Doji Type 1-A, Soldier of the Triastrum
"Soldiers of the Gods, The Armies of the Triastrum, Legion of Demigods"
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A tall, slender, muscular man with blue skin, golden eyes, and platinum blonde hair quickly drops down from above. He wields a weird polearm with an eight bladed wheel on the end, very elaborate it appears made of silver and brass, a strange rifle looking to be carved from a block of brass hangs strapped to his back, he wears similar armor embossed with hundreds of images of humans and animals in various day to day activities, on his hip a Taijijian style straight sword also made of brass, he is dressed in a blue and gold uniform of a material you’re unfamiliar with and wears sturdy boots with brass toes and heels. He looks towards you, his golden eyes cold and sinister, he smiles and says,
“Unfortunate business… friend”
Before a strange plated golden mask covers his face carved like his armor but with no eyes ears or mouth slots. His armor extends to cover all weak points and spokes like spears extends outwards from his back with a ring connecting them creating a strange wheel. The pizza-cutter like blade of his polearm begins to spin as he grasps it in two hands and Suddenly a golden light and harsh pressure emanates from the being as you feel yourself wanting to fall to your knees and pray.
Medium Outsider (Living Construct, Deva)
Divine Rank 0
Hit Dice: 20d10 (20 Commando) +400 Epic Toughness, 20 Toughness, +140 boons of the 7 springs, +160 Con (920 hp)
Armor Class: 65 (+26 Armor, +2 Shield of Gold, +8 Dex, +10 natural, +8 Deflection, +1 Divine) Touch 29, Flat Footed 61
Initiative: +16
Speed: 70, fly 60/ good, (fly 600/ average for 8 mins/day)
Base Attack/Grapple (CMB/CMD): 20/ 31 (31/47)
Attack:
Slam: +31 Melee: 1d10 +10, +1 Divine, + Shock Kestus 4d6 Electricity, + Knockback Bracer (last attack of melee slam knocks an opponent back 10 feet and prone on a failed reflex save of DC 27: 20/x2 Crit (28 average damage)
+20 Opening Harvest Wheel Scythe of Human Dread and Human Slaying: +51 Melee: 2d8+15 Str, +20 Ench, +1 Divine, +4 Dread, +4d6 vs Humans, +50 Slaying vs Humans, 15-20/x4 + DC 27 Destruction vs Humans Crit (44 Average Damage or 110 Average vs Humans)
+20 Divine Blade of the Triastrum: +51 Melee: 1d10 +10 Str, +20 Ench, +1 Divine, +1d6 Sharpness, +3d6 Elemental (Fire, Ice, Lightning, Acid, Sonic or Additional Physical Damage), Ghost Touch 19-20/x2 Crit (48 Average Damage)
+20 Colossi Rifle: +91 Ranged or Ranged Touch: 3d20 Divine +20 Ench, +1 Divine, +3d6 Elemental (Fire, Ice, Lightning, Acid, Sonic or Additional Divine Damage), (2,161 avg) 20/x4 Crit (60 average damage)
Full Attack: Slam +31/31/26/21/16 Melee, or Divine Sword +51/46/41/36 +1 Slam +31 Melee or Colossi Rifle +49/44/39/34 Ranged or Ranged Touch, or Ray +29 Ranged Touch
Special Attacks: Sword of Doom (Trap the Soul on kill), Hellgel (4d10 fire damage for 4d3 rounds, ignores 10 hardness), Combat Form, Induction Inverter Beam, Pseudo-Divine Aura, Spell-Like Abilities
Special Qualities: Deva Traits, Construct Traits, Damage Reduction 35/+5 (10/-), SR 32, Fast Healing 5, Divine Immunities, Immunities: Poison, Sleep Effects, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Effects that cause the sickened condition, Transmutation, Energy Drain, Ability Drain, Ability Damage, and Mind Influencing Effects, Electricity, Acid, Cold and Fire Resistance 30, Sonic Resistance 10, Immortal, Genetic Engineering, Constructed Physiology, Adaption, Vacuum Adaption, Psycho Surgery Kit, Autoport, Flightpack, Absorptive Weave, BodyComp, Extranet Access, Shield of Gold
Saves: Fort (immune construct) +29, Ref +29, Will +22
Abilities: Str 30(+10), Dex 26(+8), Con 26(+8), Int 26(+8), Wis 25(+7), Cha 26(+8)
Skills: Acrobatics, Bluff, Climb, Computers, Craft, Diplomacy, Disable Device, Fly, Heal, Handle Animal, Intimidate, Knowledge, Linguistics, Perception, Ride, Spellcraft, Stealth, Swim, Use Magic Device
Feats: Improved Initiative, Power Attack, Quick Draw, Improved Sunder, Weapon Focus Sword, Weapon Focus Colossi, Toughness, Deflect Arrows, Two Weapon Fighting, Combat Expertise, Combat Reflexes,
Epic Feats: Epic Toughness, Superior Initiative
Environment: Shinkokku, Outer Planes
Organization: Solitary, pair, element 1d3+2, squad 2d3+4, platoon 6d6+6 +Doji Type B, or century 10d10+20 +4d3 Doji Type B and 1 Raido
Challenge Rating: (official CR 25)
Treasure: Standard
Alignment: Any
Effective Class Level: 30
The Doji are the weakest of the Demigods soldiers, not true demigods, they are a type of being known as a Deva, a true immortal but not truly a God, these proxy beings nonetheless are treated as fully divine by Shinkokku standards and fill up the ranks of the Demigod’s armies. Utterly loyal and full of commitment they are soldiers first and people second with all of their names being simply “Doji”, it is both a title, a position and a name. They do have “family names” which is their private name among friends or family but that name is usually ignored in public and it is not considered polite to address a Doji by their family name unless in a private or relaxed setting.
The designation of Type 1-A is as simple as what type of Doji they are and what class they have. Type A are Commandos, Type B are Fighters, Type C are Magus, Type D are Bards, Type F are Kenseijin, Type G are Rogues, Type H are Shadowdancers
Type 2 Doji are much stronger, have innate Paladin abilities and work as sergeants to the Type 1 Dojis.
Combat: The Doji live for and relish warfare. Easy-going and good natured generally, they show their true colors when combat is presented before them. They happily throw themselves in small skirmishes but fight like a well oiled machine when sent on a mission. Most are rarely encountered by mortals and though not specifically evil, they do not care much for mortal life seeing it as temporary, fragile, and beneath them. They are however emotional beings and some do grow a deep love and fondness for humanity, some going as far as switching sides and attempting to stop the inevitable culling of 99% of all human life at the start of one of Vlitra’s Great Cataclysms.
They use their Colossi Rifles on most targets being specialists with their guns first, but happily and readily switch to their swords and fists when drawn into melee. The Doji rely on their Commando abilities to dish out massive precision damage to melee targets and their tactical step ability to keep themselves safe. If facing a spellcaster they rely on their evasion to dodge aoe attacks and their Induction Inversion beams to sap spellcaster and dangerous magical items of their power. They will generally fight to near death but will teleport away once brought to near their hit point max.
Genetic Engineering: Shinkokku has mastered the ability to genetically enhance all it’s subjects. There is no genetic randomness with the majority of the Demigods. This replaces the “rolled stats” of a character changing them to a flat “25” to all ability scores.
Constructed Physiology: Shinkokku Demigods, including the Deva are generally cybernetic, replacing limbs and body parts readily with enhanced prosthetics and parts of their brains with processors. As such all Shinkokku Demigods unless otherwise stated have the Ersatz or Living Construct Divine Ability and Omnicompetent Ability for free.
Fast Healing: Recover 5 Hp per round
Sword of Doom (Su): The Doji can steal the soul of any mortal or non divine being with a soul slain by their melee attacks as the Trap the Soul spell with a DC 29 Will Save sending the soul into either a Mantra Turbine to be sent to their Septentrions (Divine Flagships) above or into the Doji’s Armor which is covered in embossed images of people and animals each image ( of which there are hundreds) can contain a single soul, which can be transferred later on into massive Mantra Batteries. This ability also applies to ranged attacks as long as they are within 1 mile of a constant source of divine power or 10 miles of a Septentrion or other Divine Battleship.
Hellgel (Ex): A spraygun like secondary weapon of many technological species, sprays an inert plasma over a 15ft cone as a Standard Action, this Hellgel, as it’s called, can be either immediately ignited or ignited as a free action at the user’s behest dealing 4d10 fire damage for 4d3 rounds, ignoring up to 10 hardness. This gel is sticky and deals automatic damage to anyone who fails a DC 24 Reflex Save to both the opponent and all their exposed items and automatically sets the opponent on fire for 1d6 additional damage every round until the effect ends. This gel also reduces the effectiveness of Fire Resistance by 10 points for the duration of the effect as well. A successful save reduces the damage by half and negates the immolation effect but remains burning for the duration of the effect dealing damage every round as usual. This can also be used in a more controlled fashion to burn through doors and for any other application a Thermite like product might be used for used much like a blow torch or conventional plasma cutter. The gel may be partially removed if not active as a DC 24 Reflex Save, but will only reduce the effect as if you had made the save against the burning effect.
Induction Inverter (Ex): a small handheld beam weapon used as a secondary weapon this weapon, fired as a standard action as a ranged touch attack, requires any powered being or powered or magic item to make a DC 15 Reflex save or immediately be sapped of all charges or energy rendering the item inert if applicable until it’s next charging cycle or in the case of powered beings it makes the being inert. If the save is successful the item loses half it’s charges and powered beings are slowed for 2d4 rounds and dazed for 1 round.
Autoport (Ex): The Doji use an embedded device to travel vast distances quickly. This allows the Doji to Dimension Door as the spell up to 1000 feet as an Immediate Action, but must charge for 5 minutes before it can be used again. This can be used as a full round action during it’s charging phase but shuts the Autoport down for 1 full hour if used in this function.
Flightpack (Ex): The Doji Flightpack allows a Doji to fly at a 60/good flight speed for 8 hours a day and perfect maneuverability in outer space.. This can be extended by connecting to a source of energy allowing unlimited use until said power source is exhausted. This movement speed can be increased to 600/average for up to 8 minutes per day but each round used is treated as 60 rounds at it’s regular speed and must be used in 1 minute intervals regardless of time actually used.
BodyComp (Ex) A full body suit that incorporates all standard computer hardware into tactile and olfactory feedback, this allows the Doji to hack and otherwise sift though information from alien computers and other incompatible technology. It also features a modem, communication, and extranet capabilities allowing the Doji to use a limited form of Omnicompetence and Maven, allowing him after 2 minutes of effort to attempt any skill check with a +3 bonus as if it were a class skill for that roll for the next minute and allowing him to use the Message as the spell but instantly and without a range limit to any Doji, Deva or Demigod.
Multitool (Ex): A wrist mounted computer looking much like a bracelet made of 4 plastic plates. This creates an advanced construct made of force working like a wrist mounted computer, manufacturer, storage space and 3d printer. Drawing from pure divine energy, this allows the Deva to manufacture any basic material into any basic shape or tool it might need or at least a facsimile, allows extranet access, allows for advanced scanning of magical, psionic and mundane energies, allows the creation of basic alchemical items, and allows the Doji to do any modern day function a smartphone might provide
Psycho Surgery Kit (Ex): A psionically charged AI that automatically detects different forms of trauma and heals the Doji accordingly until it’s energy is spent. It has 20 Power Points which recover after 24 hours of use. These are not part of the Doji’s actions and happen as an Immediate Action following a source of trauma it’s abilities are as follows:
-First Aid: Restore 1d4 HP (3 Power Points)
-Surgery: Removes Bleed, and ongoing damaging effects and heals 1d6 HP (4 Power Points)
-Provide Long Term Care (4 Power Points)
-Cure Greivous Wound: Heals 1d3 Vile Damage or Permanent Damage, restores ability damage and ability drain, restores lost levels (4 Power Points)
-Remove Dazed or Stunned Condition (3 Power Points)
-Stabilize Dying Character or Remove Unconscious Condition (3 Power Points)
-Treat Poison or Disease (3 Power Points)
-Treat Magical Sickness: Grants saving throw against Magical Illness or poison, Dispels Curses, Compulsions, Mental Control or Domination or other enchantments (4 Power Points)
These work as the Heal Skill check unless otherwise noted, Treating Poison or Disease grants an immediate additional saving throw with a +5 Circumstance bonus to the save and all other saves made that day.
This Psycho Surgery Kit can be used continuously if the Doji has a constant source of power for the Kit to leech off of. Generally Doji are fed pure divine energy from the dropships that they land in, this will keep the kit fully charged with power points immediately replenishing them until the ship is destroyed or the signal is disrupted by something like an antimagic field.
Combat Form (Ex): The Doji can when close to a power source (1 mile or 10 miles from a Septentrion) can assume a more powerful form. Their features are covered in a golden brass like armor with a faceless mask and a huge golden wheel spread out laterally from their back. This is treated exactly as the Righteous Might spell however their actual size does not increase but they gain a large spoked wheel that forms from their back making them take up a large space. They do not gain additional range with melee attacks however their armor changes from a breastplate to full plate mail increasing their base AC by 3. This increases their Str and Con by +4 and reduces their Dex by -2, They gain +2 to Natural Armor and their Damage Reduction Increases by 10 points and gains the /Evil additional criteria for bypassing it. Their weapons, except their Colossi Rifles all have their base damage dice increased by 1 step.
Pseudo-Divine Aura (Su): The Doji are not true gods though are immortal and the progeny of the gods, they cannot create a true Divine Aura only capable of radiating light like a torch with effort (a concentration check) however they have a technological false divine aura like ability built into their bodies, as a free action, the Doji may create a Divine Aura like effect in an aura out to 30ft this functions like a regular divine aura allowing the Doji to cause Awe, Fear or Courage in their enemies and allies as a standard divine aura. However this aura appears as a harsh golden energy that just feels off and may only be used for up to 200 minutes per day and may not be upgraded or used for any purposes related to any Divine Aura effect or ability and can immediately be recognized as false by any true God.
Absorptive Weave (Ex): Gain energy resistance 10 to all elemental energy, once 10 points of damage have been absorbed this way you gain a +1 bonus to your strength score, this can be stacked up to 4 times and lasts for 10 minutes, any additional energy damage received renews the effect.
Shield of Gold (Su): The Devas are protected by a divine shield at all times unless lowered by the deva on purpose (a free action), this provides a a special +2 Shield bonus to AC that applies to both Flat Footed and Touch AC, this also grants the Devas a Divine Grace like bonus to their Saving Throws equal to their Charisma Modifier and treats them as if protected by a Protection from Alignment type effect that can be moved from one alignment to another as a standard action. This ability does not stack with Divine Grace or any other ability that grants Shield AC such as the Shield spell or actual physical shields.
Adaption: The Doji can adapt to the planar environment of any dimension or plane they travel to within 1 round.
Vacuum Adaption: As soldiers of the demigods, the Doji are able to survive in outer space unaided and without any form of discomfort.
Deva Traits: The Deva are beings who have been granted immortality via a Deity’s sponsorship or through some other process that grants immortality (such as eating a golden apple) but not true divinity. This gives them a Divine Rank of 0, This effectively gives the being a single Quintessence Point, this grants them Immortality, Low-Light Vision, Darkvision 60, a Damage Reduction of 35/+4, a Spell Resistance equal to 12+ Hit Dice, their Charisma Bonus as a Deflection Bonus to Armor Class, a +1 Divine Bonus to AC, Attack, Damage, all Rolls, Saves, and Checks, Resistance to Fire, Acid, Electricity and Acid of 30, and Immunity to Transmutation, Energy Drain, Ability Drain, Ability Damage, and Mind Influencing Effects and grants the Adaption ability and allows the Deva to select Epic Feats if they qualify. This is not treated as true Divinity, meaning they cannot increase their QP and must ascend to true godhood (which replaces the Deva Subtype and all associated powers) to ascend further.
Living Construct Traits: A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Doji are living constructs that combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a Doji has the following traits.
—Unlike other constructs, a Doji has a Constitution score.
—Unlike other constructs, a Doji does not have low-light vision or darkvision.
—Unlike other constructs, a Doji is not immune to mind-affecting spells and abilities.
—Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
—Unlike other constructs, Doji are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
—As living constructs, Doji can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Doji can be healed by a cure light wounds spell or a repair light damage spell, for example, and a Doji is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a Doji.
—A Doji responds slightly differently from other living creatures when reduced to 0 hit points. A Doji with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a Doji is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Doji does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
—As a living construct, a Doji can be raised or resurrected.
—A Doji does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions and still enjoys doing those activities.
—Although living constructs do not need to sleep, a Doji wizard must rest for 8 hours before preparing spells.
-Spell Like Abilities: Caster Level equal to HD +1 (CL 21)
At Will: Commune, Command, Ethereal Jaunt, Greater Dispel Magic, Teleport, Sending, Searing Light, Stabilize, Tongues, True Sight
3/day: Heal, Suggestion
1/day: Limited Wish, Mass Heal
-Class Features:
Commando: Gain Fast Movement, Tactical Step 4/per round, Ambush 10d6, Sneak Attack 5d6, Survivalist +10 Survival and Stealth, Trapfinding +10 to Perception and Disable Device vs Traps, Combat Style: Ranged, Evasion, Uncanny Evasion, Backstab, Neck Break, Uncanny Stealth, Efficiency, Uncanny Dodge, Garrote, Garrote Proficiency, CQC, Silent Take Down, Ambush Mastery
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Equipment:
-Opening Harvest Wheel Scythe of Human Dread and Slaying: A terrifying weapon used to slaughter humans quickly and effectively. The Harvest Scythe is usually only encountered when the Doji are sent to cull a population of humans, though specialized variants to be used on elves, dwarves, etc are also common. This scythe deals 2d8 base damage +20 with an additional +4 damage and attack to human foes, it also deals an additional 4d6+ 50 damage against human targets and threatens a 15-20/x4 Critical Hit that disintegrates human targets on a failed Fortitude Save of DC 27.
-Divine Blade of the Triastrum: A powerful multifunctional chinese style straight sword. These are light, fast and very strong dealing comparable damage to bastard swords though seemingly nearly weightless. A +20 weapon, they have an elemental blast enchantment that can be shifted as a swift action 1/round dealing fire, acid, electricity, cold, sonic, or physical damage and can also be used to strike incorporeal creatures. These weapons are made of super tough old world brass but look like gilded gold and encrusted with gems.
-Colossi Rifle: A +20 energy weapon seemingly carved of Old World Brass. The standard main battle rifle of the Shinkokku Triastrum. This weapon fires a continuous beam of intense teal energy that deals 3d20+20 pure divine damage per shot and is further boosted with an elemental blast enhancement allowing it to deal 3d6 additional fire, cold, acid, electricity, sonic or additional divine damage. This energy slices through most materials as most materials have no defense and take full damage from divine energy, it can also be used to bast through magical and mundane barriers. This has a base range of 30,000 feet and can be fired up to 10 range increments.
-Armor of the Triastrum +20 Old World Brass Breastplate, This armor also has a microcomputer and various other kinds of technology worked throughout it and is made of super tough old world brass though looks like gilded gold and gems. When Commanded, the armor can extend and cover the whole person becoming the equivalent of Full Plate Mail, internal inertial dampeners reduce the penalty to dex modifiers by 7 granting a +8 max dex bonus and remove the speed penalty for wearing anything over light armor treating the armor as light for movement.
(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)