Current campaign setting

Beefermatic

Explorer
Hey everyone, been a while, I have a great campaign going on right now and wanted to share the basic plot with all of you. It takes some ideas from Asura's Wrath but only loosely and that game deserves more love anyway. Lol.

Here you go.

My current campaign is pretty interesting.

The main country Aurellia is a Roman style civilization built by humans who got in an ill fated war with the orcs of the mighty mountains about 500 years ago.

The Humans, the original Aurellians were a Roman style civilization that over a period of about 300 years expanded their territory from one end of the continent to the other.

The planet is much larger than earth and the equator gets much hotter making it too inhospitable for most humans but not for orcs. The north is too cold for orcs but not for humans so it has a sort of natural balance.

The Orcs specialized in horse archery and mounted combat where as the humans used long pikes and heavy scutum shields which are like tower shields but can't be used for cover but can be used as a weapon.

The Orcs dominated the south the humans the north. Both sides were warlike people who eventually through a series of raids and deteriorating relations ended up going to war though who started it is lost to time. The Orcs limited magic was nearly useless against the powerful warmages, wizards and elven spellcasters the humans employed and the early stages of the war were nearly lopsided.

But the orcs had a nasty trick up their sleeve, Cancer Magi, the orcs developed a hideous plague that wiped out the humans to near extinction.

9/10th of the humans were decimated and the majority of the rest fled or were enslaved, this wasn't an isolated event but a mass culling that stretched from one end of the continent to the other.

In little more than 10 years the entire north was replaced by the orcish invaders. Living alongside the humans were hobbits who worked as laborers and skilled craftsmen, they were largely ignored by the orcs who allowed them to stay as long as they provided what they provided to the humans.

The north was far too cold for them however and over time less and less orcs stayed until within about 50 years the area lost over 80% of it's orcish inhabitants. The gnomes who populated the forests of the Aurellian north had amassed large numbers and had a knack for illusion magic of which the orcs were particularly vulnerable to.

They hatched a plot, they were allies with the humans before the war and buried their wealth from the orcs when they arrived and once the orcs were weak enough and sated enough they attacked.

They made the clouds part and made it rain meteors and celestial arrows from above, the weak willed orcs ranks broke and almost immediately it was a route. They city by city pushed the orcs out, lobbing just enough spells to frighten them and kill enough to make it believable. The gnomes secured the north. They expected a counter attack but it never came and all the cities left behind in generally still functional fashion were theirs for the taking. The hobbits were more than happy to service their new gnome patrons and the gnomes over the last few hundred years have become a powerful force.

The humans once decimated by disease are now the front line and backbone of their military and the gnomes themselves live in cities that dwarf their neighbors in size and splendor.

Several months ago a plot by a group calling themselves the Coalition a group of Darklings, Dark Kin, Duergar and Derro led by the Spriggan nation and controlled by a mysterious force known as the Briarthorn has been attacking and kidnapping and mentally enslaving the frontier lands that border with the orcs.

There have been many fierce battles but a darker and more horrible force has been lurking in the edges threatening to wipe out all life on the planet.

The will of the planet is attempting to destroy this civilization known as Shinkokku, a technological and religiously advanced civilization that is populated by Immortals known as Demigods.

They're led by their eternal emperor Alto who is just and kind, the Goddess Tyr, a seemingly innocent young woman who has the ability to infinitely improve the powers of others, to increase their base power in an inflation like affect, the Grand Magister Solus, who was revealed to be Xenatrich the mage antagonist of the Ancasta/ Solarius campaign (my last truly successful major campaign) and the 8 Deities, Diaz (The former Akashic Aspect of Light) Lord of Pride, Ozma goddess of Conquest and Avarice, Gongen Lord of Violence, Siddha Lord of Melancholy, Capricus Lord of Love and Death, Serges Lord of Tactics, Auron Lord of Conflict (wealth or greed), and Diemos Lord of Vengeance (Tyr's father)

They live in a multi tiered society, a continent of humans ruled by divine laws that is utterly stable. They're held in a 1910-30s level pre industrial/ semi industrial society.

They have a strict caste system. Neiras Gnomes are their slaves, they're bald gnomes with black spots over their eyes on their elbows and knees and down their back. The Humans rule over them, the Demigods servants known as the Casted, 4 types of sub-divine beings, Terrestrials: elementally empowered humanoids who work as the backbone of the Demigods earthbound forces and usually master martial classes such as Fighter, Commando, and Warmage and sometimes Sorcerer, Lunars who control animals and shapechange and can use all animal based abilities and who work as go betweens between the Solars and the Terrestrials, they usually master nature based or skilled classes such as Ranger, Druid, Rogue, Maven or Bard, Saturnals, also known as Sidereals (not to be confused with Cosmic entity Siderals) who use Divine astrology to control fate and work as councilor types and master self discipline and knowledge based classes like Monk, Wizard or Kensaijin, but just as easily can be Rogues Sorcerers or Bards, they're the only ones with no lifespan and who work with the Demigods directly, and the Solars who are incredibly powerful and use Divine power granted to them by the Demigods to command the nations of the world and generally take classes such as Marshal, Paladin, Favored Soul or Cleric, and more rarely Sorcerer.

Terrestrials live 350 years, Lunars about 1,200 years, Saturnals have no lifespan and Solars live about 6,500 years.

Above them you have the Lower Divines, unlike the stable 1910's style society of the earthbound realm of Shinkokku, the flying cities of the Lower Divines are thousands of years, more like unimaginably, more advanced, with a dazzling mix of Angkor Wat style architecture and nature mixed with high technology, they bend light around them and are invisible to non divine beings looking up from below. The lower rung Demigods (all lower ranking divine beings) Einherjars (divinely empowered friends or family members of Demigods) and other quasi divine beings call this place home as do many if not most of the Demigods of all powers.

Above them are the true Demigods and beings of higher power than that. They generally inhabit the Lower Divines but also have their own realms and orbital cities and lunar cities known as the High Heavens which also house their orbital fleets.

Then there's the Millennicurion the thousand most influential of all the Demigods in Shinkokku, and the 4 Great Generals, divine beings who could have become one of the Eight Deities but who selflessly split themselves into many forms to stabilize and solidify the Empire.

Jidu who rules over the Doji, blue tall android like humanoids who work as the soldiers of the lower Divines and make up the bulk of Shinkokkus fighting force they tend to be fierce but very socially agreeable.

Rasho of the Raidos wolf like gray Monk warriors who make up the sergeant types of Shinkokku they speak in an honorific type way and maintain a level of moral compassing for the Doji.

Kagegama of the Kageboshi, robotic synthetic people who are cold and distant emotionally but can run several trillion processes at once and work as advisors and controllers of most of Shinkokkus weapons technology.

Taison of the Treus, giant metal and stone Buddha statue looking guys who rule over the others and work as generals and commanders of the entire force.

10 million years ago, about 500 years after the events of the Ancasta campaign, Ancasta had become a hyper Olympian realm of overdeities, too powerful for the world they inhabited and drawing devastating threats to the area faded away and reestablished itself in the Pleroma, the Multiverse itself, the Universe of Universes.

The Anyothens, the ancient seed race, were able to grow advanced enough that the multitude of old cities they lost thousands of years before were able to be recovered.

The Anyothens recovered their cities and began to expand exponentially. They wiped out all threats and within a century they had began to colonize other worlds via portals and gates to other planets and asteroids. They built a satellite that was a Mach Generator of sorts. It would take sunlight and transform it into pure anti-protons, antimatter, and would use that to power their society.

Basically the Anyothens in the past had made an extremely alchemically advanced civilization with makya constructs and machines that self repaired the cities keeping them running and pristine.

They began to try to colonize the sky and began to use Mach (a sort of Universal exchange energy that could be used to create items and energy types on the fly by exchanging matter types and actually was the cosmic glue holding everything together) to control the different processes of the world.

They started controlling the flow of lava and wind and the tides and they ran afoul of Shinkokku and a huge war started which basically never ended. Over 100,000 years of constant war began with small blips of peace. Eventually the paladin of the Akashic Destroyer Aspect Sercasembra, Bernard, who had been watching the stalemate from afar began his journey to Arum (the campaign world) to end the conflict once and for all. Diaz (the Akashic or Primordial Lord of Light), watching the endless struggle and seeing that the Anyothens were basically destroying the world grew disillusioned and believed his own point was only to be a stopgag measure to stop Reim (Primordial Darkness) decided to switch sides, and gave the Demigods all the information he could to help destroy the Anyothens and lead Shinkokku to a new golden age.

The fighting resumed with ferocity and at this time, Thychen (God) who had been staying neutral the whole time, realized the Demigods power came from The Goddess Tyr and decided to take her.

He popped in, stole her and disappeared back to Akasha the Primordial first realm, entirely safe.

The other Akashic Aspects had no trouble basically naughty word up the Demigods with their main source of power gone. With only Diaz, not fallen yet, to protect them. They ganged up on him but he valiantly held his ground and fought them all.

Only Ko (Stars) Kassen (Gravity) and Solarius (Divinity) stayed neutral with Gamma (the Creator of All) being absentee of course.

Diaz's Horse, Maximus had been granted a temporary status as the interim Aspect of Light, stayed neutral.

The Demigods main thing is they take the prayers of mortals and only use a small amount for their own growth and bottle up the rest of it for later use, this allows them to temporarily reach very high powers but comparatively they're no where near the level of the Aspects at all, but against the armies of the Anyothens they're quite effective.

Deimos however and his daughter Tyr are glitch Aspects unbeknownst to all parties.

Tyr being the glitch Aspect of Potential and Deimos being the Omega.

Deimos, through no understanding of his own or anyone else including Thychen, his anger rose higher and higher and he began to rip through dimensions trying to get to his daughter, Thychen had stuck her in the realm of Etea the Aspect of Impossibility. And Deimos tore out of the Universe into the Pleroma the Multiverse itself, then into the heart of the Pleroma, the diamond realm of infinities Kuvatchim and finally into Aravoth the hyperreality that houses Akasha the storehouse of all knowledge and experiences from all realms.

He smashed through the Raagens of Delirium and Dreams the Inertia Golems and their infinite power and the overdeities who rule over that realm.

He fought through the Raagens of Time, the guardians of Thychen, then the Lipika one by one the old Supreme Beings and advisors of Thychen before getting to Thychen Himself and after a titanic struggle, impossibly, beat Thychen to death and tore his arms off.

The Universe was supposed to end but nothing seemed to happen and he took both Etea and his Daughter and left the shattered heavens and returned back to Shinkokku.

At the exact same moment that Thychen was 'killed' the paladin of Sercasembra, Bernard, a sentient neutronium golem a mile tall slammed into the continent Ancasta and the old Anyothen empire sat on and split the continental shelf in half and sunk the Anyothen civilization under a mile of lava.

Maximus the Horse stopped Diaz and the rest of the Aspects from killing each other and with Thychen 'dead' Maximus became in actuality the new Aspect not of Light but of Loyalty and Diaz's power transferred to him. Diaz's form became his only manifestation and the Aspects dispersed in sort of a nonchalant fashion, like none of it really mattered to them at all.

Afterwards, most of the Anyothens were either absorbed by Shinkokku or dispersed as nomads around the world once thier technology began to fail.

However they had made extensive oceanic complexes and huge armies of Makya constructs who now after 10,000,000 years are quite self aware and though they continue to do their original programming they've become quite distinct and fully actualized beings in their own right.

Now, how this is relevant campaign wise is that giant Mach Generator in the sky, the satellite has been absorbing sunlight for 10 million years and it's finally reached max capacity. It's made of invincible runestone and surrounded by an invincible shield.

10 years prior to the campaign in the walled city of Cyclonia, in a Roman style Gnome civilization known as Aurellia, these six strange gates sprung up like six black cube like buildings, entrances to the Anyothen colonies, basically the failsafe of the satellite is to fire a massive beam of antimatter particles down to the surface of the planet and disperse it to all of the now non-existent energy silos they once had and to all the colonies.

Of course now, there's no silos, no recepticle no dispersal rod and instead the planet is going to be struck with 10 million years of sunlight gathered at 100% efficiency and converted into antimatter. In essence it's going to wipe out all life on the planet like it was hit by a gamma ray burst. The Makya could stop it easily enough but have no intention of doing so as they not so secretly wish to dominate the surface of the world and have no trust for beings not like themselves.

The party is trying to stop that from happening but there's like ten things in the way.

They're in the middle of a war with the Spriggans and their subterranean allies, which is basically over at this point but still is a threat.

Paya, the risen God of the Zards, giant dinosaur dragon men has arisen once again as he does every 10,000 years and is gearing up for a giant attack on Aurellia, the Gnome empire which this whole story takes place around.

Shinkokku, seemingly far above making alliances with 5th century level civilizations needs their prayers as the souls of their enemies as they harvest souls to use as batteries as each soul harvested is worth about 30 years of human prayer but for what you may ask?

Well, the other main plot is the story of Vritra the Tree of Darkness and Gaia the Tree of Light.

500,000,000- a billion years ago the planet was a harsh and horrible world with open lakes of lava and flammable rain that looked like blood. Horrible monsters known as the Youkai ruled over everything, awful creatures like stone elementals but made of lava and harboring demonic powers. (Qlipphoths from the Pathfinder Bestiary and Daemons from the IH Bestiary)

The spirit who rules this world was known as Vritra and Orochimaru, the Seven Headed Serpent, and all he knew was outrage, he was a feeling being but knew only the law of nature and a world made of fire.

He screamed and screamed infinitely into the cosmos, creating rainstorm like ripples throughout spacetime.

Gaia was a presence floating through space at this time and heard Vritra screaming and saw this world with so much care and beautiful potential and so much pain, and she went to the being who was the heart of Vritra and found a spirit there like herself and eased his pain.

Rains fell over the world and the pain of the world began to heal, and the Youkai, also known as the Ghoma to the Demigods, recessed and receeded into the mantle of the planet.

Vritra couldn't talk but he understood, and loved Gaia and the two of them seeded life across the world.

Plants, animals and magical beasts, the races of man never sprung from them, Humans came from the star demons, a hoarde of beings who reach throughout the Universe and seed planets, the Elves and gnomes come from the Green Realm of the Fey, Hobbits come from the goddess Diona of the Harvest, etc.

There was peace and Vritra was happy he and Gaia. Thychen Creator of All Things, saw this pristine world and placed his seat of creation upon the world and chose it as where he would seed the Anyothens. Vritra hated this but could do nothing but his only manifestation was rage and anger and he could only filter his responses through those emotions.

This was roughly 400,000,000 years before the events of the campaign. 300,000,000 years ago is when the Demigods first grew out of the ancient humans from which they arose.

The Anyothens rose and fell many times and Vritra made animals hostile, created the Rakshasas etc etc but all of his attempts failed.

Gaia on the other hand attempted to make peace and created the Druidlights, nature spirits like elves who protect the world, Vritra brought forth the Youkai once again and they began slaughtering the races of men.

The Anyothens took a back seat to the newly perceived threat of Demigods who had just learned to harvest energy.

Gaia gave freely to the groups, trying to save them with love, they harvested from her and exploited her generosity the same way we rape the generosity of the earth we live on.

Gaias power diminished and Vritra grew stronger, and seeing the plight of his betrothed grew ever angrier, the balance of power shifted instead of being balanced and the first War of Creation took place.

Vritra ripped from the earth like a giant snake made of lava as thick as a mountain range and thousands of miles long, creating extinction event level disasters, and began to unleash armies of the Youkai upon the surface of the world.

Black clouds of poison and acid blood rain fell among the world preceding them and the Demigods began to have massive wars against them, putting them down time and time again and repairing the damaged world, but each time the Ghoma would grow stronger, each time Vritra would return it would be far stronger than it was before with more heads and more devastating abilities, and Shinkokku needed more and more powerful technology and more and more souls and prayers to succeed in their struggles.

The Anyothens kept destroying themselves and never truly gained the ire of Vritra even though they were the initial cause of his outrage.

Over time the initial edge the Demigods had has disappeared and only through the help of their savior the Goddess Tyr were they able to win the last battle.

Each time Vritra arises he comes out larger and stronger than before.

Tyr has the ability to increase the Demigods power exponentially, but she can't do it with will alone it's a subconscious thing created by need not want. It has to be from her heart.

Diaz hatched a plan to make an ultimate weapon to kill Vritra. The Pashupataastra, a massive blue stone statue in space, it's roughly a quarter the size of the largest moon.

It's a storehouse of souls and prayers, over 8 trillion souls worth of souls and prayers stored up for one single purpose. To fire a blast of pure divine energy though the heart of Vritra killing him and freeing Gaia allowing for a new Golden Age of peace and stability.

Diaz sees it as his moment to finally do something right and something for himself. He also has become a god of pride, he can't see the flaws or wickedness of his own actions.

Aurellia the Gnome empire has millions and millions of people in it and is about to be ravaged by the Zards and their God Paya.

Shinkokku sees it as an opportunity to get the extra influx of souls and prayers it needs to finally defeat Vritra and usher in their vaunted Golden Age. But all of that will be null if Vritra awakens too soon or the satellite fires it's beam before they reach a solution which seems nearly impossible as no one can seem to affect it or it's beam in any way.

So that's basically in a nutshell what the campaign is about. Moral gray areas and hard choices.
 
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Upper_Krust

Adventurer
Hey Beefermatic amigo! :)

I've tried reading this twice now and got lost in the text. While this might all seem obvious to you, to the casual reader it needs clear headers detailing: faction outlines, major events, key figures, historical epochs and so forth.

EPOCH: 500 years ago

FACTION: Aurellia - Humans (Roman Empire inspired). Northern Continent(s).
FACTION: Empire of the Mighty Mountains? - Orcs (Mongol Empire inspired). Southern Continent(s)

EVENT: Orc Cancer Mages create a plague that kills 90% of humanity.
EVENT: Orcs conquer the north and enslave the humans.

FACTION: ? - Forest Gnomes
EVENT: Gnome illusionists able to chase the orcs out of the north.

etc.
 

Beefermatic

Explorer
Hey Beefermatic amigo! :)

I've tried reading this twice now and got lost in the text. While this might all seem obvious to you, to the casual reader it needs clear headers detailing: faction outlines, major events, key figures, historical epochs and so forth.

EPOCH: 500 years ago

FACTION: Aurellia - Humans (Roman Empire inspired). Northern Continent(s).
FACTION: Empire of the Mighty Mountains? - Orcs (Mongol Empire inspired). Southern Continent(s)

EVENT: Orc Cancer Mages create a plague that kills 90% of humanity.
EVENT: Orcs conquer the north and enslave the humans.

FACTION: ? - Forest Gnomes
EVENT: Gnome illusionists able to chase the orcs out of the north.

etc.
Lol I figured it was pretty long.

I had a few people read it and they didn't have any issues reading it, but I'm game to help explain it.

Writing out a header thing is too long and tedious. I'll reread my post and try to further elaborate on the less clear parts but if you see any obvious glaring unintelligible parts, lmk.

I had it proofread prior to sending it by a couple friends not associated with the campaign and they didn't seem to have any issue understanding it, so lmk what it is, vice simple formatting that needs clarification.

I'd rather just discuss and clarify vice making a bullet point page I'm doing this on my phone so it's hard to properly format anything. Thanks for the feedback. Good to hear from you UK.

--------------

TL/DR

Long story short the world has multiple existential threats happening all at once. It takes place in a Rome inspired Gnomish empire called Aurellia, that feels it's pretty much safe from attack but the nation of the Zards, giant dinosaur men north of Aurellia, called Zan'Dora, the Zard's chief Deity Paya, has ressurected as he does every 10000 years and each time he does he expands his nation in all directions and attempts to rule the world threatening Aurellia with conquest and slavery.

Meanwhile on the other side of the planet the nation of the Demigods known as Shinkokku is trying to stop a world destroying monster, who also happens to be the spirit of the planet known as Vritra from awakening again as each time it has it's caused a major cataclysm. They use the souls and prayers of people, known as Mantra, to power their technologies, themselves, and orbital fleets and they're working to power an ultimate weapon they've developed known as the Pashupataastra, that will allow them to destroy Vritra once and for all, but in order to do that they need a lot more people than their own continent can hold and thusly are courting the nation of Aurellia as it has over hundred million people across it's lands.

Both sides however are threatened by an ancient satellite made of a blessed stone from an ancient race and ancient enemy of Shinkokku known as the Anyothens, a race chosen by the Supreme Bring to rule the cosmos as his chosen people. The satellite once powered these people's civilization and it has gathered sunlight for 10,000,000 years and without an outlet has reached max capacity and with no place to properly distribute it's energy it threatens to end all life on the planet. It converts it's solar energy into antimatter making it strong enough to set the atmosphere on fire and annihilate all life.

Both sides have mutual need for the help of the other side, however not the Demigods or Aurellia or any real force they've met in campaign thus far seems to be able to stop this from happening and the party is working against time to find a solution.
 
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Upper_Krust

Adventurer
Hey Beefermatic amigo! :)

Lol I figured it was pretty long.

I had a few people read it and they didn't have any issues reading it, but I'm game to help explain it.

Maybe I'm getting senile in my old age. :p

Writing out a header thing is too long and tedious. I'll reread my post and try to further elaborate on the less clear parts but if you see any obvious glaring unintelligible parts, lmk.

I wasn't saying you should do it, simply that it might help - food for thought in future.

I'd rather just discuss and clarify vice making a bullet point page I'm doing this on my phone so it's hard to properly format anything. Thanks for the feedback. Good to hear from you UK.

Thanks for all the posts you have made here over the years amigo.

Long story short the world has multiple existential threats happening all at once. It takes place in a Rome inspired Gnomish empire that feels it's pretty much safe from attack but the nation of giant dinosaur men north of Aurellia, the Zard's chief Deity Paya, has ressurected as he does every 10000 years and each time he does he expands his nation in all directions and attempts to rule the world threatening Aurellia with conquest and slavery.

Meanwhile on the other side of the planet the nation of the Demigods known as Shinkokku is trying to stop a world destroying monster, who also happens to be the spirit of the planet known as Vritra from awakening again as each time it has it's caused a major cataclysm. They use the souls and prayers of people, known as Mantra, to power their technologies, themselves, and orbital fleets and they're working to power an ultimate weapon they've developed known as the Pashupataastra, that will allow them to destroy Vritra once and for all, but in order to do that they need a lot more people than their own continent can hold and thusly are courting the nation of Aurellia as it has over hundred million people across it's lands.

Both sides however are threatened by a ancient satellite made of a blessed stone from an ancient race and ancient enemy of Shinkokku, that was chosen by the Supreme Bring to rule the cosmos as his chosen people. The satellite once powered these people's civilization and has gathered sunlight for 10,000,000 years and without an outlet has reached max capacity and with no place to properly distribute it's energy it threatens to end all life on the planet. It converts it's solar energy into antimatter making it strong enough to set the atmosphere on fire and annihilate all life.

Both sides have mutual need for the help of the other side, however not the Demigods or Aurellia or any real force they've met in campaign thus far seems to be able to stop this from happening and the party is working against time to find a solution.

Okay now it all makes sense*

*Have the Shinkokku conquered the orcs?

I see the Asura's Wrath comparison. ;)
 

Beefermatic

Explorer
Hey Beefermatic amigo! :)



Maybe I'm getting senile in my old age. :p



I wasn't saying you should do it, simply that it might help - food for thought in future.



Thanks for all the posts you have made here over the years amigo.



Okay now it all makes sense*

*Have the Shinkokku conquered the orcs?

I see the Asura's Wrath comparison. ;)

So Shinkokku has a society that maintains a policy of isolationism. They can't really interact with the world without fundamentally altering the way it will progress so no, but the orcs, vice their disease magic stopped being a threat centuries before the events of the current campaign. They're more a means to an end of making a Roman Gnome theme lol.

The reason the gnomes were so easily able to eject them from the northern regions is 1 the orcs have low will and are susceptible to illusion magic and 2 because far south of the Orc empire is an empty land that's ruled by Oni known as the Endless Sands, a blasted wasteland that stretches out for over a thousand miles south and stretches from one side of the continent to the other along the equator, those Oni have been in a constant war with the orcs which has basically focused their resources on that vice conquest.

The Oni work with the Ghoma, these lava monster beings who are the soldiers of Vritra (represented by the Qlipphoth in the PF Bestiary 2), that world ending monster I described, so they're connected and the Demigods and Oni, fight one another from time to time but the races of man, including orcs, are usually just caught in the crossfire.

The only real contribution the orcs make in the current campaign vice a few random Cancer Mage enemies is the orcs know how to remove 'Taint' basically the Oni spread this evil dimensional sickness across the transitive planes, that's how they spread their territory and why the Endless Sands is devoid of most life.

The orcs however, know how to counter the Taint, so there's a subplot to go to the orcs and learn this magic but they're factionalized with each plateau or few mountains ruled by a different orc clan so until recently it's been a difficult concept to get to the places where they could potentially even learn it.
 
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Beefermatic

Explorer
Long time no see,Beefermatic. I have a question maybe out of theme:what's the power of Ko,the Aspect of Stars exactly are?
So Ko and Kassen are the Aspects of Stars and gravity. Basically they're of Radiation and Matter respectively. Ko creates power, radiation, quarks, fusion and fission, supernovas the Big Bang and Primordial Light where as Kassen makes Gravity, dark energy, Repulsion, Black Holes, baryonic and dark matter, and is responsible for the Heat Death, etc. Basically when Thychen made Creation, he made pressure and repulsion first and made the first of the twelve aspects, Ko and Kassen at the beginning of time. They're the strongest of the Aspects besides Sercasembra and have power rivalling his.

Basically if I remember correctly Thychen is highlord rank 72, his manifestation is 36, Sercasembra is 18, and Ko and Kassen are both 15.

The next highest on the list and the only other active Higher Aspect, as Naras Lord of the Earth and Sercasembra Aspect of Destruction are either eradicated or put into constant forced hibernation, is Solarius the Aspect of Divinity Quintessence and Souls and she's at Highlord rank 6, though her power makes her closer in actual power to someone around Highlord rank 9 or 10.
 
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Beefermatic

Explorer
Here's the first of the 8 Deities of my campaign,basically the campaign is taking place in a nation of gods at this point referred to as demigods, and the 8 Deities are the highest ranking among them, granted access to the Mantra, stored up quintessence batteries, which allows them to reach incredible powers and gain access to powers beyond their normal reach, they rule basically unquestioned only accountable to the High Holies, Elder Gods possessed of unearthly power.

Lord Taison represents Authority and Supremacy, the other 7 deities represent Lust, Greed, Pride, Vainglory, Melancholy, Wrath, Sloth, and Violence with Violence recently being replaced with Authority, but call it 'Ambition', 'Wealth', 'Light', 'Love and Death', 'Loyalty', 'Divine Wrath', 'Strategy' and 'Power' respectively.




Lord Tiason of the 8 Deities

"The Lord of Superiority, The Red Gold God, The High General"

-------------------------------------------

Before you sits a giant buddha-like statue, seemingly cast of Orichalcum, immense in size and splendor, a long beard upon it's face, it's hair long and with a topknot, It sits in a lotus posture, it's hands in mudras. as you approach, it's eyes open and it watches you with mild interest takes a deep breath and continues it's meditation, as you continue your approach, it slowly stands to it's feet, standing over 60 feet tall it's footfalls and shifting shake the ground before it. It looks toward you makes a symbolic gesture with it's hand and says in a deep and powerful voice "Greetings, I've been expecting you, I am Taison of the Eight Deities, what can I do for you?"


Gargantuan Outsider (Living Construct)

Hit Dice:
80d20 (Fighter 50, Legendary Dreadnought 10, Marshall 20) +1600 Epic Toughness, +1600 Paragon, +480 boons of the 7 springs, +80 toughness +17,840 con (23,200 hp, 46,400 in divine realm or Vajra )
Initiative: 42 (13 dex, 29 Div bonus and feats)
Speed: 900, fly 2700 perfect (x3 Vajra form)
Armor Class: 864 (+60 Armor, +10 Shield, +5 Dex, -4 Size, +182 natural, +354 Deflection, +40 Divine/Insight/Luck) Touch 612, Flat Footed 859

Base Attack/Grapple (CMB/CMD): 80/ 647 (647/662)

Attack:
+20 Shinkaze Glaive:
+1,163 Melee: 80d20 +956 Str, +20 Ench, +20 Luck, +16 Divine, +12 Fighter x12, +120d6 wind/crushing, +40d8 Axiomatic, 14-20/x4 Crit (33,292 avg 127,036 Crit)
+20 Gigantic Colossi: +678 Ranged: (Speed x4) 80d20 Divine Damage +80d6 wind/crushing, +160d8 Axiomatic, +20 Ench, +20 Luck, +16 Divine, Range 17-20/ x7 Crit, 50,000 ft (1,736 avg 6,872 Crit)
+20 Shinkaze Fan +717 Ranged: 160d6 Divine wind damage, +160d6 wind/crushing, +40d8 Axiomatic, +20 Ench, +20 Luck, +16 Divine, Range Line of Sight, +3,200 ft radius Windstorm as per control winds (800 minutes, DC:609) (1,176 avg)
Fists: +912 Melee: 80d20, +638 Str +20 Luck, +16 Divine x12, +120d6 wind/crushing, +240d8 Axiomatic 17-20/x4 melee (19,008 avg 72,072 Crit)

Full Attack: 4 Glaive attacks + 1 Ray, 5 Fists +1 Ray, 8 Gigantic Cannon shots +1 Ray

Special Attacks: Wind Aura. Wish 16xday
Special Qualities: Damage Reduction 165/+6/ (100/-), SR 121, Divine Immunities, Immunity to: Acid, Electricity, Fear, and Mind Influencing Effects, Starflight, Divine Aura (57,600 ft Marshall Auras can be used), Boon of the 8 Deities

Saves: Fort +671, Ref +439, Will +468
Abilities: Str 644 (+317), Dex 20 (+5), Con 436 (+213), Int 78(+34), Wis 78(+34), Cha 80(+35) (Vajra all stats doubled)

Skills: All skills are at 106+ relevant ability modifier.

Feats: Toughness, Deflect Arrows, etc, etc the basics for a fighter type (most used for extra divine abilities)

Epic Feats: Legendary Archer, Exceptional Deflection, Reflect Arrows, Infinite Deflection, Epic Toughness

Divine Abilities: Third Eye, Nessience, Strong Mind, Strong Soul, Strong Spirit, Amaranthine Mind, Amaranthine Soul, Amaranthine Spirit, Legendary, Enlarge Aura x6, Divine Immensity x3, Heavy Handed, Perfect Weapon Specialization: Glaive, Uncanny Wind Mastery, Nullification, Living Construct, Iron Body, Adamantine Body, Manifold Rage

Cosmic Abilities: Spirit Stealer, Inner Eye, Legendary Strength (Esoteric), Orichalcum Body, Lord of Individuality, Abrogate, Authority

Environment: Shinkokku, Outer Planes
Organization: Solitary
Challenge Rating: (official CR 160)
Treasure: Standard
Alignment: Lawful Neutral
Effective Class Level: 160

Combat: Lord Taison uses his Authority domain spell like abilities to create around him an Overwhelming Presence and the Cosmic Ability Authority to great affect, this spell forces all enemies to immediately drop to their knees and prostrate themselves before him for up to 80 rounds. He will then Coup de Grace the most dangerous of those enemies, his view of dangerous however is those he sees as most capable of changing hearts and minds, not necessarily the most combat capable.

He will attempt to command remaining foes away or bait them into dialogue, or otherwise attempt to diplomacy such foes giving them a solid chance to leave or face further defeat. He will only give one such chance, before closing and tearing apart those who remain unbent before his radiance, limb from limb. stomping on those who still stay prostrate before him. Taison uses his immense size and strength to crush foes, his feet much larger than most humans or humanoid sized beings. His mastery over Law and wind allows him to blow enemies away literally and his Shinkaze fan amplifies this further allowing him to blast away foes regardless of size or weight and treating him as constantly being under the effects of a control winds spell.

His real power however comes from his orichalcum body which greatly enhances his already significant strength and his legendary strength power which he gained as a boon by intense training for over 100,000 years with the Emperor Aeterna of Shinkokku, Brahm Alto, who being the master of Time allowed him to spend a nearly limitless amount of time honing and perfecting his strength. His strength is at the lower levels of High Cosmic and near Transcendent levels of power making him nearly unbeatable in a straight fight, and he rarely backs down from a challenge. His Orichalcum body further amplifies his damage 12 fold making his already heavy blows nearly unable to survive.

When pressed with a slippery or dishonorable foe, he allows his manifold rage and divine immensity abilities to take over and uses nullification and abrogate to nullify all of an opponent's feats and their strongest ability and uses his massive size and strength and his powerful glaive to slice and crush foes into oblivion.

Cosmic Might (Ex): Deal a maximum of 80d20 base damage with virtual size categories for any unarmed or weapon strike unless otherwise stated.

Boon of the 8 Deities (Su): Any 'Soul, Mind, Body, Spirit' ability also has it's respective ability modifier added as an additional layer of deflection AC

Law Portfolio x2: Lord Taison is the God of Authority and the lord of law and order. He is completely loyal to the cause of Shinkkoku and would be permanently destroyed before seeing Shinkkoku and Alto's goals dissolve into failure.

-Spell-like Abilities: Use two law domain spells as spell-like abilities each round Standard + Swift

-Hostile Environment (Anarchic): Competence penalty (equal to double your divine rank) on all die rolls while within a chaos aligned environment

-Anarchic Vulnerability: Suffer 100% extra damage from chaos aligned attacks and spells

-Transmutation Immunity: Immune to all Transmutation based effects and attacks

-Transmutation Reflection: Reflect any transmutation attack within your divine aura/realm

-Greater Scion of Law: Competence bonus +32 on attack rolls, Always Active damage rolls and armor class within a lawful aligned locale

-Perfect Summoning (Law): Lawful aligned creatures summoned have 200% more HD

-Greater Taint of Law: Healing 25% effect vs. your attacks except in chaos aligned locale

-Superior Axiomatic Effect (x2 HD): Assault your enemies with axiomatic attacks

-Uncanny Axiomatic Mastery (x2 HD) Assault your enemies with axiomatic attacks Variable

-Improved Axiomatic Regeneration: Gain regeneration 80 within lawful aligned locale

Wind Effect (Su): Blasts foes 10 feet per dice of damage taken, Shinkaze Glaive allows this effect to be to the edges of the described effect parameters, deals bludgeoning damage or if struck against a surface they take an additional amount of crushing (falling) damage equal to the dice dealt. DC 609 if applicable

Beam (Ray) 80d6 3,600 ft range

Blast 40d6 3,600 ft range/ 225ft. Standard action DC 609/half

Blood 20d6 Melee Free action when struck DC 609/half

Breath 40d6 225ft. cone, 900ft line, Standard action DC 609/half

Hand 120d6 Melee Touch or Unarmed Strike

Immolation 120d6 57,600ft radius blast, DC 609/half

Storm 20d6 57,600ft radius, DC 609/half Free -

Strike 20d6x24 Melee (bonus) Free -

Wrath (Gaze) 40d6 225ft cone 609 Will/none

Axiomatic Effect (Su): Assault foes with cascading metallic light. The power of Law. This Deals double damage against Chaotically aligned foes. DC 609 if applicable

Beam (Ray) 160d8 3,600 ft range

Blast 80d8 3,600 ft range/ 225ft. Standard action DC 609/half

Blood 40d8 Melee Free action when struck DC 609/half

Breath 160d8 225ft. cone, 900ft line, Standard action DC 609/half

Hand 240d8 Melee Touch or Unarmed Strike

Immolation 240d8 57,600ft radius blast, DC 609/half

Storm 40d8 57,600ft radius, DC 609/half Free -

Strike 40d8x24 Melee (bonus) Free -

Wrath (Gaze) 80d8 225ft cone 609 Will/none

Third Eye (Su): Gain an extra gaze or ray attack 1/round

Nessience (Ex): Ignore all parameters for any feat

Heavy Handed: Deal Double Strength Damage with attacks.

Perfect Weapon Specialization Glaive: Glaive attacks deal max damage

Orichalcum Body (Ex): Gain +232 to Strength, Add 100/- to DR, Reduce Opponents DR by 100 points, gain +152 to Natural AC, Weight increased by 16,000,000x, x12 base melee Damage, Virtual Size categories increased by 15 (+60 Con, -30 Dex, +15 nat ac)

Starflight(Sp): Can reach any place in the multiverse in 3d20 days.

Vajra Form: The 8 Deities can increase their overall combat effectiveness by pulling upon the power of the Mantra, This doubles all stats (str, dex, con etc) triples movement speed, and doubles their HP as if they were in their Divine Realm. HP is not increased for the increase to Con in this form, nor will it double their HP in their divine realm.

Divine Immunity(Ex): Immune to all environmental effects, Immune to all natural effects

Legendary Strength: Str is doubled

Strong Soul, Spirit, Mind: Add Strength Modifier to Saves, Attack Rolls and DCs

Lord of Individuality: Gain the Paragon template, Paragon Creature :: d20srd.org

Legendary: Gain the Monster of Legend template,

He has taken the following abilities:
-Immunities: Acid, Fear, Electricity, and Mind Influencing Effects
-Regrow Limbs

Inner Eye: Always rolling maximum on all dice rolls

Manifold Rage: +10 Strength +10 Con +5 on Will if struck or otherwise enraged in combat. Does not affect AC or abilities reliant on focus or complex thought.

Authority: All creatures of less hit dice must make a Will Save of DC:609 or be affected as if by a Rod of Rulership treating Taison as their absolute master unless his command goes explicitly against their alignment or will.

-Spell Like Abilities: Caster Level equal to HD+ Divine Bonus
At Will: Commune, Dream, Etherialness, Gias/Quest, Greater Dispel Magic, Greater Teleport, Magic Jar, Sending, Tongues, True Sight
16/day: Wish
3/day: See Invisibility, Haste, Banishment
-Portfolio Spell Like Abilities: 2/Round:
Law (Authority):
Command, Calm Emotions, Magic Circle Against Chaos, Order's Wrath, Greater Command, Hold Monster, Dictum, Shield of Law, Overwhelming Presence



-Class Features:
Marshall Auras: can use any Marshall Aura Major or Minor and all other class features but out to a maximum range of his Divine Aura, and 10 bonus feats

Legendary Dreadnought: Can use Unstoppable and Unmovable, gain 3/- to damage reduction, gain second wind ability (can heal up to Con mod in damage 1/day)

Fighter: Gain 25 Bonus Feats, +12 to attack and damage with primary weapon (glaive) and +12 against fear effects
_________________________


New Divine Abilities:

-Strong Mind/ Body/ Soul/ Spirit:

Your strength is so certain it affects every facet of your existence
Prerequisites: Strength 100
Benefit: Str to respective stats, Divine Bonus to AC.

-Manifold Rage:
Divine Rage burns for those who dare lay their hands on a God
Prerequisites: Base Attack Bonus 30, Strength 70
Benefit: gain +10 to Strength and Con and +5 Will, for a number of rounds equal to your divine bonus. This does not affect your mindset, skills or armor class.

-Living Construct:
You gain the Living Construct subtype, this ability can be used in place of the Ersatz ability for all "Body" type abilities associated with that ability.
Prerequisites: none
Benefit: Gain the Living Construct subtype

-Legendary:
You are a being that legends are told about
Prerequisites: None
Benefit: Gain the Monster of Legend template

New Cosmic Abilities:

-Orichalcum Body:
Orichalcum Body has been reduced to a Cosmic Ability from a Transcendent Ability due to its underpoweredness comparatively to other Transcendent powers.

--------------------------------------------------------

Equipment:

-Armor of Heavenly Might: +60 Armor Bonus to AC, applies to touch and saves. Gain Strength mod to Deflection AC. Allows him to Reroll reflex saves 6/day and gains evasion as a rogue

-Shinkaze Fan/Glaive: A powerful ancient artifact that controls winds. can shift between a massive naginata like glaive or a huge fan, in Glaive form it is considered to be a +20 Glaive enhancing the "Wind Effect" Divine ability allowing each strike to deal damage as a 'touch' effect vice a 'strike'. In Fan form it allows the user to control blasts of wind up to the users line of sight dealing 160d6 points of divine wind damage, half is wind, the other half is pure divine damage, and gain their wisdom bonus to attack rolls in this form, this effect is an aoe that can be used with iterative attacks and can create blasts of equivalent size to a properly levelled Control Winds spell (3,200 feet radius) and increases damage based on the "Wind Effect" the user may have dealing 'aura' damage per hit, and ignores size restrictions on moving or checking creatures in a windstorm, unless the creature is too big to fit in the affect's radius, the fan allows complete control of any enemy who fails it's save, allowing the user to throw and pull affected enemies in any way or direction they see fit. If an enemy is thrown into solid objects they take additional crushing damage equal to the dice done. Additionally the user gains a +10 to Deflection AC, and is constantly surrounded by a Control Winds affect with the same parameters as stated above that can be resumed or stopped as a free action.

-Gigantic Collosi: A standard heavy beam cannon of Shinkokku, this massive +20 cannon is nearly as large as Taison himself and deals pure divine damage and fires 4 additional shots per round at the user's highest base attack bonus and allows users to use "effect" beam powers with every shot. Not an artifact, just a strong normal divine weapon.

2 divine artifacts liquidated for x3 divine abilities, Boon of the 7 Springs is a stacking 'Toughness' feat for various holy hot springs visited in my world, Epic toughness in my campaigns grants +20 hp per level
 
Last edited:



Beefermatic

Explorer
Hi, Do you ever plan to make the rest of the Raagen's stats?
Generally I have not, but they're easy to make if you're curious for the basic ones. Basically Rraagens are a template added onto an elemental's stats, they gain a pure element form, a breath weapon, several, I think 6, claw attacks, the larger ones can sometimes have 2 heads or 2 tails, and thusly 2 bite and 2 tail whip attacks and the general attack pattern of a dragon, 6 claws+bite+2 tail whips+crush, spell like abilities based on their hit dice, 1 spell like ability per 2 levels and 1 spell tier level per 2 hd, but it's based on their element. So only fire based spells for a fire rraagen, etc. The Oriental Adventures guide is what I generally use because of the Shugenja and Wujen classes and their many elemental spells. Additionally, they gain Sorcerer spells as a caster of 1/2 level.

I can make some if you want, the higher ones like Delirium or Time rraagens, will be end game super monsters inhabiting Akasha and Kuvatchim. I've been wanting to make them for years, it's just difficult making creatures from scratch and making them "balanced" for beings to eventually get to and defeat or at least interact with on any non lopsided level. But, nonetheless I can still make them if you like?
 

Beefermatic

Explorer
I got some of the basics wrong, but you can see what I mean, they also gain the discorporate ability that allows them 1/round to reactively turn into their basic element and teleport 60 ft away as an immediate action.

 




Beefermatic

Explorer
Lord Siddha of the 8 Deities

"The Lord of blue Melancholy, The God of Duty, the Ascetic prince”

-------------------------------------------

You walk into the great pagoda of the dutiful lord Siddha, a monk like Ascetic who supposedly is the among the greatest among the 8. You find an extremely fit man tall and powerful, with long blackish blue hair pulled into a ponytail, his skin the color of burnished bronze, a denim blue gi like outfit on, so old and tattered it appears like burlap, entirely worn out, and gloves and foot wraps made of some sort of well worn leathery flexible material and reinforced with old world brass, he’s handsome, and his soulful gray blue eyes lack the distinct darkness associated with most Shinkokku gods, on the ground next to him is a strange brass mask, bird like with only slits for eyes, it appears non magical."


Medium Outsider (Living Construct)

Hit Dice:
80d20 (Kensai, Monk, Paladin gestalt 80) +1,600 Epic Toughness, +1,600 Prime, +480 boons of the 7 springs, +80 toughness, +17,840 con, +755d20+4,900[ 20,000] Accumulating HP (40,164 hp, 80,328 in divine realm or Vajra form )
Initiative: always first/ 178 (140 dex, 38 Div bonus and feats)
Speed: 29,700, fly 29,700 perfect or 32,400 Greater Haste (x3 Vajra form)
Armor Class: 1,564 (313 base, +25 Armor, +2 Shield, +140 Dex, +140 Dodge, +25 natural, 57 Insight, +804 Deflection, +58 Divine/ Luck) Touch 1,512, Flat Footed 1,284
Base Attack/Grapple (CMB/CMD): 80/ 1,013 (1,013/1,163)
Attack:
-+40 Fists and Feet:
+902 Melee Touch: 80d20+26+151+66+40+2d6 shocking, +160d6 Sonic,+160d4 Force,+160d6 Wind (4,455 avg, 14-20/x4 crit 17,820 avg)

-+Smite Evil: +947 Melee Touch: 80d20+26+151+45+66+40+2d6 shocking, +160d6 Sonic,+160d4 Force,+160d6 Wind (4,500 avg, 14-20/x4 crit 18,000 avg)
-+40 Ki Blades: +891 Ranged Touch: 40d20+26+151+66+40+2d6 shocking, +80d6 Sonic,+80d4 Force,+80d6 Wind (2,337 avg, 14-20/x4 crit 9,348 avg)

Full Attack: 19 attacks+ 1 Ray, 19 Ki Blades (ranged) +1 Ray

Special Attacks: Stunning Fist, Quivering Palm, Smite Evil 26x/day, Perfected Strike, Enchanted Fists, Crucible of Endless Pain, Kensai Whirlwind, Wish 16xday, Aura of Faith, Aura of Courage, Aura of Righteousness, Aura of Justice, Aura of Resolve,

Special Qualities: Improved Evasion, Unarmed Strike, Ki Pool, Damage Reduction 170/ Cursed and Epic/ (40/-), SR 151, Divine Immunities, Immunity to: Acid, Electricity, Fear, Starflight, Divine Aura (921,600 ft Paladin Auras can be used), Boon of the 8 Deities, Boon of the Aspect of Light, Aura of Good (Overwhelming), Detect Evil, Holy Champion, Divine Bond (+26 enchantment bonus to fists + Brilliant Energy, Speed, Shocking Burst, Keen, Merciful (Or Shocking), Defending)

Saves: Fort +949, Ref +939, Will +844
Abilities: Str 314 (+152), Dex 290 (+140), Con 310 (+150), Int 100 (+45), Wis 100 (+45), Cha 100 (+45) (Vajra all stats doubled)

Skills: All skills are at 146+ relevant ability modifier.

Feats: Toughness, Deflect Arrows, etc, etc the basics for a fighter/ Monk type (most used for extra divine abilities), Beastial Charge, Gorgon’s Strike, Scorpion Style, Medusa’s Wrath, Snap Kick

Epic Feats: Legendary Archer, Exceptional Deflection, Reflect Arrows, Infinite Deflection, Epic Toughness, Vorpal Strike, Dire Charge, Quickened Strikes, Perfect two Weapon Fighting, Perfect Three Weapon Fighting

Divine Abilities: Third Eye, Nescience, (Strong, Amaranthine, Agile, Heavenly, Cunning, Intellectual, Beautiful, Unknowing, Sacred) Mind/Soul/Spirit, Legendary, Enlarge Aura x6, Uncanny Dodge, Uncanny Wind Mastery, Uncanny Iatric Mastery, Uncanny Force Mastery, Uncanny Sonic Mastery, Living Construct, Seventh Sense (16 rounds), Celerity

Cosmic Abilities: Abrogate, *Spirit Stealer, Cosmic Serpent, Heavy Eradication, Unearthly Reach, Unearthly Effect, Inner Eye, Oblique Strike, Legendary Constitution, Legendary Dexterity, Legendary Strength, Elusion, Dominance

Environment: Shinkokku, Outer Planes
Organization: Solitary
Challenge Rating: (official CR 176)
Treasure: Standard
Alignment: Lawful Good
Effective Class Level: 200

Combat: Lord Siddha is a fast, efficient fighter who uses his innate superiority and dedication to his goals to crush his foes. His unreal speed can rarely be matched allowing him to move at nearly hypersonic speeds. He stacks ‘mind, body, spirit, soul’ divine abilities, allowing him to on a basic level surpass even cosmic beings. He focuses on quick, powerful attacks and his Vorpal Strike epic feat and his Paladin Divine Bond ability allow his fists, strikes and hands to cut off the heads of foes on a crit and only require a touch attack to hit. His real power however comes from his ability to change the alignment of enemies, ending their desire to fight him and making them see his pov mid fight.

He uses his Dire Charge feat in conjunction with Perfect Initiative to close with foes instantly and unleashes a barrage of blows upon them. He need only be within range of his aura to strike any foe with a melee attack. His Scorpion Style ability cripples foes leaving them unable to move more that 5 ft per round, and his Gorgon’s Fist staggers them leaving them unable to attack more than 1/ round and his Medusa’s Wrath feat grants him 2 extra attacks against staggered foes. With a flurry of blows and two and three weapon fighting, he can make 18 attacks, his snap kick gives him a single follow up unarmed strike at his highest bab, giving him 19 attacks, haste and greater haste up this to 21 and Medusa’s Wrath grants him a whopping 23 attacks per round assuming all his attacks work. He strikes enough times to almost guarantee a critical hit against his opponent and immediately beheads them, usually killing them. Each and every strike he lands is a quivering palm additionally.

He is a Prime, a powerful and extremely rare ‘paragon of paragons’ granting him incredible abilities. This powerful baseline caught the eye of Lord Diaz the undisputed leader of the 8 Deities, and Diaz has trained him for the last 12,000,000 years, a seemingly long time, but literally only a few years equivalently to a demigod such as himself.

Cosmic Might (Ex): Deal a maximum of 80d20 base damage with virtual size categories for any unarmed or weapon strike unless otherwise stated.


Boon of the 8 Deities (Su): Any 'Soul, Mind, Body, Spirit' ability also has it's respective ability modifier added as an additional layer of deflection AC


Boon of the Aspect of Light (Su): +25% to all Touch and Immolation Effect Power damage or Healing


Abrogate: Disable your opponent's greatest ability, Lord Siddha can choose one opponent within his Divine Aura range he may change this opponent or ability once per round as a free action.


Sonic Effect (Su): Siddha’s Aura and attacks vibrate with ultrasonic vibrations of unperceivable sonic energy, this allows his hits to strike harder, and shatter crystalline structures. Unearthly Effect allows all effects to reach to the edges of Siddha’s Divine Aura, 921,600 ft, numbers presented are presented for purposes of abrogation or nullification. DC 866 if applicable

Beam (Ray) 80d6 3,600 ft range

Blast 40d6 3,600 ft range/ 225ft. Standard action DC 866/half

Blood 20d6 Melee Free action when struck DC 866/half

Breath 40d6 225ft. cone, 900ft line, Standard action DC 866/half

Hand 160d6 Melee Touch or Unarmed Strike

Immolation 160d6 921,600 ft radius blast, DC 866/half

Storm 20d6 921,600 ft radius, DC DC 866/half Free -

Strike 20d6 Melee (bonus) Free -

Wrath (Gaze) 40d6 225ft cone DC 866 Will/none


Force Effect (Su): Blasts foes with pure magical force, this takes the form of blades of blue ki energy, Unearthly Effect allows all effects to reach to the edges of Siddha’s Divine Aura, 921,600 ft, numbers presented are presented for purposes of abrogation or nullification. DC 866 if applicable

Beam (Ray) 80d4 3,600 ft range

Blast 40d4 3,600 ft range/ 225ft. Standard action DC 866/half

Blood 20d4 Melee Free action when struck DC 866/half

Breath 40d4 225ft. cone, 900ft line, Standard action DC 866/half

Hand 160d4 Melee Touch or Unarmed Strike

Immolation 160d4 921,600 ft radius blast, DC 866/half

Storm 20d4 921,600 ft radius, DC DC 866/half Free -

Strike 20d4 Melee (bonus) Free -

Wrath (Gaze) 40d4 225ft cone DC 866 Will/none



Wind Effect (Su): Blasts foes 10 feet per dice of damage taken, Unearthly Effect allows all effects to reach to the edges of Siddha’s Divine Aura, 921,600 ft, numbers presented are presented for purposes of abrogation or nullification. Deals bludgeoning damage or if struck against a surface they take an additional amount of crushing (falling) damage equal to the dice dealt. DC 866 if applicable

Beam (Ray) 80d6 3,600 ft range

Blast 40d6 3,600 ft range/ 225ft. Standard action DC 866/half

Blood 20d6 Melee Free action when struck DC 866/half

Breath 40d6 225ft. cone, 900ft line, Standard action DC 866/half

Hand 120d6 Melee Touch or Unarmed Strike

Immolation 120d6 921,600 ft radius blast, DC 866/half

Storm 20d6 921,600 ft radius, DC DC 866/half Free -

Strike 20d6 Melee (bonus) Free -

Wrath (Gaze) 40d6 225ft cone DC 866 Will/none


Iatric Effect (Su): Heals 10 hp per dice, Unearthly Effect allows all effects to reach to the edges of Siddha’s Divine Aura, 921,600 ft, numbers presented are presented for purposes of abrogation or nullification, deals d4s to Undead. DC 866 if applicable

Beam (Ray) 800 3,600 ft range

Blast 400 3,600 ft range/ 225ft. Standard action DC 866/half

Blood 200 Melee Free action when struck DC 866/half

Breath 400 225ft. cone, 900ft line, Standard action DC 866/half

Hand 1600 Melee Touch or Unarmed Strike

Immolation 1600 921,600 ft radius blast, DC 866/half

Storm 200 921,600 ft radius, DC DC 866/half Free -

Strike 200 Melee (bonus) Free -

Wrath (Gaze) 400 225ft cone DC 866 Will/none


Third Eye (Su): Gain an extra gaze or ray attack 1/round


Nessience (Ex): Ignore all parameters for any feat


Heavy Eradication (Ex): 100% to crit creatures immune to critical hits.


Starflight(Sp): Can reach any place in the multiverse in 3d20 days.

Vajra Form: The 8 Deities can increase their overall combat effectiveness by pulling upon the power of the Mantra, This doubles all stats (str, dex, con etc) triples movement speed, and doubles their HP as if they were in their Divine Realm. HP is not increased for the increase to Con in this form, nor will it double their HP in their divine realm.

Divine Immunity(Ex): Immune to all environmental effects, Immune to all natural effects


Legendary Constitution: Con is doubled


Legendary Strength: Str is doubled


Legendary Dexterity: Dex is Doubled


Agile Soul, Spirit, Mind: Add Dex Modifier to Saves, Attack Rolls and DCs


Strong Soul, Spirit, Mind: Add Str Modifier to Saves, Attack Rolls and DCs


Amaranthine Soul, Spirit, Mind: Add Con Modifier to Saves, Attack Rolls and DCs


Heavenly Soul, Spirit, Mind: Add Cha Modifier to Saves, Attack Rolls and DCs


Beautiful Soul, Spirit, Mind: Add Cha Modifier to Saves, Attack Rolls and DCs


Unknowing and Sacred Soul, Spirit, Mind: Add Wis Modifier to Saves, Attack Rolls and DCs x2


Cunning Soul, Spirit, Mind: Add Int Modifier to Saves, Attack Rolls and DCs


Intellectual Soul, Spirit, Mind: Add Int Modifier to Saves, Attack Rolls and DCs


Legendary: Gain the Monster of Legend template,

Template - Monster Of Legend

He has taken the following abilities:
-Immunities: Acid, Electricity
-Regrow Limbs

-Greater Haste (works like haste but stacks with haste adding +30 base speed and granting 1 additional attack)

Inner Eye: Always rolling maximum on all dice rolls

Regeneration: 40 can only be undermined by fire or acid, will return him from death

Perfect Quivering Palm: Every attack is considered a Quivering Palm attempt DC 776 Fort save vs death, hits can be delayed until Siddha decides to enact the save.


Elusion (Ex): Ref save to avoid any damage


Seventh Sense (Su): Can Redo 16 rounds/ day


Oblique Strike (Ex): If a foe can elude his blows, he can strike a different object to deal hit point damage to that foe. Other effects such as his vorpal attacks or quivering palm cannot be used through this attack.


Unearthly Reach (Ex): Your reach is equal to the range of your divine aura,


Unearthly Effect (Ex): All Effect powers ranges are increased to the range of your divine aura. Lines and ray effect powers have a range equal to line of sight.



-Spell Like Abilities:
At Will: Commune, Dream, Etherialness, Gias/Quest, Greater Dispel Magic, Greater Teleport, Magic Jar, Sending, Tongues, True Sight
3/day: See Invisibility, Haste, Banishment

-Wish: 16/day, Caster Level equal to HD+ Divine Bonus

-Class Features: Pathfinder Monk and Paladin, adapted 2nd Edition Kensai called the Kenseijin
Paladin Auras: can use any Paladin Aura within his Divine Aura range.


Kensai: 2nd edition Kensai or Kenseijin, gains a modified base ac, cannot use most equipment for battle, gains extra hp based on level and several other class features, outlined in other thread.


Monk: Gain extra Wisdom ac to Insight bonus, increased attacks per round via flurry of blows, stunning fist, quivering palm, and increased base melee damage


_________________________
New Material:

-Old World Brass:


Old World Brass is an ultra strong alloy of adamantine, titanium, star metal, gold, and several meta materials with an absolutely miniscule amount of orichalcum. The resulting material is slightly heavier than steel but lighter than adamantine and is nearly impervious to wear, corrosion and damage. It appears in it's pure state as a brass like metal though with a slight matte patina, and in alloy state like a whitish gold with the luster of aluminum, it weighs as much as steel for in game purposes but has a hardness of 50, is corrosion resistant, and mends itself when damaged. It can be used as a conductor of magnetic, electrical and magical energy, and can be further alloyed to make much stronger materials without losing it's unique properties.



New Feats:

-Snap Kick:

Perform a powerful follow up kick after your primary attacks
Prerequisites: BAB +11, ability to perform Iterative attacks, Improved Unarmed Strike
On a full round attack, you may make a single unarmed attack at your full base attack bonus.


New Epic Feats:

-Quickened Strikes:
Your blows are quick and debilitating.
Prerequisites: Stunning Fist, Scorpion Style, Gorgon’s Fist, Medusa’s Wrath, Monk Level 21
You may perform Stunning Fists and other unarmed strike based abilities as part of a full attack instead of as a standard action


New Divine Abilities:

-Agile Mind/ Body/ Soul/ Spirit:

You’re so agile it permeates every facet of your life
Prerequisites: Dexterity 100
Benefit: Dex to respective stats, Circumstance Bonus, Divine Bonus to AC.

-Amaranthine Mind/ Body/ Soul/ Spirit:
Your ridiculous toughness stretches to every aspect of your being enabling you to shrug off even unconventional attacks and strike in ways most would consider dangerous to themselves without fear of injury.
Prerequisites: Constitution 100
Benefit: Con to respective stats, Circumstance Bonus, Divine Bonus to AC.

-Living Construct:
You gain the Living Construct subtype, this ability can be used in place of the Ersatz ability for all "Body" type abilities associated with that ability.
Prerequisites: none
Benefit: Gain the Living Construct subtype

Living Construct Subtype - Eberron Unlimited

eberronunlimited.wikidot.com


-Legendary:
You are a being that legends are told about
Prerequisites: None
Benefit: Gain the Monster of Legend template

Template - Monster Of Legend



--------------------------------------------------------

Equipment:


Siddha uses nearly no equipment and has all divine artifacts liquidated for x5 divine abilities, Boon of the 7 Springs is a stacking 'Toughness' feat for various holy hot springs visited in my world, Epic toughness in my campaigns grants +20 hp per level, Boon of the 8 Deities is a power granted by the Emperor of Shinkokku and the Grand Magister to make sure the 8 deities remain virtually invincible, it Is magical in nature and can be removed via a dead magic zone. His mask he wears allows him to schism his own alignment allowing him to work with LE tendencies while wearing it and to act nearly without emotion due to the hideous nature of how Shinkokku gains it's power, and to keep himself focused on ‘The Cause’, which is the destruction of Vlitra through any means necessary, it is a psychological crutch and is non magic in nature.
 
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Beefermatic

Explorer
For the "Prime" template I simply use Dante and Mr. Satan's "Paragon" (found here Paragon Revision Discussion Thread ) with a few minor alterations. #1 it's abilities overlap with the basic 3.5 Epic Handbook Paragon, it gains a +20 bonus to hp per hit dice, it's stats are rounded up to the nearest factor of 10 so from 37 to 40 and the base Paragon statistics have been applied where relevant. Either way, Thank you Mr. Satan and Dante for making the basics for this template.

Prime (Perfect One/ Greater Paragon)

Among the population of every kind of creature are some specimens that are its weakest, worst representatives. Likewise, every population has it's paragons: the strongest, smartest, luckiest, and most powerful of the species. Paragons may represent the mythical First Creature, created in it's perfect form by some creator deity, or perhaps the evolutionary endpoint of a race after thousands of years of steady improvement. Sometimes, paragons just spring up accidentally, when all the factors are right.

Primes however are a step beyond even this, Paragons among Paragons. Primes represent the creme de la creme, the top of the top, the highest pinnacle of an evolutionary tree. In any given race, perhaps 1 Prime will be born in the entire evolutionary history of the species. Primes are only born of the unlikely union of 2 Paragons of the same species and even then there is as little chance of a Prime being born as there is a chance for a Paragon to be born to non-paragon parents.

Their power makes them far outclass even their Paragon ancestors. In most cases there is little to challenge their might. They are the stuff of legends, those people who make legends reality and shake the very foundations of the pantheons above them. They are heralds of new ages, new philosophies, new worlds, prosperous or perilous, for better or for worse.

Never is a Prime born quietly, and never does one live quietly. In nearly every instance that a Prime is born, paradigm shifts occur, civilizations fall or rise, and massive changes happen on a global if not further reaching scale.

(The Lord of Individuality Transcendent Ability grants this template until that being defeats or becomes the Amidah as only 1 can exist from a given universe at a time)

Creating a Prime

“Prime” is a template that can be added to any creature (referred to hereafter as the base creature).

The Prime template overlaps, does not stack when applicable, with the Epic Handbook Paragon template.

The Prime uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

Hit Dice: A Prime uses d20's for Hit Dice and always has maximum hit points per die. They also gain an additional 20 hp per hit dice.

Speed: All movement speeds are x10.

Armor Class: A Prime retains the armor bonuses of the base creature and acquires the following.

- Deflection Bonus (Ex): A Prime gains a deflection bonus equal to it's Charisma modifier.

- Luck Bonus (Ex): A Prime gains a +30 luck bonus to it's armor class (see Fortuity) and a +12 Luck Bonus to it's armor which stacks with Fortuity

Special Attacks: A Prime retains all the special attacks of the base creature and gains those described below. Save DCs are 10 + 1/2 the Prime's Hit Dice/Level + the Prime's Charisma modifier + 30 (see Fortuity), unless noted otherwise.

- Spell-Like Abilities (Sp): At will - limited wish. 3/day Greater Haste (works like haste but stacks with normal haste), Greater Dispelling, See Invisibility Caster Level equals Hit Dice/Level +15, +30 (see Fortuity).

Special Qualities: A Prime retains all the special qualities of the base creature and also those described below.

- Damage Reduction (Ex): A Prime gains damage reduction 75/cursed and epic.

- Fast Healing (Ex): A Prime gains fast healing 50.

- Fortuity (Ex): A Prime adds a +30 luck bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); damage rolls; difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws; spell resistance; and turn resistance (if applicable).

-Luck (Ex): A Prime gains a +25 Luck bonus to Attack Rolls, +20 to Damage Rolls, and a +12 Luck to Armor Class which stacks with Fortuity.

-Insight (Ex): a +13 to any special ability roll or DC, +12 Insight bonus to AC, +10 Insight to all Saving Throws

- Inner Eye (Ex): A Prime can bend fate to it's will. A Prime always gains the best dice rolls in any given situation. However, a natural '20' is not an automatic success when using this ability.

-Spell/ Psionic Savant (Ex): A Prime gains +15 Caster Levels to all Spells, Spell Like Abilities, Psionic Manifestations, or Psionic Abilities

- Resistances (Ex): A Prime gains resistance to cold 50 and fire 50.

- Spell Resistance (Su): A Prime gains spell resistance equal to 10 + Hit Dice/Level + 30 (see Fortuity).

Saves: A Prime gains a +30 luck bonus on all its saving throws (see Fortuity).

Abilities: A Prime gains a +40 bonus to all ability scores.

Skills: A Prime gains a +30 luck bonus on all it's skill checks (see Fortuity) and a +10 competence bonus to all skills.

- Omnicompetent/ Maven (Ex): A Prime easily masters anything they attempt. A Prime gains maximum ranks in all skills, access to all skills including trained only skills, and all skills are considered class skills.

Feats: A Prime gains 6 bonus feats.

Organization: Any, usually same as the base creature.

Challenge Rating: Same as the base creature +26.

Treasure: Double standard.

Alignment: Any, usually same as the base creature.

Level Adjustment: Same as the base creature +40.
 
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Beefermatic

Explorer
Lord Capricus of the 8 Deities

"The Lord of Love and Death, The White Death, Lord of Beauty, Dark Lord of Lust"

-------------------------------------------

A beautiful slender man with cotton candy white-pink hair and ice blue eyes stares at you from a long table, a feast atop it, huge slabs of cooked meat, a huge roast, fountains of wine and various strange fruits of which you've never before encountered create a rainbow of colors and scents, he's eating a huge hock of meat, which he puts down as you approach, a malevolent smile creeps across his face, ear to ear. "Ah you must be the new Demigod I've heard so much about... I've been dying to meet you.." He says as he rises and approaches. You notice the smell of iron, the fountain of wine appears to have blood mixed into it, the roast appears to be a humanoid of some sort, the hock of meat he put down appears to be a roast humanoid limb. He moves with a lithe and unmistakable grace, a strange lavender light seems to be backlighting him. He wears extremely low rise tight fitting pants going to his pubis, fringed on the sides and leading to white furred leg warmers and purple leather boots, he wears two belts cris-crossing in the center, a dagger on his sides, the unsheathed blade is jet black with strange shifting purple runes across it's surface, they appear untranslatable, he wears a fur collared jacket, also fringed across the sleeves, he wears no shirt under his jacket, and seems to have a chest and face made of flesh, however his body arms appear to be made of pure mithril. his hands however turn jet black as if covered in soot and end in sharp and wicked claws.


Medium Outsider (Living Construct, Undead)
Divine Rank 16 (Greater Deity) Proxy of Kiss Me To The Moon (First One)

Hit Dice:
80d20 (80 Commando gestalt, 80 Evil Clown gestalt, 60 Tome Shadow Dancer, 10 Assassin, 10 Pathfinder Assassin) +1600 Epic Toughness, +960 Paragon, +480 boons of the 7 springs, +12,040 Cha (17,040 hp, 34,080 in divine realm or Vajra )

Armor Class: 887(+20 Armor, +8 Shield, +157 Dex, +46 natural, +622 Deflection, +24 Divine/Insight/Luck) Touch 821, Flat Footed 710
Initiative: Always First 178 (157 dex, 21 Div bonus and feats)
Speed: 2,340, fly 4,680 perfect (x3 Vajra form)

Base Attack/Grapple (CMB/CMD): 80/ 466 (466/633)

Attack:
+20 Mirrorshard Claws of the Wicked King:
+513 Melee: 20d10 +240d6 Bleeding, +240d30 Heartbreak, +45 Str, +20 Ench, +20 Luck, +16 Divine, +90d12 Sneak Attack, +40d6 Ambush, +1d8 Cold, + Blinding, +Death (2,641 avg) 18-20/x2 Crit

+36 Stiehl: +528 Melee: 30d10 +240d6 Bleeding, +240d30 Heartbreak, +36 Ench, +20 Luck, +16 Divine, +90d12 Sneak Attack, +40d6 Ambush, +10d4 Wisdom, +Soul Drain, +Blinding, +Death (2,757 avg) 16-20/x2 Crit
Range 50 ft (thrown) (1496 avg)

Kick: +493 Melee: 4d10 +240d6 Bleeding, +240d30 Heartbreak, +45 Str, +20 Luck, +16 Divine, +90d12 Sneak Attack, +40d6 Ambush (2,161 avg) 19-20/x2 Crit

Full Attack: 9 attacks Claws of the Wicked King + Kick, 8 attacks Stiehl + Kick

Special Attacks: Bloody Aura, Heartbreak Aura. Wish 16xday
Special Qualities: Damage Reduction 75/+6 (15/-), SR 121, Divine Immunities, Immunity to: Acid, Fire, Fear, and Mind Influencing Effects, Starflight, Divine Aura (28,600 ft Shadow Strike can be used as part of aura), Boon of the 8 Deities

Saves: Fort +558, Ref +562, Will +430
Abilities: Str 100(+45), Dex 324(+157), Con 100(+45), Int 88(+39), Wis 88(+39), Cha 320(+155) (Vajra all stats doubled)

Skills: All skills are at 106+ relevant ability modifier.

Feats: Toughness, Deflect Arrows, etc, etc the basics for a Rogue type (most used for extra divine abilities)

Epic Feats: Legendary Archer, Exceptional Deflection, Reflect Arrows, Infinite Deflection, Epic Toughness

Divine Abilities: Heavenly Mind/Spirit/Soul, Agile Mind/Spirit/Soul, Legendary, Living Construct, Mithril Body, Superior Sneak Attack, Perfect Sneak Attack, Divine Sneak Attack, Goetic Blood, Lord of Blood, Extend Aura x2, Perfect Initiative

Cosmic Abilities: Spirit Stealer, Inner Eye, Legendary Dexterity (Esoteric) , Legendary Charisma (Esoteric), Abrogate, Nullification

Transcendent Abilities: Divine Nullification

Portfolios: Love, Death (Blood)

Proxy Salient Abilities: Heartbreak Effect, Legendary Charisma, Legendary Dexterity, Triple Gestalt, Improved Portfolios

Environment: Shinkokku, Outer Planes
Organization: Solitary
Challenge Rating: (official CR 160)
Treasure: Standard
Alignment: Neutral Evil
Effective Class Level: 160

Combat: Lord Capricus is considered by many to be one of the strongest of the 8 Deities, not due to his outward physical power, but due to his sheer skill and the connection he has made with the Overdeity Kiss Me To The Moon, a Sidereal residing on the outer rim of his Galaxy with a love for human emotion. She has granted Capricus many boons in order that he may give her a constant stream of new and exciting emotional experiences to experience herself.

Wholly evil and full of corruption, Capricus is for lack of a better term a monster. He eats humans, particularly children, partakes in wanton murder and rape, absorbs souls for the sheer thrill of it and thinks nothing of slaughtering thousands, even millions for little reason.

The 8 keep Capricus around as they know that without the help of those of unscrupulous mindsets, Vlitra can never be defeated, thusly it's better to have an evil god who's power is being added to the whole of the group whom evil humans and mortals worship vice demons gaining that same worship and it only serving to work against their cause.

Capricus also is known to be the one the 8 tend to go to for the issues and situations they can't deal with themselves, but need to be done a certain way, generally the way someone truly evil and despotic would handle it. He happily encourages this from his peers and handles the situations with the utmost care. He is something of a black ops and wetworks type and thoroughly enjoys his work.

In combat, Capricus uses his ability to nullify all foes divine abilities and feats to render his foes nearly helpless, then abrogates whatever powers they have left and then relies on sheer damage and repeatedly attacks in melee full force attempting to snuff the target out as quickly and efficiently as possible with assassination attempts, ambushes, and blinding foes with his Mirrorshard Blade ability. Once blinded, he will unleash multiple sneak attacks upon a foe dealing divine damage avoiding immunity.

If a foe relies upon multiple cosmic level powers, he uses his Tome Shadowdancer abilities to close the gap and strike fast and hard, allowing his heartbreak and bleeding effect to obliterate his enemies and heal whatever damage he may suffer and will allow his bleed damage to destroy his foe over time. He will always attempt hit and run style attacks against any serious threat, and if facing an overwhelmingly superior foe, will always flee, though if cornered will fight to the death.

If against a considerably weaker foe, he takes his time (if the situation permits) and enjoys himself with them. Playing with them, letting them think their winning just to steal their hope away. He enjoys stealing the souls and memories of his foes, savoring them as one might a good wine and saving bits of their essence for later snacking. He's fond of taking such foes corpses and having his chefs prepare them as one might a deer or pig and he feasts upon them later holding banquets for his profane entourage.

Capricus racially is a Paragon by birth, and was later transformed into a Charisma devouring vampiric entity known as a Bloodless, when he full embraced this dark path later on in his unlife becoming a god of death, he further embraced this path using his divine power to become a Daywalker vampire.

The bloodless template can be found in the Sword and Sorcery Creature Collection 2 in the back of the book where they have several templates listed, it can be downloaded here: Creature Collection II Dark Menagerie - Free Download PDF

Cosmic Might (Ex): Deal a maximum of 80d20 base damage with virtual size categories for any unarmed or weapon strike unless otherwise stated.

Boon of the 8 Deities (Su): Any 'Soul, Mind, Body, Spirit' ability also has it's respective ability modifier added as an additional layer of deflection AC

Love/Death (Blood) Portfolio: Capricus is the god of Death and Love, his Death Domain is heavily influenced by vampiric abilities which alter the baseline powers to some degree. He gains the following abilities:

-Positive Energy Vulnerability: Capricus takes double damage from Positive Energy attacks

-Sterility: Capricus can never sire children, excluding vampire spawn and bloodless

-Undeath (Daywalker): Capricus is treated as Undead for all abilities and effects, he uses his Charisma Modifier for calculating HP and Fort saves instead of but keeps his Constitution score for certain effects

-Target of Rage:
Capricus takes x2 Damage from rage effects and abilities and those raging against him gain a +16 circumstance modifier on attack rolls against him

-Love is Blind: -32 against Enchantment Effects

-Cold Resistance: 80

-Charisma Ward: Immunity to Charisma Drain or Damage, Extends to allies in Div Aura

-Necromantic Immunity: Immune to all Nacromantic effects

-Scion of Love: Capricus gains a +32 Bonus on his Charisma

-Perfect Summoning (undead): Any undead summoned by Capricus have +200% HD

-Brethren of Love: +32 Charisma to any summoned creature

-Embodiment of Death: Immunities to his death effects ineffective

-Embodiment of Love: Immunities to Enchantments ineffective

-Uncanny Bloody Effect:
See Below

-Uncanny Love Effect: See Below

-Absorb Blood: Absorb Bloody Effect damage done, gain temporary HP

-Beautiful Soul: Cha score to Regeneration



Bloody Effect (Su): Drains blood from targets dealing d6's of bleed damage per hd, this damage continues every round unless magically healed at least the base dice dealt or fast healed regenerated at least the base dice done (so 80d6 would need to heal at least 80 damage) each subsequent attack stacks the dice damage dealt (three attacks dealing 80d6 would deal 240d6 bleeding damage the following round) foes without blood simply take d6s of blugeoning damage. DC 546 if applicable

Beam (Ray) 160d6 3,600 ft range

Blast 80d6 3,600 ft range/ 225ft. Standard action Ref DC 546/half

Blood 40d6 Melee Free action when struck Ref DC 546/half

Breath 80d6 225ft. cone, 900ft line, Standard action Ref DC 546/half

Hand 240d6 Melee Touch or Unarmed Strike

Immolation 240d6 57,600ft radius blast, Ref DC 546/half

Storm 40d6 57,600ft radius, Ref DC 546/half /none Free -

Strike 40d6x24 Melee (bonus) Free -

Wrath (Gaze) 80d6 225ft cone 546 Will/none

Heartbreak Effect (Su): Assaults foes with heartrending emotional damage. This deals 2d30 damage per hd of the user and causes a foes eyes to produce tears uncontrollably. This damage can be made subdual if the user so chooses too. If subdued in such a way the foe falls into a deep and catatonic depression, wracked with tortured guilt of past misdeeds and misconnections. This damage is entirely ineffective against foes without emotion or mindless enemies (Vermin, Constructs, certain Undead, Oozes Etc) though immunity to mind influencing effects is ineffective against it.

This is a Cosmic level power granted to Capricus from the First One known as Kiss Me To The Moon, upgrading his "Love Effect" which does much the same thing but deals d8s of damage, it's power is not doubled from having a double domain. DC 398 if applicable

Beam (Ray) 160d30 3,600 ft range

Blast 80d30 3,600 ft range/ 225ft. Standard action Ref DC 546/half

Blood 40d30 Melee Free action when struck Ref DC 546/half

Breath 80d30 225ft. cone, 900ft line, Standard action Ref DC 546/half

Hand 240d30 Melee Touch or Unarmed Strike

Immolation 240d30 57,600ft radius blast, DC Ref DC 546/half

Storm 40d30 57,600ft radius, Ref DC 546/half or None Free -

Strike 40d30 Melee (bonus) Free -

Wrath (Gaze) 80d30 225ft cone 546 Will/none


Lord of Blood (Daywalker) (Ex): Capricus gains the Vampire template Capricus however is a Daywalker, allowing him to move in sunlight unaffected and freely move in water, but he loses the signature energy drain ability, shapechanging and gaseous form abilities of other vampire breeds but does gain a fly speed equal to double his base land speed with good maneuverability. Vampire (CR +2) – d20PFSRD

Mithril Body (Ex): Gain +10 to Strength, +40 to Dex, Add 15/- to DR, gain +15 to Natural AC, Weight reverts back to base creature's weight

Starflight(Sp): Can reach any place in the multiverse in 3d20 days.

Vajra Form: The 8 Deities can increase their overall combat effectiveness by pulling upon the power of the Mantra, This doubles all stats (str, dex, con etc) triples movement speed, and doubles their HP as if they were in their Divine Realm. HP is not increased for the increase to Con in this form, nor will it double their HP in their divine realm.

Divine Immunity(Ex): Immune to all environmental effects, Immune to all natural effects

Legendary Charisma: Charisma is doubled

Legendary Dexterity: Dexterity is doubled

Agile Soul, Spirit, Mind: Add Dexterity Modifier to Saves, Attack Rolls and DCs

Legendary: Gain the Monster of Legend template,
Template - Monster Of Legend
He has taken the following abilities:
-Immunities: Acid, Fear, Fire, and Mind Influencing Effects
-Regrow Limbs

Abrogate: One enemy within Capricus' Divine Aura has their strongest ability (chosen by Capricus) nullified

Inner Eye: Always rolling maximum on all dice rolls

Nullification: Nullify all opponent's Feats within divine aura

Divine Nullification: Nullify all opponent's Divine Abilities within divine aura

Spirit Stealer: absorb all Quintessence that would otherwise be lost when destroying a divine foe

Proxy Salient Abilities: Boons granted to Capricus over the millions of years he's worked with Kiss Me To The Moon. He's been granted 2 additional Classes to gestalt over his basic class levels (The Commando and the Evil Clown), the ability to use powerful Cosmic Heartbreak damage with his Love Effect, both of his Portfolios are considered Double with all the boons and drawbacks of that, and he's been gifted 2 Cosmic Abilities: Legendary Charisma and Legendary Dexterity. Should he ever give up his path, these abilities would cease.

-Spell Like Abilities: Caster Level equal to HD+ Divine Bonus DC 546

At Will: Commune, Dream, Etherialness, Gias/Quest, Greater Dispel Magic, Greater Teleport, Magic Jar, Sending, Tongues, True Sight
16/day: Wish
3/day: See Invisibility, Haste, Banishment
Portfolio Spell Like Abilities: 2/Round:
Love:
Charm Animal, Eagle's Splendor, Blindness/ Deafness, Charm Monster, Symbol of Sleep, Symbol of Persuasion, Power Word Blind, Sympathy, Dominate Monster
Death:
Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Create Undead, Destruction, Create Greater Undead, Wail of the Banshee

-Class Features:

Commando: Gain sneak attack 20d6, Ambush 40d6, Hide in Plain Sight, Tactical Step 20/ round allowing him to make 20 immediate 5ft step actions in any round, uncanny stealth granting him +30 on stealth checks while using his environment, Neck Break

Commando can be found here: Sub-Epic Offerings

Evil Clown: Aura of Evil, Tomfoolery 40d6, Charisma Bonus to AC +20, Claws and Bite, Clown Gags, All in Good Fun, Vanishing, Regen =to Charisma, Aura of Menace, Eater of Children, Clown Car, Eater of the World, Tent of Horrors, 4th Wall, Cotton Candy Contraption, Worst Nightmare, Last Trick

Evil Clown can be found here: Evil Clown (3.5e NPC Class) - D&D Wiki

Assassin: Spells, Sneak Attack 5d6, Assassinate

Pathfinder Assassin: Angel of Death, Sneak Attack 5d6, True Death, Quiet Death, Hidden Weapons

Tome Shadowdancer: See in Darkness, Shadow Slide, Shadow strike, Darkness, Hide in Plain Sight, Sneak Attack 30d6, Improved Shadow Slide, Shadow Door, Shadow Walk, Deeper Darkness, Shadow Pounce, Improved Shadow Strike, Shadow Friends, Shadow Vanish, Mirrorshard Blade, Phantasmal Image

Tome Shadowdancer can be found here: Shadowdancer, Tome (3.5e Prestige Class)
_________________________


New Divine Abilities:

-Agile Mind/ Body/ Soul/ Spirit:

You are so deft it affects every facet of your existence
Prerequisites: Dexterity 100
Benefit: Dexterity to respective stats, Circumstance bonus. Divine Bonus, Circumstance, to AC.

-Mithril Body (Ex):
Your manifestation is made of ultra light yet strong and beautiful Mithril.
Prerequisites: Dex 70, Ersatz (Or Living Construct)
You gain +10 to Strength, +40 to Dex, Add 15/- to DR, gain +15 to Natural AC, Weight reverts back to base creature's weight

-Love Effect:
You use the power of love as a powerful weapon against those who have emotions.
Prerequisite: Charisma 40, Must have found true love
You can assault your foes with powerful emotional energy dealing d8s of damage per HD and causing the enemy's eyes to uncontrollably tear up. This damage can be made into subdual damage at your choosing. If subdual damage deals enough to knock an enemy unconscious, they become tortured with guilt and lose the will to fight for an amount of hours equal to your divine rank being treated as under a sanctuary effect. Attacking such a foe allows for a new saving throw and the enemy can fight normally, though shaken, for the encounter regardless of success or not. A successful Will saving throw negates the depression effect.

This ability does not effect mindless creatures or beings without emotions. Immunity to mind influencing effects negates the depression but not the damage.

-Living Construct:
You gain the Living Construct subtype, this ability can be used in place of the Ersatz ability for all "Body" type abilities associated with that ability.
Prerequisites: none
Benefit: Gain the Living Construct subtype

Living Construct Subtype - Eberron Unlimited


eberronunlimited.wikidot.com
eberronunlimited.wikidot.com

New Cosmic Abilities:

-Heartbreak Effect:
You fuel your powers with devastating emotional forces that shatter foes psyches causing lasting damage in the minds of attackers
Prerequisites: Charisma 100, Wisdom 70, Uncanny Love Effect, must have experienced great personal tragedy
You can assault your foes with devastating emotional energy making foes relive their most enduring failures and sadnesses, dealing 2d30 points of damage per HD and causing the enemy's eyes to uncontrollably tear up. This damage can be made into subdual damage at your choosing.

If subdual damage deals enough to knock an enemy unconscious, upon recovery they become tortured with absolute emotional agony and lose the will to fight for an amount of days equal to your divine rank being treated as under a sanctuary effect. Attacking such a foe allows for a new saving throw and allows the opponent to be considered staggered and shaken for the encounter regardless of success or not. A successful Will saving throw reduces the depression effect to a shaken and staggered effect for an amount of hours equal to your Divine Bonus instead of days.

This ability does not effect mindless creatures or beings without emotions. Immunity to mind influencing effects negates the depression but not the damage.

--------------------------------------------------------

Equipment:

-Claws of the Wicked King: +20 enchanted claws, not an artifact as much as a reskin of his Mirrorshard Blade power to work with his Evil Clown Claws power, he does have enchantments on his claws granting him a speed enchantment and +20 bonus on his claws however, and if his hands were to be removed and they were fashioned into weapons, they would impart these enchantments.

-The Steihl: The Steihl is a powerful Keneshin dagger of ancient origin. It has Chaos runes up the length of it's black blade and steals the memories of those it strikes. It is an unbreakable +36 Dagger which deals an additional 10d4 Wisdom Drain from those it strikes. Immunity to Ability Drain is ineffective against this weapon and if killed the Steihl steals the soul of the opponent soul trapping them within the blade to be held indefinitely until released by Capricus himself or whomever wields the blade.

3 divine artifacts liquidated for x4 divine abilities, Boon of the 7 Springs is a stacking 'Toughness' feat for various holy hot springs visited in my world, Epic toughness in my campaigns grants +20 hp per level
 
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