Lord Siddha of the 8 Deities
"The Lord of blue Melancholy, The God of Duty, the Ascetic prince”
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You walk into the great pagoda of the dutiful lord Siddha, a monk like Ascetic who supposedly is the among the greatest among the 8. You find an extremely fit man tall and powerful, with long blackish blue hair pulled into a ponytail, his skin the color of burnished bronze, a denim blue gi like outfit on, so old and tattered it appears like burlap, entirely worn out, and gloves and foot wraps made of some sort of well worn leathery flexible material and reinforced with old world brass, he’s handsome, and his soulful gray blue eyes lack the distinct darkness associated with most Shinkokku gods, on the ground next to him is a strange brass mask, bird like with only slits for eyes, it appears non magical."
Medium Outsider (Living Construct)
Hit Dice: 80d20 (Kensai, Monk, Paladin gestalt 80) +1,600 Epic Toughness, +1,600 Prime, +480 boons of the 7 springs, +80 toughness, +17,840 con, +755d20+4,900[ 20,000] Accumulating HP (40,164 hp, 80,328 in divine realm or Vajra form )
Initiative: always first/ 178 (140 dex, 38 Div bonus and feats)
Speed: 29,700, fly 29,700 perfect or 32,400 Greater Haste (x3 Vajra form)
Armor Class: 1,564 (313 base, +25 Armor, +2 Shield, +140 Dex, +140 Dodge, +25 natural, 57 Insight, +804 Deflection, +58 Divine/ Luck) Touch 1,512, Flat Footed 1,284
Base Attack/Grapple (CMB/CMD): 80/ 1,013 (1,013/1,163)
Attack:
-+40 Fists and Feet: +902 Melee Touch: 80d20+26+151+66+40+2d6 shocking, +160d6 Sonic,+160d4 Force,+160d6 Wind (4,455 avg, 14-20/x4 crit 17,820 avg)
-+Smite Evil:
+947 Melee Touch: 80d20+26+151+45+66+40+2d6 shocking, +160d6 Sonic,+160d4 Force,+160d6 Wind (4,500 avg, 14-20/x4 crit 18,000 avg)
-+40 Ki Blades: +891 Ranged Touch: 40d20+26+151+66+40+2d6 shocking, +80d6 Sonic,+80d4 Force,+80d6 Wind (2,337 avg, 14-20/x4 crit 9,348 avg)
Full Attack: 19 attacks+ 1 Ray, 19 Ki Blades (ranged) +1 Ray
Special Attacks: Stunning Fist, Quivering Palm, Smite Evil 26x/day, Perfected Strike, Enchanted Fists, Crucible of Endless Pain, Kensai Whirlwind,
Wish 16xday, Aura of Faith, Aura of Courage, Aura of Righteousness, Aura of Justice, Aura of Resolve,
Special Qualities: Improved Evasion, Unarmed Strike, Ki Pool, Damage Reduction 170/ Cursed and Epic/ (40/-), SR 151, Divine Immunities, Immunity to: Acid, Electricity, Fear, Starflight, Divine Aura (921,600 ft Paladin Auras can be used), Boon of the 8 Deities, Boon of the Aspect of Light, Aura of Good (Overwhelming), Detect Evil, Holy Champion, Divine Bond (+26 enchantment bonus to fists + Brilliant Energy, Speed, Shocking Burst, Keen, Merciful (Or Shocking), Defending)
Saves: Fort +949, Ref +939, Will +844
Abilities: Str 314 (+152), Dex 290 (+140), Con 310 (+150), Int 100 (+45), Wis 100 (+45), Cha 100 (+45) (Vajra all stats doubled)
Skills: All skills are at 146+ relevant ability modifier.
Feats: Toughness, Deflect Arrows, etc, etc the basics for a fighter/ Monk type (most used for extra divine abilities), Beastial Charge, Gorgon’s Strike, Scorpion Style, Medusa’s Wrath, Snap Kick
Epic Feats: Legendary Archer, Exceptional Deflection, Reflect Arrows, Infinite Deflection, Epic Toughness, Vorpal Strike, Dire Charge, Quickened Strikes, Perfect two Weapon Fighting, Perfect Three Weapon Fighting
Divine Abilities: Third Eye, Nescience, (Strong, Amaranthine, Agile, Heavenly, Cunning, Intellectual, Beautiful, Unknowing, Sacred) Mind/Soul/Spirit, Legendary, Enlarge Aura x6, Uncanny Dodge, Uncanny Wind Mastery, Uncanny Iatric Mastery, Uncanny Force Mastery, Uncanny Sonic Mastery, Living Construct, Seventh Sense (16 rounds), Celerity
Cosmic Abilities: Abrogate, *Spirit Stealer, Cosmic Serpent, Heavy Eradication, Unearthly Reach, Unearthly Effect, Inner Eye, Oblique Strike, Legendary Constitution, Legendary Dexterity, Legendary Strength, Elusion, Dominance
Environment: Shinkokku, Outer Planes
Organization: Solitary
Challenge Rating: (official CR 176)
Treasure: Standard
Alignment: Lawful Good
Effective Class Level: 200
Combat: Lord Siddha is a fast, efficient fighter who uses his innate superiority and dedication to his goals to crush his foes. His unreal speed can rarely be matched allowing him to move at nearly hypersonic speeds. He stacks ‘mind, body, spirit, soul’ divine abilities, allowing him to on a basic level surpass even cosmic beings. He focuses on quick, powerful attacks and his Vorpal Strike epic feat and his Paladin Divine Bond ability allow his fists, strikes and hands to cut off the heads of foes on a crit and only require a touch attack to hit. His real power however comes from his ability to change the alignment of enemies, ending their desire to fight him and making them see his pov mid fight.
He uses his Dire Charge feat in conjunction with Perfect Initiative to close with foes instantly and unleashes a barrage of blows upon them. He need only be within range of his aura to strike any foe with a melee attack. His Scorpion Style ability cripples foes leaving them unable to move more that 5 ft per round, and his Gorgon’s Fist staggers them leaving them unable to attack more than 1/ round and his Medusa’s Wrath feat grants him 2 extra attacks against staggered foes. With a flurry of blows and two and three weapon fighting, he can make 18 attacks, his snap kick gives him a single follow up unarmed strike at his highest bab, giving him 19 attacks, haste and greater haste up this to 21 and Medusa’s Wrath grants him a whopping 23 attacks per round assuming all his attacks work. He strikes enough times to almost guarantee a critical hit against his opponent and immediately beheads them, usually killing them. Each and every strike he lands is a quivering palm additionally.
He is a Prime, a powerful and extremely rare ‘paragon of paragons’ granting him incredible abilities. This powerful baseline caught the eye of Lord Diaz the undisputed leader of the 8 Deities, and Diaz has trained him for the last 12,000,000 years, a seemingly long time, but literally only a few years equivalently to a demigod such as himself.
Cosmic Might (Ex): Deal a maximum of 80d20 base damage with virtual size categories for any unarmed or weapon strike unless otherwise stated.
Boon of the 8 Deities (Su): Any 'Soul, Mind, Body, Spirit' ability also has it's respective ability modifier added as an additional layer of deflection AC
Boon of the Aspect of Light (Su): +25% to all Touch and Immolation Effect Power damage or Healing
Abrogate: Disable your opponent's greatest ability, Lord Siddha can choose one opponent within his Divine Aura range he may change this opponent or ability once per round as a free action.
Sonic Effect (Su): Siddha’s Aura and attacks vibrate with ultrasonic vibrations of unperceivable sonic energy, this allows his hits to strike harder, and shatter crystalline structures. Unearthly Effect allows all effects to reach to the edges of Siddha’s Divine Aura, 921,600 ft, numbers presented are presented for purposes of abrogation or nullification. DC 866 if applicable
Beam (Ray) 80d6 3,600 ft range
Blast 40d6 3,600 ft range/ 225ft. Standard action DC 866/half
Blood 20d6 Melee Free action when struck DC 866/half
Breath 40d6 225ft. cone, 900ft line, Standard action DC 866/half
Hand 160d6 Melee Touch or Unarmed Strike
Immolation 160d6 921,600 ft radius blast, DC 866/half
Storm 20d6 921,600 ft radius, DC DC 866/half Free -
Strike 20d6 Melee (bonus) Free -
Wrath (Gaze) 40d6 225ft cone DC 866 Will/none
Force Effect (Su): Blasts foes with pure magical force, this takes the form of blades of blue ki energy, Unearthly Effect allows all effects to reach to the edges of Siddha’s Divine Aura, 921,600 ft, numbers presented are presented for purposes of abrogation or nullification. DC 866 if applicable
Beam (Ray) 80d4 3,600 ft range
Blast 40d4 3,600 ft range/ 225ft. Standard action DC 866/half
Blood 20d4 Melee Free action when struck DC 866/half
Breath 40d4 225ft. cone, 900ft line, Standard action DC 866/half
Hand 160d4 Melee Touch or Unarmed Strike
Immolation 160d4 921,600 ft radius blast, DC 866/half
Storm 20d4 921,600 ft radius, DC DC 866/half Free -
Strike 20d4 Melee (bonus) Free -
Wrath (Gaze) 40d4 225ft cone DC 866 Will/none
Wind Effect (Su): Blasts foes 10 feet per dice of damage taken, Unearthly Effect allows all effects to reach to the edges of Siddha’s Divine Aura, 921,600 ft, numbers presented are presented for purposes of abrogation or nullification. Deals bludgeoning damage or if struck against a surface they take an additional amount of crushing (falling) damage equal to the dice dealt. DC 866 if applicable
Beam (Ray) 80d6 3,600 ft range
Blast 40d6 3,600 ft range/ 225ft. Standard action DC 866/half
Blood 20d6 Melee Free action when struck DC 866/half
Breath 40d6 225ft. cone, 900ft line, Standard action DC 866/half
Hand 120d6 Melee Touch or Unarmed Strike
Immolation 120d6 921,600 ft radius blast, DC 866/half
Storm 20d6 921,600 ft radius, DC DC 866/half Free -
Strike 20d6 Melee (bonus) Free -
Wrath (Gaze) 40d6 225ft cone DC 866 Will/none
Iatric Effect (Su): Heals 10 hp per dice, Unearthly Effect allows all effects to reach to the edges of Siddha’s Divine Aura, 921,600 ft, numbers presented are presented for purposes of abrogation or nullification, deals d4s to Undead. DC 866 if applicable
Beam (Ray) 800 3,600 ft range
Blast 400 3,600 ft range/ 225ft. Standard action DC 866/half
Blood 200 Melee Free action when struck DC 866/half
Breath 400 225ft. cone, 900ft line, Standard action DC 866/half
Hand 1600 Melee Touch or Unarmed Strike
Immolation 1600 921,600 ft radius blast, DC 866/half
Storm 200 921,600 ft radius, DC DC 866/half Free -
Strike 200 Melee (bonus) Free -
Wrath (Gaze) 400 225ft cone DC 866 Will/none
Third Eye (Su): Gain an extra gaze or ray attack 1/round
Nessience (Ex): Ignore all parameters for any feat
Heavy Eradication (Ex): 100% to crit creatures immune to critical hits.
Starflight(Sp): Can reach any place in the multiverse in 3d20 days.
Vajra Form: The 8 Deities can increase their overall combat effectiveness by pulling upon the power of the Mantra, This doubles all stats (str, dex, con etc) triples movement speed, and doubles their HP as if they were in their Divine Realm. HP is not increased for the increase to Con in this form, nor will it double their HP in their divine realm.
Divine Immunity(Ex): Immune to all environmental effects, Immune to all natural effects
Legendary Constitution: Con is doubled
Legendary Strength: Str is doubled
Legendary Dexterity: Dex is Doubled
Agile Soul, Spirit, Mind: Add Dex Modifier to Saves, Attack Rolls and DCs
Strong Soul, Spirit, Mind: Add Str Modifier to Saves, Attack Rolls and DCs
Amaranthine Soul, Spirit, Mind: Add Con Modifier to Saves, Attack Rolls and DCs
Heavenly Soul, Spirit, Mind: Add Cha Modifier to Saves, Attack Rolls and DCs
Beautiful Soul, Spirit, Mind: Add Cha Modifier to Saves, Attack Rolls and DCs
Unknowing and Sacred Soul, Spirit, Mind: Add Wis Modifier to Saves, Attack Rolls and DCs x2
Cunning Soul, Spirit, Mind: Add Int Modifier to Saves, Attack Rolls and DCs
Intellectual Soul, Spirit, Mind: Add Int Modifier to Saves, Attack Rolls and DCs
Legendary: Gain the Monster of Legend template,
Template - Monster Of Legend
He has taken the following abilities:
-Immunities: Acid, Electricity
-Regrow Limbs
-Greater Haste (works like haste but stacks with haste adding +30 base speed and granting 1 additional attack)
Inner Eye: Always rolling maximum on all dice rolls
Regeneration: 40 can only be undermined by fire or acid, will return him from death
Perfect Quivering Palm: Every attack is considered a Quivering Palm attempt DC 776 Fort save vs death, hits can be delayed until Siddha decides to enact the save.
Elusion (Ex): Ref save to avoid any damage
Seventh Sense (Su): Can Redo 16 rounds/ day
Oblique Strike (Ex): If a foe can elude his blows, he can strike a different object to deal hit point damage to that foe. Other effects such as his vorpal attacks or quivering palm cannot be used through this attack.
Unearthly Reach (Ex): Your reach is equal to the range of your divine aura,
Unearthly Effect (Ex): All Effect powers ranges are increased to the range of your divine aura. Lines and ray effect powers have a range equal to line of sight.
-Spell Like Abilities:
At Will: Commune, Dream, Etherialness, Gias/Quest, Greater Dispel Magic, Greater Teleport, Magic Jar, Sending, Tongues, True Sight
3/day: See Invisibility, Haste, Banishment
-Wish: 16/day, Caster Level equal to HD+ Divine Bonus
-Class Features: Pathfinder Monk and Paladin, adapted 2nd Edition Kensai called the Kenseijin
Paladin Auras: can use any Paladin Aura within his Divine Aura range.
Kensai: 2nd edition Kensai or Kenseijin, gains a modified base ac, cannot use most equipment for battle, gains extra hp based on level and several other class features, outlined in other thread.
Monk: Gain extra Wisdom ac to Insight bonus, increased attacks per round via flurry of blows, stunning fist, quivering palm, and increased base melee damage
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New Material:
-Old World Brass:
Old World Brass is an ultra strong alloy of adamantine, titanium, star metal, gold, and several meta materials with an absolutely miniscule amount of orichalcum. The resulting material is slightly heavier than steel but lighter than adamantine and is nearly impervious to wear, corrosion and damage. It appears in it's pure state as a brass like metal though with a slight matte patina, and in alloy state like a whitish gold with the luster of aluminum, it weighs as much as steel for in game purposes but has a hardness of 50, is corrosion resistant, and mends itself when damaged. It can be used as a conductor of magnetic, electrical and magical energy, and can be further alloyed to make much stronger materials without losing it's unique properties.
New Feats:
-Snap Kick:
Perform a powerful follow up kick after your primary attacks
Prerequisites: BAB +11, ability to perform Iterative attacks, Improved Unarmed Strike
On a full round attack, you may make a single unarmed attack at your full base attack bonus.
New Epic Feats:
-Quickened Strikes:
Your blows are quick and debilitating.
Prerequisites: Stunning Fist, Scorpion Style, Gorgon’s Fist, Medusa’s Wrath, Monk Level 21
You may perform Stunning Fists and other unarmed strike based abilities as part of a full attack instead of as a standard action
New Divine Abilities:
-Agile Mind/ Body/ Soul/ Spirit:
You’re so agile it permeates every facet of your life
Prerequisites: Dexterity 100
Benefit: Dex to respective stats, Circumstance Bonus, Divine Bonus to AC.
-Amaranthine Mind/ Body/ Soul/ Spirit:
Your ridiculous toughness stretches to every aspect of your being enabling you to shrug off even unconventional attacks and strike in ways most would consider dangerous to themselves without fear of injury.
Prerequisites: Constitution 100
Benefit: Con to respective stats, Circumstance Bonus, Divine Bonus to AC.
-Living Construct:
You gain the Living Construct subtype, this ability can be used in place of the Ersatz ability for all "Body" type abilities associated with that ability.
Prerequisites: none
Benefit: Gain the Living Construct subtype
Living Construct Subtype - Eberron Unlimited
eberronunlimited.wikidot.com
-Legendary:
You are a being that legends are told about
Prerequisites: None
Benefit: Gain the Monster of Legend template
Template - Monster Of Legend
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Equipment:
Siddha uses nearly no equipment and has all divine artifacts liquidated for x5 divine abilities, Boon of the 7 Springs is a stacking 'Toughness' feat for various holy hot springs visited in my world, Epic toughness in my campaigns grants +20 hp per level, Boon of the 8 Deities is a power granted by the Emperor of Shinkokku and the Grand Magister to make sure the 8 deities remain virtually invincible, it Is magical in nature and can be removed via a dead magic zone. His mask he wears allows him to schism his own alignment allowing him to work with LE tendencies while wearing it and to act nearly without emotion due to the hideous nature of how Shinkokku gains it's power, and to keep himself focused on ‘The Cause’, which is the destruction of Vlitra through any means necessary, it is a psychological crutch and is non magic in nature.