A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)

Oh, I thought you had other guys to work on. :P

And, I'd have to think about backstory and such. Come to think of it, I never did one for Vasthultus, either, though I do have something vague in mind for him.
 

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Phanes are pretty cool, as are Warlocks (even if they seem like gimped Sorcerers). Time Regression is a huge pain. As is Seventh Sense. It makes everything take ages. (Although there was an awesome fight I set up where one PC Seventh-Sense using Sorcerer and an NPC Seventh-Sense using super-demon-protean thing kept trying to manoeuvre around each other's precog, the Sorcerer using Anyfeat(Spell Knowledge) and the Protean* using its 'Get any Ex ability ever' power.) Making them trigger on individual actions rather than rounds (but upping the uses per day to compensate) makes things less cumbersome.

*Proteans are silly, don't put one in this tournament, it'll win if it's played anywhere near intelligently, and isn't massively underlevelled.

I have a couple of high level monsters I could adapt, but they're a bit samey. Kampgeists are Epic versions of the Zeitgeist from Cityscape created when a land remains a battlefield for years. The most powerful ones have 120 HD, but they're basically War Gods in all but name (and ability to leave their battlefield), and I've already commented that we've got enough of those.

The other is the Gnawing Horror and the Dripping Yellow Madness, both Far Realm creatures, but they were only a threat when they showed up because they had been summoned by a Wizard with the foresight to make a giant tower of Deny Mind Blank so their abilities actually had a chance of working, since both were mainly a threat due to horrible Mind-Affecting abilities. I'm not sure what Far Realm greater-deity level monsters are supposed to have by way of stats. Standard divine templates don't seem right.

Polymorpheus is another sort-of suitable god from my campaign, but he's a stealthy melee fighter, and we've already got a few of those. He's a Wildshape Ranger, so I guess that's different. Chimerical is the Massive DM Effort ability*, so not sure if I can be bothered to write him up.

*Second only to Permanent Emantion(Hindsight), which lets PCs ask inane questions about anything that has happened within the last 80 days or so within 60 feet of them all the time.

If she hates gods AND vampires, well the she'll certainly hate Trez Drakara with a passion. He is a Drow who turned Vampire. He single-handedly slew an entire ruling council, comprised of eight epic level matron mothers, of Lolth's high priestesses in one of her largest capital cities on the Material Plane. That was his Apotheosis as a Vampire-god of Darkness and Destruction. Ironically he ended up going on a crusade through the layers of the Abyss in a campaign I ran, wherein Malcanthet, Demogorgon & Orcus all met their doom. He meets Ryuushin Genji Ryo, and is easily defeated by him, and vows to take a second glance at his life, and ends up leaning his alignment towards good. Later on, Genji introduced Trez to Andrew Sendant who vows to help Trez redeem his evil ways and become a Paladin of Good.
Andrew's efforts are sucessful and Trez has a change of heart, choosing to use his thirst for blood to feast upon the blood of the cruel and corrupt, rather than the innocent and good.

Funny you should say that, as Anaesthesia's semi-related to (she learned Meldshaping from them) a group of atheist cultists who staged a rather successful coup on the abyss, slaying Juiblex, Zuggtomy, Yeenoghu, Baphomet, Kabiri and Malcanthet (and a couple of Infernals and an Apocalypse Beast), one Greater Deity (Sea and Metalwork, a PC who forgot how Fire Vulnerability worked and took a thirty headed dragon breath weapon to the face) and one Intermediate Deity (Secrets and Thievery, got tricked into locking himself in a room with a boss meant for an entire party of his level.) through a rather nasty trick which converted Juiblex's entire realm into self-replicating slime which polluted the Styx and produced an army of Regenerating crit-immune demon slimes which turned demons they killed into more slimes. Bel has capitalised on the whole thing and is poised to attack Pazunia.

Anaesthesia was on the other side of the planes while this was happening, and indirectly assisted in Alabaster's death (the Graveyard of Swords is a sublayer of Acheron in my setting). This was the weak EB alabaster.

I guess killing off Demon Lords is a standard way of saying ":):):):) just got real." Can't really kill off Archdevils in the same way because there's not as many of them.

Gods with Divine caster levels confuse me. They're Paladins of themselves? How does that work? If they stray from their code of conduct they're so disgusted with it that they strip themselves of their class features?
 

Gods with Divine caster levels confuse me. They're Paladins of themselves? How does that work? If they stray from their code of conduct they're so disgusted with it that they strip themselves of their class features?

Funny you should mention that because that's not the first time that question has been posed to me. I'll answer it the same way i did before. Some immortals choose to worship higher beings. Andrew,for example, prays to Bahumat & The Arch-Angels from the IH. Some immortals may call upon their own inherit divine energy to cast their spells. Most immortals are not arrogant enough to have an actual god-complex and think they are the top of the food chain. Sidereals in my universe do occasionally make their presence known through Aspects and Avatars.

I know for a solid fact if Andrew ever did anything to violate his own moral code he would beat himself up with guilt for weeks at a time, until he feels he has atoned for his sins, or until Bahumat tells him so, during which time he would lose access to most of his class features. As a fluff element, he would also lose access to his wings, but his eyes would no longer have the achiles' heel divine ability. (loss of 3 divine abilities)
 

Hey, Buugi, are you by any chance familiar with this? I'd say it's a damned sight better than the regular Half Dragon template. :P I don't know if it'll be of use for Anaesthesia or not, but I thought I'd throw it out there.

Also, I don't think I can do this Phane. I just hate the way they're designed in the ELH so much. I have my own version I did for the IH rules, but it's unfortunately too high-level to make a very effective warlock out of. (I have it as ECL 72, but it's probably a bit higher than that in practice).

In case you want to see it, here it is.

[sblock] Immortal Phane

Large Outsider (Abomination, Chaotic, Evil, Extra-Planar, Incorporeal)
Hit Dice: 72d20 +792 +360 (2,592 hp)
Initiative: +57 (+49 Dexterity, +8 Superior Initiative)
Speed: 80 ft., Fly 240 ft. (Perfect)
Armor Class: 121 (-1 Size, +34 Deflection, +49 Dexterity, +4 Divine, +7 Dodge, +18 Insight)
Flat-Footed: 65 Touch: 121
Base Attack/Grapple: +72/--
Space/Reach: 10 ft./10 ft.
Attack: Incorporeal Touch +146 144d8 Chronal Cold + Stasis Touch (DC 71)

Special Abilities: Chronal Blast, Spell-Like Abilities, Stasis Touch, Time Leach

Special Qualities: Abomination Traits, Chronal Displacement, DR 70/Epic and Lawful, Fast Healing 70, Legendary Dexterity, Null Time Field, Quickness, Regeneration 35, Resonating Touch, Sonic Immunity, Slipstream, Telepathy, Temporal Insight, Time Regression, SR 86

Saves: Fort +75 Ref +121 Will +81
Abilities: Str 0 Dex 108 Con 36 Int 32 Wis 46 Cha 70

Skills: Balance +121, Bluff +105, Concentration +88, Diplomacy +105, Hide +121, Intimidate +105, Jump +75, Knowledge (Arcana, Religion, Nature, the Planes) +86, Listen +93, Move Silently +121, Search +86, Sense Motive +93, Spell-Craft +86, Spot +93, Swim +75, Tumble +105

Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (Incorporeal Touch), Lighting Reflexes, Mobility, Spring Attack, Weapon Focus (Incorporeal Touch)

Epic Feats: Combat Mastery, Epic Reflexes, Epic Weapon Focus (Incorporeal Touch), Fire Baptism, Improved Combat Expertise, Improved Dodge, Improved Toughness (5), Sixth Sense, Superior Initiative, Supreme Dodge, Timely Dodge

Alignment: Chaotic Evil
Environment: Space, Time Distortions
ECL: 72
CR: 48

Combat

Phanes are horrific opponents, making use of all their terrifying temporal abilities to overwhelm opponents.

Chronal Blast

As a Standard Action, the Phane may make a Ranged Touch Attack with a range of 820 ft. The target takes 1d12 damage per their Hit Dice, i.e., if the Phane hit a 70th level fighter with this ability, he would take 70d12 damage.

Chronal Displacement

A Phane constantly shifts between time streams, making it difficult to affect with any ability. It has a 50% chance of ignoring any physical effect. (This stacks with its Incorporeal traits to provide a 62.5% miss chance.)

Immunities

Phanes are immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools.

Null Time Field

A Phane is surrounded by a Null Time Field with a radius of 820 ft. Any opponent within the Null Time Field must make a Will Save (DC 62) each round or be unable to act, frozen in time. Those making their save are still treated as Slowed while within the Null Time Field.

Quickness

Phanes are preternaturally fast and are always treated as Hasted.

Resonating Touch

The damage of a Phane’s Incorporeal Touch Attack doubles every time it used against the same opponent consecutively. (Two doublings equals a tripling.)

Slipstream

Phanes are utterly unfettered by time. They are immune to temporal and aging effects, cannot be undermined by time travel, and join in any Time Stop cast within 820 ft.

Spell-Like Abilities

Caster Level 90th DC 62 + Spell Level
Always Active: Detect Good, Detect Magic, Greater Invisibility, Tongues, Unholy Aura
At Will: Greater Teleport, Quickened Slow, Trap the Soul, True Strike, Time Stop
4/day: Safe Time, Time Duplicate

Telepathy

A Phane may communicate telepathically with any creature within 1,000 ft. that has a language.

Temporal Insight

Phanes receive an Insight Bonus on Armor Class, Attack Rolls, Caster Level, Saving Throws, and Save DCs equal to their Wisdom Modifier.

Time Leach

Once a Phane has sealed an opponent in Temporal Stasis, it begins to leach away its time. For every round an opponent remains removed from the time stream, they gain 1 Negative Level. This is not caused by Negative Energy and ignores immunity to Energy Drain. These Negative Levels persist for 1 day per round spent in Temporal Stasis and can only be recovered by a Miracle or Wish spell.

Time Regression

A Phane may replay 4 rounds of combat per day, in which all its opponents act in the exact same manner and it may change its actions freely.[/sblock]

Amusingly, it's at-will Time Stop SLA is of almost no value to it. :P

Anyway, as cool as it sounds, finding a plausible motivation for a Phane warlock to want to fight in the tournament rather than just want to eat everyone seems like it would be difficult. :P
 

Also, I don't think I can do this Phane. I just hate the way they're designed in the ELH so much. I have my own version I did for the IH rules, but it's unfortunately too high-level to make a very effective warlock out of. (I have it as ECL 72, but it's probably a bit higher than that in practice).

You could always make a divine ability that allows his racial HD to stack with his warlock levels for purposes of CL checks and whatnot if that's part of the problem, at least as far as making him a warlock, Or you could always do integrated class features/templates.


Anyway, as cool as it sounds, finding a plausible motivation for a Phane warlock to want to fight in the tournament rather than just want to eat everyone seems like it would be difficult. :P

I don't know about that man, the chance at ultimate power is a pretty good motivator for any intelligent creature.

Edit - Wow, I daresay those superior half-dragon templates are at least 27 kinds of Sexy. I've always wondered if Falazure's association with negative energy is because he is part Void Dragon? These templates would make him pretty epic, even if he is only a lesser deity. Slap Paragon on top of that and he's a shoe in for the Tournament. More importantly, Unlike His sister Tiamat(though she's been re-incarnated), he is still alive and retains all of his power in my campaign setting.

Also wtf is a starshadow dragon?

Might as well go ahead and update the roster. I want at least one creature of every type and as many subtypes as humanly possible to participate in this tournament. Preferably all the creatures in this tournament should all have the Unique subtype in common, meaning there is only one of them in all of creation.

[sblock]1. Tempus Foehammer (he was the first one in line lol)
2. Corellon Larethian
3. Gruumsh
4. Andrew Sendant, Homebrewed god of Peace and Good (Technically he was signed up against his will, a small trick played by Genji)
5. The Spider Queen (Avatar of Lolth)
6. The Red Knight of Tempus
7. Perfection, a Paragon Awakened Orichalcum Golem
8. Xor'Chylic, an Ulatharid Soulknife champion of Ilsensine
9. Boccob
10. Ryuushin Genji Ryo, homebrewed God of skill and time
11. Vasthultus
12. Falazure (Probably gonna be half void dragon lesser deity.Since he's Tiamats' brother I'm probably gonna use polychromatic dragon as the base dragon, in which case he'll only have 1 head. Not gonna go for the extra heads divine abilities like Tiamat did. If I used Black dragon as the base dragon I'd probably slap an Akalich template on him.)
13. Anaesthesia Fistpunch-Fabuloso
14. Trez Drakara
15. Hecatoncheires
16. Razor, Lord of Atlantis, High Cheiftan of the Lizarfolk.
[/sblock]

Still 17 slots open. Lurk less. Post more.
 
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Which types aren't already represented?

I was aware of the Superior Half-Dragon template, but she doesn't qualify. Minimum Racial HD 20. I never really liked the racial HD prerequisites of that template, as it means most Dragons can't actually become superior Half-Dragons (since you have to apply it at birth, and most Wyrmlings have fewer than 20 HD). I've been meaning to make a toned-down version that didn't have the HD prereq.

Half-Void-Dragons aren't really something that should exist. They're Undead, and so infertile. Also they disintegrate everything. And are dimensionally opposed to the act of reproduction, being literally made of Entropy. (I assume they reproduce asexually by making Umbral Blots) I made rules for epic Dragoncraft items (mostly obsolete at this level, except many Nexus Dragon Scale Mail), and making Void Dragon Scale Mail was a definite 'no'.

The Starshadow dragon was in the U_K 'design an epic monster' competition, I think.

EDIT: Looking at the Danzig monk variant, it seems to mainly just make the Monk numerically better. If that's the version of Monk that we're using, should I upgrade all of Anaesthesia's monk features to those from that version? The Decisive Strike class feature replaces Flurry of Blows, so they're compatible.

EDIT1.1: It can learn manoeuvres from any discipline? And has a better recovery method than the Swordsage? And its version of Still Mind is on crack. I'd not recommend using that class at all, as it's too damn good. It'd be a much-needed boost to the Monk if it didn't get a feature that only a 5-level PrC from the ToB gets (manoeuvres from any discipline) and Still Mind (which is made of Broken and Wis to Everything Twice.) Anaesthesia would gain, like, a hundred points of attack bonus just by switching to it from regular monk (and free up two feats since it can learn Devoted Spirit manoeuvres).

EDIT2: What are the rules on adding the same ability score modifier to a stat twice? I assumed that Swordsage and Monk doesn't give Wisdom to AC twice because they're effectively the same feature. Would a Danzig Monk/Swordsage add Wisdom to damage twice when initiating Strikes from her Decisive Strike feature? They have different names and apply under different circumstances. I guess you could argue that they're both 'Wisdom' bonuses and same-named bonuses don't stack by default.

EDIT3: Does Eradication let you Sneak Attack things immune to Sneak Attack, Skirmish things immune to Skirmish, and Stunning Fist/Quivering Palm things immune to them, etc etc, or does it only let you get critical hits against critical immune things?
 
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I'm pretty sure we don't have a Plant in the tournament yet. Anyone have any brilliant ideas for that? :P

@Buugi 1: Yeah, the monk looks pretty powerful to me, too. It's similar to a sublime monk I did a while ago, but I limited their schools (can't remember exactly which ones).

@Buugi 2: I always wished they would have given those bonuses a distinct type so that issue wouldn't come up.

@Buugi 3: I've always interpreted it that way, well, for anything that does precision damage. Does Stunning Fist fall under that? I can't remember.


I haven't scrapped that Phane yet, I'm going to try and make it work, but it seems really weak to me.
 

I did have an Epic Plant, but it was an entire forest (like an Aspen tree colony, it shared a root system), and couldn't move. Pretty sure it wouldn't actually fit inside the Graveyard of Swords even if it could move.

If your Phane looks weak, give it the abilities of a Dream Phane as well

I'm doing a variant on Polymorpheus (called Neo Polymorpheus, for the sake of puns), an undead wildshape ranger god of Death and the Desert. To this end, here's a write-up of the Desert portfolio. I gave a suite of immunities/immunity penetrations because Desiccation damage is so rare and so is the corresponding immunity, so there's not as much benefit to either as something like Fire Immunity, what with entire classes of outsiders and elementals being immune to it, and there are loads of effects which cause Fire damage. Also because it doesn't inherently let you deal any Desiccation damage, so it's not as strong as most immunity penetrations.

Desert
Aspects: Sand, Thirst
Opposed Portfolio: Sea
Examples: Set (Egyptian)
Favored Animal: Jackal
Favored Class: Cleric
Favored Place: Desert
Favored Sacrifice: Drinkable Water
Favored Time: Summer Solstice
Favored Weapon: Scimitar
Portfolio Trial: Journey into a desert without magical supplies.
Prerequisites: None
Symbol: Jackal Head

Sand Domain - See Sandstorm page 107

Single Desert portfolio (Can't be bothered with Double):

Disciple:
Spell-Like Abilities: Use any Sand domain spell as a spell like ablity
Hostile Environment (Humid) Competence penalty to all die rolls equal to divine rank when in humid environments.
Prophet:
Wasteland Immunity: You become immune to desiccation damage, and no longer need water to function. You become immune to fatigue and exhaustion. Your vision is twice as good as normal in conditions where dust, sand, smoke or other particles/gasses obscure sight.
Water Vulnerability: Water damages you like Holy Water damages undead.
Hero-Deity:
Scion of the Desert: Competence bonus (equal to divine rank) on attack rolls, damage rolls and armour class when in a dry environment (typical temperate climates are usually too humid for this)
Quasi-Deity:
Improved Summoning (Desert): Creatures with 'deserts' in their environment description you summon have 50% more HD.
Demi-Deity:
Embodiment of Thirst: Immunities to your desiccation and fatigue-causing effects are only 50% effective.
Lesser Deity:
Superior Scouring [Effect]: Assault your enemies with sand-based attacks (see below)
Intermediate Deity:
Perfect Scouring Mastery: Assault your enemies with sand-based attacks (see below)
Greater Deity:
Desert Regeneration: You gain regeneration equal to half your HD while in dry environments.
Elder One:
Desert Messiah: Creatures with 'deserts' in their environment list of lower divine rank cannot harm you (no save).
Cosmic Imperfection (Sea): One artefact in the Universe can overcome your cosmic string ability.
Old One:
Pariah of the Seas:
Water-based effects cease to function in your divine realm.

Scouring [Effect] (Su)
You can create blasts of scouring sand.
Benefit: The effect causes 1d6 Scouring damage per hit die the deity possesses. Scouring damage is physical damage (so damage reduction and hardness applies, although the particles are made of hard silicates which ignore 8 points of hardness). Any creature with a Natural armour bonus better than its hardness may use it instead of its hardness. In addition, the area affected by the [Effect] is filled with a dust-storm which cuts visibility down to 5 feet (although this becomes 50 feet for deities, due to their Divine Senses ability) in the round following the use of the effect. If the Effect doesn't cover an area but instead targets a creature, it must make a Fortitude save or be Blinded for 1 round per two damage dice of the effect.
Special: If the user has the Penetrate Damage Reduction feat, they may choose to generate 'sand' made of fine particulate matter of any material for which they have Penetrate Damage Reduction. This means it counts as being made of that material for the purposes of overcoming damage reduction, and penetrates a number of points of hardness equal to that material's hardness (and may get extra properties depending on the material, although most material special properties will be useless, as density does not change the damage of the effect). Only materials with hardness less than or equal to the number of damage dice of the attack can be generated. Materials that aren't solid at room temperature cannot be selected. Supernatural properties of materials aren't replicated.

Blah blah standard crap about taking Effects multiple times.

This is assuming that a Slashing/Piercing/Bludgeoning effect for 1d6 per HD is fine, as this is weaker than that (due to dealing less damage against natural armour). It gets special benefits from Penetrate Damage Reduction, but that feat sucks, so having to take it is a balancing factor for that extra utility.
 

I must say, I have no idea what a Dream Phane is (nor does Google, it seems) but it sure sounds cool.

Anyway, I did a version based off of my revised Phane. I think he may be a bit too powerful for the tournament, but I'll leave the judgment up to you guys.

Also, he uses my custom warlock abilities, but I've accounted for them all in his stats and explained what's relevant in his Combat section. If anything is quistionable, let me know.

[sblock] Thoom

It is thought, in ignorance, by mortal scholars that Thoom is an incarnate hunger, insensate need wrought on a cosmic scale. But there is a chill, dispassionate intellect behind this horror's actions, utterly lacking emotion or empathy. There are none living who recall the abomination's origin, but it is most likely that it was conceived in a horrific corruption of some time god's act of primogenesis, an infection of Byss seeping into the natal divine soul. Whatever vestige of its original purpose remained in those early days has long eroded away, leaving behind only the perverse remnant of its progenitor's temporal powers. Now, Thoom drifts through space, enduring epochs of isolation, existing in a vacuum of time, untouched by ages, until it happens upon worthy prey. It seeks only to destroy Divinity itself, not for some great cause in service to Entropy, but as a deep-set instinct born of its Byssic inheritance. In furtherance of that, it will do anything to increase its power, until it can bring its war of annihilation to the Sidereals themselves.

Advanced Phane Warlock 100
Large Outsider (Abomination, Chaotic, Evil, Extra-Planar, Incorporeal)
Hit Dice: 108d20 +100d20 +4,576 (x4) (34,944 hp)
Initiative: +117, Always First (+67 Dexterity, +16 Divine, +26 Insight, +8 Superior Initiative)
Speed: 320 ft., Fly 960 ft. (Perfect)
Armor Class: 314 (-1 Size, +116 Deflection, +67 Dexterity, +16 Divine, +74 Dodge, +26 Insight +16 Luck)
Flat-Footed: 173 Touch: 314
Base Attack/Grapple: +183/--
Space/Reach: 10 ft./10 ft.
Attack: Incorporeal Touch +341 216d8 Chronal Cold + Stasis Touch (DC 288)
OR
Eldritch Blast +341 608d20 18-20/x4

Special Abilities: Chronal Blast, Eldritch Blast, Invocations, Spell-Like Abilities, Stasis Touch, Time Leach, Time Regression

Special Qualities: Abomination Traits, Chronal Displacement, Divine Bonus (+4), Divine Toughness, DR 105/Epic and Lawful, Fast Healing 105, Integrated Class Features (Warlock 54), Legendary Dexterity, Null Time Field, Quickness, Regeneration 50, Resonating Touch, Sonic Immunity, Slipstream, Telepathy, Temporal Insight, SR 234

Saves: Fort +272 Ref +318 Will +292
Abilities: Str 0 Dex 144 Con 54 Int 54 Wis 64 Cha 242

Skills: Omnicompetent, all skills = 253 + Relevant Ability Modifier

Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (Eldritch Blast), Improved Initiative, Improved Natural Attack (Incorporeal Touch), Lighting Reflexes, Mobility, Spring Attack, Weapon Focus (Incorporeal Touch)

Epic Feats: Combat Mastery, Eldritch Empowerment I, Epic Reflexes, Epic Weapon Focus (Incorporeal Touch), Fire Baptism, Gramarye, Improved Combat Expertise, Improved Critical Multiplier (Eldritch Blast), Improved Dodge, Sixth Sense, Superior Initiative, Supreme Dodge, Timely Dodge

Divine Abilities: Divine Gramarye, Eldritch Empowerment II, Eldritch Mastery, Heavenly Body, Heavenly Soul, Heavenly Spirit, Perfect Initiative, Spell Abatement, Spell Absorption, Spell Reflection, Tellurian Blast, Uncanny Dodge, Vile Blast, Witchfyre

Cosmic Abilities: Legendary Charisma, Time Dilation

Alignment: Chaotic Evil
Environment: Space, Time Distortions
ECL: 208
CR: 139
Possessions: The Crown of Unearned Splendor (+12 Divine Bonus, x4 HP), Eyes of the Frozen Ether (Cursed Mind, Inner Eye), Scepter of the Seventh Void (Cosmic Gramarye, Greater Critical (Eldritch Blast, Greater Critical Multiplier (Eldritch Blast)), Winds of the Nihil (Specular, Total Charisma)

The Crown of Unearned Splendor

This platinum of crown depicts the twisting, anguished forms of murdered angels. Thoom crafted it long ago as a mockery of his divine ancestry. While he wears it, it makes him effectively a Greater Deity, increasing his Divine Bonus to +16 and granting him a Greater Deity's Hit Point multiplier (x4).

Eyes of the Frozen Ether

These white gemstones are affixed to Thoom's eyes, though they do nothing to hinder his vision. They give him access to the Cursed Mind and Inner Eye Comsic Abilities.

Scepter of the Seventh Void

This invisible rod is surmounted with a single black diamond that pulses with lurid alien light. It greatly enhances the power of Thoom's Eldritch Blast, granting him Cosmic Gramarye and both Greater Critical and Greater Critical Multiplier for his Eldritch Blast.

Winds of the Nihil

These semi-sentient winds are an extension of Thoom's will. They howl with the voices of lost ages. They provide him with the Specular and Total Charisma Cosmic Abilities.

COMBAT

Thoom takes two rounds of action each round.

Thoom adds the highest Charisma score within his Divine Aura (1,180 ft) to its own, This is NOT doubled by Legendary Charisma.

Thoom's Eldritch blast has a ranged of 600 ft. in its normal state, all ranges and areas from its Blast Shape Invocations are multiplied 10. Thoom's Eldritch Blast ignores Spell Resistance

Any damage dealt to Thoom takes is dealt upon the attacker as well.

Thoom maximizes all die rolls.

All opponents within Thoom's Divine Aura (1,180 ft.) take a -116 Luck Penalty to Attack Rolls.

Thoom ignores the first spell to affect it each round, and may absorb one further spell that targets it each round, which it may re-cast as a Standard Action. Any spell which fails to penetrate Thoom's Spell Resistance is reflected upon the caster.

Thoom's Dodge bonus to its Armor Class increases by +1 each time it evades an attack.

ABILITIES

[sblock]Chronal Blast

As a Standard Action, Thoom may make a Ranged Touch Attack with a range of 1,180 ft. The target takes 1d12 damage per their Hit Dice, i.e. if Thoom hit a 70th level fighter with this ability, he would take 70d12 damage. A Reflex Save (DC 288) halves this damage.

Chronal Displacement

Thoom constantly shifts between time streams, making it difficult to affect with any ability. It has a 50% chance of ignoring any physical effect. (This stacks with its Incorporeal traits to provide a 62.5% miss chance.)

Immunities

Thoom is immune to Ability Damage, Ability Drain, Death by Massive Damage, Energy Drain, Sonic Damage, and Spells from the Enchantment, Illusion, and Transmutation schools.

Invocations

CL 196 DC 184 + Spell Level

Beshadowed Blast, Brimstone Blast, Chilling Tentacles, Dark Discorporation, Dark Foresight, Eldritch Doom, Eldritch Cone, Eldritch Spear, Entropic Warding, Noxious Blast, Retributive Invisibility, See the Unseen


Null Time Field

Thoom is surrounded by a Null Time Field with a radius of 1,180 ft. Any opponent within the Null Time Field must make a Will Save (DC 288) each round or be unable to act, frozen in time. Those making their save are still treated as Slowed while within the Null Time Field.

Quickness

Thoom is preternaturally fast and is always treated as Hasted.

Resonating Touch

The damage of Thoom's Incorporeal Touch Attack doubles every time it used against the same opponent consecutively. (Two doublings equals a tripling.)

Slipstream

Thoom is utterly unfettered by time. It is immune to temporal and aging effects, cannot be undermined by time travel, and joins in any Time Stop cast within 1,180 ft.

Spell-Like Abilities

Caster Level 230th DC 184 + Spell Level

Always Active: Detect Good, Detect Magic, Greater Invisibility, Tongues, Unholy Aura
At Will: Greater Teleport, Quickened Slow, Trap the Soul, True Strike, Time Stop
4/day: Safe Time, Time Duplicate

Telepathy

Thoom may communicate telepathically with any creature within 1,000 ft. that has a language.

Temporal Insight

Thoom receives an Insight Bonus on Armor Class, Attack Rolls, Caster Level, Initiative Checks, Saving Throws, and Save DCs equal to its Wisdom Modifier.

Time Leach

Once Thoom has sealed an opponent in Temporal Stasis, it begins to leach away its time. For every round an opponent remains removed from the time stream, they gain 1 Negative Level. This is not caused by Negative Energy and ignores immunity to Energy Drain. These Negative Levels persist for 1 day per round spent in Temporal Stasis and can only be recovered by a Miracle or Wish spell.

Time Regression

Thoom may replay 4 rounds of combat per day, in which all its opponents act in the exact same manner and it may change its actions freely.[/sblock][/sblock]
 
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Which types aren't already represented?.

Well, technically we already have a ton of different types, most most are merely immortals with the given subtypes. Xor-Chylic for example, is an abberation as a base type, but as an immortal he becomes an outsider and gains abberation as a subtype. I was considering the Great Mother of the Beholders simply being an advanced paragon, rather than an actual deity for abbetations. Andrew is a lawful good outsider with the Angel subtype, so we have angels covered. No Archons as far as I know. Or Guardinals. Got Perfection as the construct. We're missing a magical beast. The Tarrasque comes to mind, he can be advanced into scary-ness with a little advancement and a template or two. Technically we don't have anyone with the elemental type, or subtype for that matter. Suggestions anyone? Plenty of Humanoids. I think we need some sort of lycanthrope. We have 2 Vampire Primals. Why not an immortal/elder Were-creature of some sort? Gonna be plenty of Dragons in this tournament. Bahumat himself may even make an appearance if Andrew makes it all the way to Alabaster. I think we should do a living spell paragon as the ooze creature.

Was considering doing an advancement of this creature.
[sblock]http://d20npcs.wikia.com/wiki/The_Forgotten_Hellfire[/sblock]

I was aware of the Superior Half-Dragon template, but she doesn't qualify. Minimum Racial HD 20. I never really liked the racial HD prerequisites of that template, as it means most Dragons can't actually become superior Half-Dragons (since you have to apply it at birth, and most Wyrmlings have fewer than 20 HD). I've been meaning to make a toned-down version that didn't have the HD prereq.

You could always slap a dire or teratoid template on any true dragon's wyrmling form and bring it's BASE HD up high enough to allow it to qualify for the template in question.

Half-Void-Dragons aren't really something that should exist. They're Undead, and so infertile. Also they disintegrate everything. And are dimensionally opposed to the act of reproduction, being literally made of Entropy. (I assume they reproduce asexually by making Umbral Blots) I made rules for epic Dragoncraft items (mostly obsolete at this level, except many Nexus Dragon Scale Mail), and making Void Dragon Scale Mail was a definite 'no'.

actually according to the breeding chart in the book of erotic fantasy, dragons can produce live offspring with undead. Certain undead, such as vampires, and even liches if they preserve their bodies through use of magic (gentle repose + permanency) can produce offspring with the "unliving" subtype. These creatures have a constitution score and a metabolism of some sort. Half-Vampires usually fall into this category.

http://www.dandwiki.com/wiki/Tome_of_Necromancy_%283.5e_Sourcebook%29

The Starshadow dragon was in the U_K 'design an epic monster' competition, I think.

link to it's stats by any chance?

EDIT: Looking at the Danzig monk variant, it seems to mainly just make the Monk numerically better. If that's the version of Monk that we're using, should I upgrade all of Anaesthesia's monk features to those from that version? The Decisive Strike class feature replaces Flurry of Blows, so they're compatible.

The Danzig variant, in my setting at least, is basically considered to be a power class, similar to gestalting classes together (Unearthed Arcana for the rules on gestalts if you're not familiar, but I assume you are.), only not quite as powerful. I allow more or less any version of the monk, but essentially they just end up taking whatever levels make the most sense for the character. If it seems more logical that they would be a sublime monk, then they are a sublime monk. If they are a PHB, monk, they still get half their class levels to add to their Initiator Level, so it's not useless. Also monks can take martial study and epic martial study as bonus feats.



EDIT1.1: It can learn manoeuvres from any discipline? And has a better recovery method than the Swordsage? And its version of Still Mind is on crack. I'd not recommend using that class at all, as it's too damn good. It'd be a much-needed boost to the Monk if it didn't get a feature that only a 5-level PrC from the ToB gets (manoeuvres from any discipline) and Still Mind (which is made of Broken and Wis to Everything Twice.) Anaesthesia would gain, like, a hundred points of attack bonus just by switching to it from regular monk (and free up two feats since it can learn Devoted Spirit manoeuvres).

That's not entirely accurate. I allow most of the disciplines from the giant in the playground, but only so long as your character can actually find someone to teach them one of the more exotic disciplines. A given adept class can only learn maneuvers from a given school if that school's key skill is on the adept's class skill list. The monk just happens to have an AWESOME skill list, so they might as well be able to choose any discipline.

EDIT2: What are the rules on adding the same ability score modifier to a stat twice? I assumed that Swordsage and Monk doesn't give Wisdom to AC twice because they're effectively the same feature. Would a Danzig Monk/Swordsage add Wisdom to damage twice when initiating Strikes from her Decisive Strike feature? They have different names and apply under different circumstances. I guess you could argue that they're both 'Wisdom' bonuses and same-named bonuses don't stack by default.

The rules are simple. If the wis modifier is added twice, they don't stack unless the bonuses are of a different type. For example if you gain your wisdom to AC as an insight modifier from one ability, and as a luck modifier from another ability then they would stack.

EDIT3: Does Eradication let you Sneak Attack things immune to Sneak Attack, Skirmish things immune to Skirmish, and Stunning Fist/Quivering Palm things immune to them, etc etc, or does it only let you get critical hits against critical immune things?

Eradication abilities only apply to critical hits, sneak attacks/sudden strike. You'd have to take a different ability for Skirmish or any other abilities.
 
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