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Totally agree with this statement, for the standard of my campaing they are terrifying monsters. Even some of my Sidereals like Kronos (yes, I build it) and Ymir are obliterated without possibility by these creature.
Without stacking the Soul, Spirit etc effects they're pretty standard in power but as these 8 are considered to be the strongest most are naturally Paragons or Primes in the case of Siddha, and as such tend to be naturally very very powerful, which creates a feedback loop with said Soul, spirit abilities.
 


Here are the stats for the basic demigods of Shinkokku. They're powerful, but nothing compared to the 8 Deities.

Shinkokku Demigod

"The Demigods, Gods of the Triastrum, Citizens of the Lower Divines"

-------------------------------------------
A beautiful man and woman with golden ornamental armor looking more for show than defense and flowing clothes approach. They're large, standing a foot taller than an average human. The man holds a huge golden mace and the woman seems unarmed until you notice the strange golden gun she has on her hip.

The woman has dark flawless skin, though with a strange pattern like a Zen garden going across it, and dark eyes and hair that though black, shimmer and transition from an amethyst purple to a garnet green as the light reflects off of it. She is voluptuous with perfect features gorgeous hips and a muscular physique. She wears purple and gold a small crop top, 2 bengals on either arm and flowing pants like a belly dancer with a belt made of interlocking golden scales making a jingling sound as she steps. She has several piercings with her nose and both ears pierced with hoop style ear and nose rings, she also sports a shimmering green eyeshadow, black eyeliner stylized like an ancient Egyptian, a golden and red forehead marking and rosy red lips and shoes that are simple but pretty green and gold flats. She's beautiful.

The man wears green and gold, he has a thick mustache, and a cleft chin. He os strong looking and his eyes, and hair are both black, his hair is medium length and wavy, his eyes are deep and dark like pits into another world, his physique is flawless, thick, muscular, powerful, his olive skin too has those strange Zen garden like patterns across it. He wears flowing Arabian style pants with pointed toes, a vest with thick gold armlets on each bicep an ornamental and armored belt and a golden cap like helmet seemingly shaped something like a pine cone. He holds his huge mace over his shoulder with one meaty hand.

They appear of indeterminate age seemingly in body no more than 25, but their eyes, the way they present themselves and the respect they command seems ageless.

Something about them seems almost otherworldly.


Medium Outsider (Living Construct)
Divine Rank 6 (Demi Deity)

Hit Dice:
30d20 (30 Sorcerer or Cleric, Magus, Omdura, Etc) +600 Epic Toughness, 30 Toughness, +210 boons of the 7 springs, +540 Con (1980 hp)

Armor Class:
85 (10, +16 Armor, +8 Empowered Shield, +16 Dex, +9 natural, +20 Deflection, +6 Divine) Touch 52, Flat Footed 69
Initiative: Always First/ +24
Speed: 180, fly 270 good

Base Attack/Grapple (CMB/CMD): 15/ 73 (73/99)

Attack:
Slam:
+73 Melee: 2d10 +18, +6 Divine, +45d3 Divine + Quickened Intensified Theurgic Dire Shocking Grasp (+10d12 Divine Electricity Damage) 20/x2 Crit (164 average damage)

+20 Transforming Godly Keen, Impact, Ghost Touch, Katar, Dagger, Sword, Scorpion Whip or Mace of Elemental Blast: +93 Melee: 3d10 +18 Str, +20 Ench, +6 Divine, +3d6 Elemental (Fire, Ice, Lightning, Acid, Sonic or Additional Physical Damage), +7d3 Divine Damage, 18-20/x3 Crit (78 Average Damage)

Spells/ Rays: +71 Ranged Touch

+20 Transforming Godly Keen, Impact, Ghost Touch Bow, Chakram or Blaster of Elemental Blast: +91 Ranged or Ranged Touch: 3d10 or 3d6 +20 Ench, +6 Divine

3d6 Elemental (Fire, Ice, Lightning, Acid, Sonic or Additional Physical Damage), (2,161 avg) 19-20/x3 Crit (60 average damage)

Full Attack: Slam +73/+68/+63/+58 Melee, or Godly Sword, or Mace +93/+88/+83/+78 Melee or Godly bow/ blaster +91/+86/+81/+76 Ranged or Ranged Touch, or Ray +71 Ranged Touch

Special Attacks: Wish 6xday, Spells, Spell Like abilities
Special Qualities: Damage Reduction 15/+6 , SR 46, Regeneration 15, Divine Immunities, Immunities: (Cold, Acid, Petrification) Fire and Cold Resistance 30, Divine Aura (400 ft), Genetic Engineering, Constructed Physiology

Saves: Fort +68, Ref +66, Will +73
Abilities: Str 46(+18), Dex 42(+16), Con 42(+16), Int 43(+16), Wis 42(+16), Cha 46(+18)

Skills: All skills are at 39+ relevant ability modifier.

Feats: Toughness, Deflect Arrows, Two Weapon Fighting, Empower Spell, Quicken Spell, Extend Spell, Maximize Spell, Heighten Spell, etc, etc the basics for a Sorcerer or Divine Caster type

Epic Feats: Legendary Archer, Exceptional Deflection, Epic Spellcasting, Reflect Arrows, Infinite Deflection, Epic Toughness, Automatic Metamagic Capacity X4, Metamagic Freedom, Sixth Sense

Divine Abilities: Cunning Mind/Spirit/Soul, Heavenly Mind/Spirit/Soul, *Living Construct, Perfect Initiative, Force Field, Dire Spell, Ensorcelled, Invincibility, Greater Manifestation, Uncanny Divine Effect, Greater Aura, Regeneration, Spell Abatement, *Omnicompetent

Portfolios: any 2 (Portfolios based on the individual, a default “divine” domain is the presented)

Environment: Shinkokku, Outer Planes
Organization: Solitary, pair or group 1d3+2 or with Divine Entourage
Challenge Rating: (official CR 60)
Treasure: Standard
Alignment: Any
Effective Class Level: 60

The Demigods of Shinkokku are powerful and influential beings hailing from the nation of the demigods known as the Shinkokku Triastrum. These beings number roughly 14,000,000 inhabiting multiple massive cities that fly high in the sky over 140,000 feet up. These cities are imperceptible from below due to their advanced technology, and their ability to bend light around them. As such, the human nation below known as Shinto worships the gods without knowing their true motives or the truth of the heavenly abode above them.

Combat: Generally non combatants, the Demigods are nonetheless more than capable of defending themselves and being able to inflict incredible damage. Most Demigods are not the default divine domain presented, but can be any 2 domains the GM prefers, similarly The Demigods may be any class, though spellcasting is a favorite.

Might (Ex): Deal a maximum of 30d10 base damage with virtual size categories for any unarmed or weapon strike unless otherwise stated.

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 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.

Divine Portfolio: The Demigods are the masters of divine power, most have different portfolios like skill and elemental domains but the basic one as presented has the following abilities:

-Spell Like abilities: Can use any Divine Domain spell like abilities 2x per round (One quickened, one normal)

-Deicide Vulnerability: The Demigods take double damage from the Antidivine Effect power of any being with the Deicide Portfolio

-Defender of Shinkokku: Competence penalty to on all rolls equal to double your divine rank for one week per divine rank if your city or civilization is destroyed, or Shinkokku suffers a major defeat.

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

-Lord of Mortals: The Demigods can project an effect similar to a Rod of Rulership though there is no time limit associated and the affect’s DC is based on the Charisma of the Demigod.

-Perfect Summoning Doji:
Any Doji summoned by The Demigods have +200% HD

-Divine Spell Abatement: You block the first 2 hostile Divine Spells cast on you per round (Druidic magic excluded)

Divine Effect (Su): The Immortal assaults foes with pure divine energy, this Deals pure divine damage to any for struck by the effects and destroys or ignores any shield of barriers so struck. The DC is 66.

Beam (Ray) 30d3 1,600 ft range

Blast 15d3 1,600 ft range/ 100ft. Standard action Ref DC 66/half

Blood 7d3 Melee Free action when struck Ref DC 66/half

Breath 30d3 100ft. cone, 400ft line, Standard action Ref DC 66/half

Hand 45d3 Melee Touch or Unarmed Strike

Immolation 45d3 400ft radius blast, Ref DC 66/half

Storm 7d3 400ft radius, Ref DC 66/half /none Free -

Strike 7d3 Melee (bonus) Free -

Wrath (Gaze) 15d3 100ft cone 66 Will/none

Perfect Initiative: Always goes first

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

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

Greater Maninfestation: Gain the Advanced Template granting +4 all Ability Scores and +2 Natural Armor

Greater Aura: Gain the ability to grant Greater Heroism, Inflict Sleep or Inflict Pain on all foes in your Div Aura

Regeneration: Regeneration 15 works even after death

Force Field: Gain a force field like a wall of force that blocks up to 50 damage. This regenerates at a rate of 1hp per round and all attacks must first break this damage to make physical contact with the immortal.

Ensorcelled: Infinite Spells per day

Dire Spell: Spells deal d12s of base damage

Invincibility: Ignore any damage taken if you make a successful Fortitude Save vs the damage itself.

Spell Abatement: Ignore one spell per round as if you had infinite spell resistance.

Divine Spell Abatement: Ignore 2 Divine Spells per round as if you had infinite Spell Resistance (Stacks with Spell Abatement)

-Spell Like Abilities: Caster Level equal to HD+ Divine Bonus DC 66

At Will: Commune, Dream, Etherealness, Gias/Quest, Greater Dispel Magic, Greater Teleport, Magic Jar, Sending, Tongues, True Sight
6/day: Wish
Portfolio Spell Like Abilities: 2/Round:
Divine:
Command, Spear of Purity, Searing Light, Shield of Dawn, Greater Heroism, Righteous Might, Holy Word, Greater Angelic Aspect, Overwhelming Presence

-Class Features:

Sorcerer: Gain 9th Level Spellcasting, Celestial Bloodline, Heavenly Fire (1d4+15 damage), Conviction 2/day (Reroll any roll), Wings of Heaven (Fly 180 feet/ good), Ascension (Immunity to Acid, Ice, Petrification, Resist Fire and Electricity 30, Resist Poison +4), Truespeech

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

Equipment:

-Transforming Divine Weapon: +20 enchanted weapon, can shift into either a bow, chakram, blaster pistol, mace, sword katar, dagger or scorpion whip depending on the needs and particular fighting style of the user. This can be a pair of weapons or a two handed weapon as well though it cannot make a more powerful energy weapon. This weapon also has a variable elemental blast property allowing it shift as the user needs from one element to another but only once per round. These weapons are made of super tough old world brass but look like gilded gold and encrusted with gems.

-Divine Armor +20 armor that can alter it's configuration. It may create either more base armor or more deflection AC as needed, the one presented has a +10 to base AC and a +2 to Deflection AC on a +6 base platform as a breastplate. This armor can give up 5 points of basic armor bonus for +1 deflection AC to a maximum of +4, and the immortal can redistribute this bonus each round as a free action. 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.

2 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, without either they would have 1,170 hp. They're also equipped with +20 weapons as though they themselves wouldn't have access to such items themselves, their society has such weapon and armor commonplace so they would have such items. Replace with + 10 items if you so desire.
 
Last edited:

Bootlebat

Explorer
Here are the stats for the basic demigods of Shinkokku. They're powerful, but nothing compared to the 8 Deities.

Shinkokku Demigod

"The Demigods, Gods of the Triastrum, Citizens of the Lower Divines"

-------------------------------------------
A beautiful man and woman with golden ornamental armor looking more for show than defense and flowing clothes approach. They're large, standing a foot taller than an average human. The man holds a huge golden mace and the woman seems unarmed until you notice the strange golden gun she has on her hip.

The woman has dark flawless skin, though with a strange pattern like a Zen garden going across it, and dark eyes and hair that though black, shimmer and transition from an amethyst purple to a garnet green as the light reflects off of it. She is voluptuous with perfect features gorgeous hips and a muscular physique. She wears purple and gold a small crop top, 2 bengals on either arm and flowing pants like a belly dancer with a belt made of interlocking golden scales making a jingling sound as she steps. She has several piercings with her nose and both ears pierced with hoop style ear and nose rings, she also sports a shimmering green eyeshadow, black eyeliner stylized like an ancient Egyptian, a golden and red forehead marking and rosy red lips and shoes that are simple but pretty green and gold flats. She's beautiful.

The man wears green and gold, he has a thick mustache, and a cleft chin. He os strong looking and his eyes, and hair are both black, his hair is medium length and wavy, his eyes are deep and dark like pits into another world, his physique is flawless, thick, muscular, powerful, his olive skin too has those strange Zen garden like patterns across it. He wears flowing Arabian style pants with pointed toes, a vest with thick gold armlets on each bicep an ornamental and armored belt and a golden cap like helmet seemingly shaped something like a pine cone. He holds his huge mace over his shoulder with one meaty hand.

They appear of indeterminate age seemingly in body no more than 25, but their eyes, the way they present themselves and the respect they command seems ageless.

Something about them seems almost otherworldly.


Medium Outsider (Living Construct)
Divine Rank 6 (Demi Deity)

Hit Dice:
30d20 (30 Sorcerer or Cleric, Magus, Omdura, Etc) +600 Epic Toughness, 30 Toughness, +210 boons of the 7 springs, +540 Con (1980 hp)

Armor Class:
85 (10, +16 Armor, +8 Empowered Shield, +16 Dex, +9 natural, +20 Deflection, +6 Divine) Touch 52, Flat Footed 69
Initiative: Always First/ +24
Speed: 180, fly 270 good

Base Attack/Grapple (CMB/CMD): 15/ 73 (73/99)

Attack:
Slam:
+73 Melee: 2d10 +18, +6 Divine, +45d3 Divine + Quickened Intensified Theurgic Dire Shocking Grasp (+10d12 Divine Electricity Damage) 20/x2 Crit (164 average damage)

+20 Transforming Godly Keen, Impact, Ghost Touch, Katar, Dagger, Sword, Scorpion Whip or Mace of Elemental Blast: +93 Melee: 3d10 +18 Str, +20 Ench, +6 Divine, +3d6 Elemental (Fire, Ice, Lightning, Acid, Sonic or Additional Physical Damage), +7d3 Divine Damage, 18-20/x3 Crit (78 Average Damage)

Spells/ Rays: +71 Ranged Touch

+20 Transforming Godly Keen, Impact, Ghost Touch Bow, Chakram or Blaster of Elemental Blast: +91 Ranged or Ranged Touch: 3d10 or 3d6 +20 Ench, +6 Divine

3d6 Elemental (Fire, Ice, Lightning, Acid, Sonic or Additional Physical Damage), (2,161 avg) 19-20/x3 Crit (60 average damage)

Full Attack: Slam +73/+68/+63/+58 Melee, or Godly Sword, or Mace +93/+88/+83/+78 Melee or Godly bow/ blaster +91/+86/+81/+76 Ranged or Ranged Touch, or Ray +71 Ranged Touch

Special Attacks: Wish 6xday, Spells, Spell Like abilities
Special Qualities: Damage Reduction 15/+6 , SR 46, Regeneration 15, Divine Immunities, Immunities: (Cold, Acid, Petrification) Fire and Cold Resistance 30, Divine Aura (400 ft), Genetic Engineering, Constructed Physiology

Saves: Fort +68, Ref +66, Will +73
Abilities: Str 46(+18), Dex 42(+16), Con 42(+16), Int 43(+16), Wis 42(+16), Cha 46(+18)

Skills: All skills are at 39+ relevant ability modifier.

Feats: Toughness, Deflect Arrows, Two Weapon Fighting, Empower Spell, Quicken Spell, Extend Spell, Maximize Spell, Heighten Spell, etc, etc the basics for a Sorcerer or Divine Caster type

Epic Feats: Legendary Archer, Exceptional Deflection, Epic Spellcasting, Reflect Arrows, Infinite Deflection, Epic Toughness, Automatic Metamagic Capacity X4, Metamagic Freedom, Sixth Sense

Divine Abilities: Cunning Mind/Spirit/Soul, Heavenly Mind/Spirit/Soul, *Living Construct, Perfect Initiative, Force Field, Dire Spell, Ensorcelled, Invincibility, Greater Manifestation, Uncanny Divine Effect, Greater Aura, Regeneration, Spell Abatement, *Omnicompetent

Portfolios: any 2 (Portfolios based on the individual, a default “divine” domain is the presented)

Environment: Shinkokku, Outer Planes
Organization: Solitary, pair or group 1d3+2 or with Divine Entourage
Challenge Rating: (official CR 60)
Treasure: Standard
Alignment: Any
Effective Class Level: 60

The Demigods of Shinkokku are powerful and influential beings hailing from the nation of the demigods known as the Shinkokku Triastrum. These beings number roughly 14,000,000 inhabiting multiple massive cities that fly high in the sky over 140,000 feet up. These cities are imperceptible from below due to their advanced technology, and their ability to bend light around them. As such, the human nation below known as Shinto worships the gods without knowing their true motives or the truth of the heavenly abode above them.

Combat: Generally non combatants, the Demigods are nonetheless more than capable of defending themselves and being able to inflict incredible damage. Most Demigods are not the default divine domain presented, but can be any 2 domains the GM prefers, similarly The Demigods may be any class, though spellcasting is a favorite.

Might (Ex): Deal a maximum of 30d10 base damage with virtual size categories for any unarmed or weapon strike unless otherwise stated.

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 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.

Divine Portfolio: The Demigods are the masters of divine power, most have different portfolios like skill and elemental domains but the basic one as presented has the following abilities:

-Spell Like abilities: Can use any Divine Domain spell like abilities 2x per round (One quickened, one normal)

-Deicide Vulnerability: The Demigods take double damage from the Antidivine Effect power of any being with the Deicide Portfolio

-Defender of Shinkokku: Competence penalty to on all rolls equal to double your divine rank for one week per divine rank if your city or civilization is destroyed, or Shinkokku suffers a major defeat.

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

-Lord of Mortals: The Demigods can project an effect similar to a Rod of Rulership though there is no time limit associated and the affect’s DC is based on the Charisma of the Demigod.

-Perfect Summoning Doji:
Any Doji summoned by The Demigods have +200% HD

-Divine Spell Abatement: You block the first 2 hostile Divine Spells cast on you per round (Druidic magic excluded)

Divine Effect (Su): The Immortal assaults foes with pure divine energy, this Deals pure divine damage to any for struck by the effects and destroys or ignores any shield of barriers so struck. The DC is 66.

Beam (Ray) 30d3 1,600 ft range

Blast 15d3 1,600 ft range/ 100ft. Standard action Ref DC 66/half

Blood 7d3 Melee Free action when struck Ref DC 66/half

Breath 30d3 100ft. cone, 400ft line, Standard action Ref DC 66/half

Hand 45d3 Melee Touch or Unarmed Strike

Immolation 45d3 400ft radius blast, Ref DC 66/half

Storm 7d3 400ft radius, Ref DC 66/half /none Free -

Strike 7d3 Melee (bonus) Free -

Wrath (Gaze) 15d3 100ft cone 66 Will/none

Perfect Initiative: Always goes first

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

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

Greater Maninfestation: Gain the Advanced Template granting +4 all Ability Scores and +2 Natural Armor

Greater Aura: Gain the ability to grant Greater Heroism, Inflict Sleep or Inflict Pain on all foes in your Div Aura

Regeneration: Regeneration 15 works even after death

Force Field: Gain a force field like a wall of force that blocks up to 50 damage. This regenerates at a rate of 1hp per round and all attacks must first break this damage to make physical contact with the immortal.

Ensorcelled: Infinite Spells per day

Dire Spell: Spells deal d12s of base damage

Invincibility: Ignore any damage taken if you make a successful Fortitude Save vs the damage itself.

Spell Abatement: Ignore one spell per round as if you had infinite spell resistance.

Divine Spell Abatement: Ignore 2 Divine Spells per round as if you had infinite Spell Resistance (Stacks with Spell Abatement)

-Spell Like Abilities: Caster Level equal to HD+ Divine Bonus DC 66

At Will: Commune, Dream, Etherealness, Gias/Quest, Greater Dispel Magic, Greater Teleport, Magic Jar, Sending, Tongues, True Sight
6/day: Wish
Portfolio Spell Like Abilities: 2/Round:
Divine:
Command, Spear of Purity, Searing Light, Shield of Dawn, Greater Heroism, Righteous Might, Holy Word, Greater Angelic Aspect, Overwhelming Presence

-Class Features:

Sorcerer: Gain 9th Level Spellcasting, Celestial Bloodline, Heavenly Fire (1d4+15 damage), Conviction 2/day (Reroll any roll), Wings of Heaven (Fly 180 feet/ good), Ascension (Immunity to Acid, Ice, Petrification, Resist Fire and Electricity 30, Resist Poison +4), Truespeech

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

Equipment:

-Transforming Divine Weapon: +20 enchanted weapon, can shift into either a bow, chakram, blaster pistol, mace, sword katar, dagger or scorpion whip depending on the needs and particular fighting style of the user. This can be a pair of weapons or a two handed weapon as well though it cannot make a more powerful energy weapon. This weapon also has a variable elemental blast property allowing it shift as the user needs from one element to another but only once per round. These weapons are made of super tough old world brass but look like gilded gold and encrusted with gems.

-Divine Armor +20 armor that can alter it's configuration. It may create either more base armor or more deflection AC as needed, the one presented has a +10 to base AC and a +2 to Deflection AC on a +6 base platform as a breastplate. This armor can give up 5 points of basic armor bonus for +1 deflection AC to a maximum of +4, and the immortal can redistribute this bonus each round as a free action. 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.

2 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, without either they would have 1,170 hp. They're also equipped with +20 weapons as though they themselves wouldn't have access to such items themselves, their society has such weapon and armor commonplace so they would have such items. Replace with + 10 items if you so desire.
How many demigods are in the whole place? Dozens? Hundreds?
 

How many demigods are in the whole place? Dozens? Hundreds?
There are 14,000,000 gods in total, many of those are hero deities and many of those are as powerful as greater deities but most are as presented above, demigods. There are technically 83,000,000 citizens of shinkokku as most those gods have families and entourages, those entourages being their friends, travelling companions etc who all are considered citizens of Shikokku. Most those beings are immortal. I use a Divine Rank 0 still for immortal beings who don't actually get a divine bonus but instead just have immortality. I use the Einherjar from 3.5 Deities and Demigods as a baseline for if a God makes another being an immortal, and a God would need to be at least at Hero Deity before they could do so.
 

Doji Type 1-A, Soldier of the Triastrum

"Soldiers of the Gods, The Armies of the Triastrum, Legion of Demigods"

-------------------------------------------
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, and allows the Doji to act when dropped below 0 HP as if they had the Diehard feat. 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, Maximum Hp per Level, d10s of Hp, 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, his Hp is 540 if standard Epic Handbook rules are applied)
 
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Obly99

Hero
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)
Really nice, I'll probably use him as a final boss for a campaign or one-shot (after reducing his AC a bit and some small hit and damage nerfs).
 

Really nice, I'll probably use him as a final boss for a campaign or one-shot (after reducing his AC a bit and some small hit and damage nerfs).
Fair enough if this wasn't supposed to be part of some massive super empire of demigods with nearly limitless resources hed instead have a +5 Keen Harvest Wheel Scythe of Human Bane, a +6 Flaming Blast Taijijian (Rapier or longsword, your pick), and his Colossi would deal 2d20 and have a +6 enchantment with no elemental blast, and his armor would be +6
 

Obly99

Hero
Fair enough if this wasn't supposed to be part of some massive super empireof demigods with nearly limitless resources hed instead have a +5 Keen Harvest Wheel Scythe of Human Bane, a +6 Flaming Blast Taijijian (Rapier or long sword, your pick), and his Colossi would deal 2d20 and have a +6 enchantment with no elemental blast, and his armor would be +6
I'll probably reskin him as a fallen demi-deity who's trying to re-ascend by amassing divine energy through his cult and draining artifacts and patron deities (a 20-level class version of the IH's various templates and portfolios [yeah, I've been creating the playable class version of the deities] which I will post in the next few days after I finish polishing it)
 

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