checks and to the save DCs of their spells.
-The Executor gains a +10 bonus on a number of skills equal to Int modifier.

Contingent Immortality (Ex): An Executor of the Gods is considered immortal. They do not age, although they do need to eat, sleep, and breathe. An Executor that is reduced to -10 or less hit points from an attack that does not destroy their body, or from a death attack is incapacitated, but is not truly dead. An Executor reduced to -10 hit points or less regains hit points at the rate of 1 hit point per week, regaining conscious when they reach 1 hit point.
If the Executor is subject to an attack that would destroy their body (i.e. being targeted by the Disintegrate spell), the Executor is rendered immaterial as well as incapacitated, and they are transported to their patron deity’s realm. An Executor whose body is destroyed recovers hit points at the rate of 1 point per week, their body reforming when they reach 0 hit points. An Executor whose body has been destroyed is confined to their home plane for 10d10 years after reforming, though they can travel to their patron deity’s realm during this time.
Due to the infusion of divine power into an Executor, their soul becomes impervious to any attempts to destroy it, unless that attempt is made by a being of equal or greater power to that Executor’s patron deity. Such a being must still succeed at an opposed rank check to destroy the Executor's soul.
Upon becoming an Executor, the individual must specify a certain situation or course of events that must occur for the Executor to be permanently slain. The situation or action cannot be the same as that of another living Executor. The situation or event can require the presence or actions of an Executor’s successor, and is unavoidable by any means short of the Executor losing their Executor status before the event occurs.
Commune (Sp): An Executor may contact their patron god, and ask for, or give information. This acts as the commune spell, except the Executor can activate it as a free action, and the Executor and God can discuss anything of interest to the god. It lasts for a max of 20 rounds.
Infusion of Divinity: The process by which a deity turns a suitable individual into an Executor infuses a portion of that deity's divine essence into the individual, granting the following benefits.

-Executors have Divine Rank 0.
-Executors have maximum hit points per hit die.
-Executors gain a deflection bonus to AC equal to their Charisma modifier.
-The Executor's type changes to Outsider, with the Native subtype.
-Executors do not treat a 1 on attack rolls or saving throws as an automatic failure.
-Immune to polymorphing, petrification or any other attack that alters their form.
-Immune to energy drain, ability drain, ability damage, disease, massive damage, mind-affecting effects, and stunning.
-Spell Resistance 32 +1/2 HD.
-An Executor's natural attacks, and their attacks with manufactured weapons are considered epic and appropriately aligned for the purposes of overcoming damage reduction.

Divine Protection: Executors are protected by their divine patrons, and gain a bonus on defensive rank checks equal to their patron's divine rank. While on the Material Plane, or in the divine realm of their patron, Executors have an additional +5 bonus on defensive rank checks. They have no bonus on rank checks of an offensive nature.
Damage Reduction: As quasi-divine beings, Executors are incredibly resistant to attacks which damage their bodies. Executors of Lesser and Demi-deities gain DR 20/epic and material; Executors of Greater and Intermediate deities gain DR 25/epic, opposing alignment, and material. Neutral Executors of Greater and Intermediate deities can choose either a single alignment in their damage reduction, or choose to gain DR 20/-.
Fast Healing (Ex): Executors of Lesser and Demi-deities have fast healing equal to their Con modifier. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the Executor to regrow or reattach lost body parts. Executors of Greater and Intermediate deities instead have regeneration equal to their Con modifier, bypassed by one energy type and one alignment.
Outsider Sense (Su): As defenders of the world, Executors have the ability to sense the presence of Outsiders within 1 mile. The Executor is able to determine the general direction and power of the Outsider, but nothing more. When the Executor approaches within 100 feet of the Outsider, he can also determine the alignment of the Outsider. This ability also allows the Executor to detect the presence of Outsiders with the native subtype, however the ranges are halved.
Soul Shield (Su): A number of times per day equal to 5 + Con modifier, as a swift action, an Executor can create a number of floating shields to protect themselves. The Executor generates one shield for every 10 HD they possess, and each shield lasts until the Executor dismisses it or it is destroyed. Each shield can absorb damage equal to the Executor’s HD before being destroyed, with excess damage being dealt to the next, or to the Executor if they have no remaining shields. The shields hover around the Executor, at a distance of 1-2 feet, and move to intercept attacks aimed at the Executor without conscious act on the part of the Executor, even attacks the Executor is immune to.
The Soul Shield is fully functional against attacks from beings with divine or cosmic ranks, including Divine Blast and the Soul Blast of other Executors. The Soul Shield cannot be dispelled, though mage’s disjunction destroys a number of shields equal to one-quarter the caster level of the attacker.
The shield appears as anything the Executor desires, although they do not have to be visible; however it is not subject to attacks or abilities that target objects. A Soul Shield cannot be grappled and functions even against attacks made by incorporeal creatures. The shields cannot pass through solid matter.
Abilities: Executors acquire 10 points plus 2 points for each divine strata of their patron deity that they can divide as needed across their ability scores. An Executor can also “swap” ability scores at a two for one basis; in other words, the Executor may take 2 points from their Strength and add 1 point to their Intelligence.
Skills: Executors gain 20 ranks in Knowledge (religion) and Knowledge (the planes), up to the maximum of Character level +3 ranks. Executors who already have the maximum number of ranks in either skill do not gain an additional benefit. In addition, Knowledge (religion) and Knowledge (the planes) are always considered class skills for Executors.
Challenge Rating: As base creature +10.
Alignment: As per a cleric of the patron deity.
 


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