Eadric et. al. (The Paladin and his Friends).

That is really spectacular Sepulchrave !!

Btw. may I ask how your players solved the problem of granting regeneration through an epic spell - Nwm's Quickening, to be exact ??
 

log in or register to remove this ad


Excellent stuff!

I am particularly interested in the classifications of the various entities. Sep, where do you take the names of these from? I mean things like "Sempiternal" - do you actively look for terms for these entities, or do you just happen to know them already by chance/from work/from studies/etc.?
 

Approximate hierarchy of categorizable immortal entities .

Transcendental
(Divine Rank 16+; Challenge Rating 150+).
Aeons, Effluxion? of Demogorgon, (Pseudodeities?), Apparitions of Cheshne, Principal Ludjas [Tree, Stone, Water]
[The web of motes, Pharamne's urn]

Does this mean that the web of motes and Pharamne's Urn are transcendental artifacts, Sep? If so, I'd always thought that Jovol created the web of motes, but my hunch now is that if it is on par with the 'urn, that the web of motes wasn't created by Jovol. What do we (and the PCs) know of its origins???
 


Cheiro said:
Does Qemetiel's Infernal Aura affect the Adversary as well?

I would say yes. I like the image.

Hellfire Atavisms are not well developed as an idea, but they might predate the Fall in linear reckoning; or be from a vanished Aeon. They're a very visceral impulse; like bad vrittis. A preconscious urge to do evil, maybe.

The Adversary must've thought of an epic spell to ward himself.
 

The Adversary's fire resistance is granted by an SDA. It could be a bit easier to just say that since the Adversary has more divine ranks than Qematiel, his immunity supersedes Qematiel's supernatural aura.
 

Note on the Structure of the Cult of Cheshne
Something which the PCs didn't discover until later in their dealings with the Cheshnites was their precarious organizational structure – if they had, they may have exploited it earlier. There again, there were many competing demands on the characters' time, limiting the number of convenient communes, contact other planes, metagnostic inquiries or uses of the web of motes.

Due to a restriction on epic ritual spells (willing participants only – no dominations etc.) the three sects would need to be wooed by the various immortals to participate in any ritual spell; necessary compromises would be struck, and the agendas of those high in the three orders would be promoted. The magical economy of the Cheshnites is very tense.

Aside from the eleven great immortals (Sibud, Yeshe, Choach, Naatha, Idyam, Dhatri, Prahar, Jahi, Guho, Rishih and Temenun), three main sects operate within the umbrella of the Cult of Cheshne. Nwm categorized them based on their headgear or hairstyles (their real names are in parentheses):

The Bald Ones (properly, Anantam)
Ritual specialists, these are typically Sorcerer/Blood-Magus or Necromancer/Blood-Magus characters – the more powerful and influential members of the sect are around 15th – 18th level. The immortal Guho was once of the Anantam, but is now reviled because of her transformation (Guho is a Worm-that-Walks). Many of The Bald Ones are sympathetic toward Sibud – a shared interest in matters sanguine (Sibud was conceived of as a Blood-Mage in his earlier iterations) – and have no love for Yeshe. The second, fourth and fifth cabals consist entirely of wizards and are most stifled by the Injunction.

The Anantam form the backbone of the ritual magic pool amid the Cheshnites (each with the Cooperative Spell metamagic feat is assumed to provide a +2 bonus to ritual epic spell Spellcraft checks). They number around 150 in all, broken into five major cabals (-120DC to –240DC) and a dozen smaller ones (-20DC to –60DC). The Anantam are guarded by the Giants of Danhaan – huge armored warriors with glaives, whose humanity is suspect.

Typically, an Ananta is a Wizard (Necromancer) 5 / Blood Magus X, or a Sorcerer 6 / Blood Magus X. Feats include Great Fortitude, Toughness and Cooperative Spell.

1st Cabal (-141 spell slot mitigation; +26 Spellcraft check):
1 x CL 16 (-15): Sorcerer 6 / Blood Magus 10 / Archmage 3
1 x CL 14 (-13): Necromancer 5 / Blood Magus 10 / Loremaster 1
1 x CL 13 (-13)
2 x CL 12 (-22)
3 x CL 11 (-33)
5 x CL 10 (-45)

2nd Cabal (-158 spell slot mitigation; +36 Spellcraft check)
1 x CL 15 (-15): Necromancer 5 / Blood Magus 10 / Loremaster 2
1 x CL 13 (-13)
1 x CL 12 (-11)
1 x CL 11 (-11)
2 x CL 10 (-18)
3 x CL 9 (-27)
4 x CL 8 (-28)
5 x CL 7 (-35)

3rd Cabal (-153 spell slot mitigation; +46 Spellcraft check)
1 x CL 18 (-17): Wizard (Necromancer) 5 / Blood Magus 10 / Archmage 5
1 x CL 11 (-11)
1 x CL 10 (-11)
1 x CL 9 (-9)
2 x CL 8 (-14)
3 x CL 7 (-21)
14 x CL 6 (-70)

4th Cabal (-122 spell slot mitigation; +20 Spellcraft check)
1 x CL 16 (-15)
2 x CL 15 (-30)
7 x CL 12 (-77)

5th Cabal (-240 spell slot mitigation; +66 Spellcraft check)
2 x CL 17 (-17)
3 x CL 15 (-45)
5 x CL 10 (-45)
9 x CL 8 (-63)
14 x CL 6 (-70)

The Longhairs (properly, Kesha-Dirghaa)
Typically Conjurer 2/ Favored Soul 4 / Mystic Theurge X, whose activities were curtailed by Gihaahia in her prohibition of Cheshnite theurgy. Rishih – the immortal theurge – is preeminent in this sect, although its structure is loose and Rishih's underlings continually maneuver with regard to other immortals. Cabals are fluid, and although they outnumber the Anantam, the Kesha-Dirghaa lack the magical discipline of the pure arcanists. Sibud's power base was eroded most by the Enforcer's limitation on theurgy, as much of his prior effort had been invested in winning members of the theurgic sect to his camp.

Total ritual mitigation of the Kesha-Dirghaa is a little shy of –1600DC. They number around three hundred, although coordinating that many is difficult, and may only occur if Anumid ordains it as Cheshne's Willl. Cabals generally operate in the –80 to –200 range.


The Hooded Ones (in fact, Naganam)
Pure divine casters, and unaffected by the Injunction, the Naganam are the smallest of the main sects, with spellcasters numbering fewer than a hundred. Their leaders are members of the Hierophant PrC – typically Cloistered Cleric 13/Hierophant X. There are Favored Souls among them. Many of them (the Ushabam) regard Yeshe as a dark messiah; Yeshe is largely contemptuous of their affections, a fact which further fuels their zeal for her. Anumid the Mouthpiece was originally of the Naganam (but not the Ushabam), although his status is now more complex. Like the Anantam, many giants attend the Ushabam.


Anumid, the Mouthpiece of Cheshne
Anumid's focus lies in social manipulation; he is the consummate smooth-talker, and the Cheshnite immortals are wary of his persuasive powers. Most of his spell suite is defensive, and focused around self-preservation – prudent, considering his role, and relative frailty.

The status of the Mouthpiece is special, and Anumid enjoys a kind of diplomatic immunity; he brokers deals between the cabals and the immortals, but is also Cheshne's legitimate vehicle of communication. His oracular powers connect him to the Mistresses of the Veils, mysterious chthonic powers which are only known by their name. When acting explicitly in his oracular capacity, even Visuit and Temenun bow to his authority.

Anumid is under the permanent effect of an epic spell known as the Asservation of the Mouth, which allows immediate mental contact with any of the eleven major immortals, regardless of intervening distance or planar barriers. The Asservation functions in an antimagic field and cannot be disjoined; if targeted by a superb dispelling, the Asservation of the Mouth is a CL80 effect.


Anumid
Male Human Cloistered Cleric 5 / Divine Oracle 10 / Evangelist 5; HD 20d6; hp 70; Init +1; Spd 30 ft.; AC 11 (+1 Dex; touch 11, flat-footed 11); Base Atk +11; Grp +10; Atk +11 melee (1d4/19-20, MW dagger); Full Atk; SA; SQ divination enhancement, improved uncanny dodge, immune to surprise, inspire dread, prescient sense, trap sense +3,; SV Fort +8 Ref +6 Will +19; Str 9 Dex 13 Con 10 Int 20 Wis 19 Cha 34

Skills: Bluff +47, Concentration +22, Decipher Script +18, Diplomacy +56, Gather Information +34, Intimidate +48, Knowledge (nobility) +18, Knowledge (the planes) +28, Knowledge (religion) +31, Perform (oratory) +36, Sense Motive +29, Spellcraft +28

Feats: Ability Focus (Convert the Unfaithful), Able Learner, Persuasive, Negotiator, Skill Focus (Diplomacy), Skill Focus (Intimidate), Skill Focus (Knowledge: religion), Open Minded

Convert the Unfaithful (Su): As a full-round action Anumid can attempt to convert a single enemy within 30 ft. Targets are entitled to a Will save (DC 29): if it succeeds, it is shaken for 1 round; if it fails, it is converted. Treat this effect as a charm monster spell, except the target's alignment changes for the duration. At the expiry of the effect, a target creature can attempt to revert to its original alignment (Will DC 29), or it may continue wilth its new alignment. Atonement may required in the former case; the conversion itself to the new faith qualifies as an atonement in the latter. Creatures with an alignment subtype are immune to this ability.

Domains: Anumid has access to the Knowledge, Mysticism, Oracle and Trickery domains. Once per day, for 5 rounds, Anumid can gain a +12 luck bonus to his saving throws.

Divination Enhancement (Ex): Anumid may roll twice and take the better result any time he casts divination or augury.

Fast Talk (Ex): Anumid may make a rushed Diplomacy check as a full-round action with only a –5 penalty.

Immune to Surprise (Ex): Anumid can always take a standard action in a surprise round.

Inflame the Righteous (Su): As a full-round action Anumid can wreathe himself and allies within 30 ft. in divine fire which acts as a fire shield (CL20). Damage dealt by the shield is divine in nature, and not subject to resistance or immunity.

Inspire Dread (Su): Anumid can inspire hopelessness in all enemies within 30ft., and they suffer a –4 penalty on Will saves. This is a mind-affecting ability.

Prescient Sense (Ex): This ability works like a rogue's Evasion ability, except Anumid is not restricted by his armor type.

Skill Mastery (Ex): Anumid may always take 10 on Bluff, Diplomacy, Intimidate and Sense Motive checks, regardless of the circumstances.

Cleric Spells Prepared: (6/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; CL15th, [Divination spells 18th]; Save DC 14+ Spell level [scrying spells 15+ spell level]).

  • 4th – death ward, dimensional anchor, discern lies, freedom of movement, sending, divination (D);
  • 5th – commune, dispel good, slay living, spell resistance, true seeing; 6th – antilife shell, banishment, forbiddance, mislead (D);
  • 7th – bestow greater curse, greater scrying, blasphemy (D);
  • 8th – wall of greater dispel magic, discern location (D).

Anumid always has a death pact cast upon himself: if he is slain, he will be resurrected unless the spell is first dispelled; his Constitution score has been lowered to reflect this. He also has a refuge item which will return him to his sanctuary in the temple at Jashat if broken.

Equipment
Bronze Choker of Persuasion: This plain narrow bronze band fits around the neck and occupies the amulet slot. It bestows a +6 enhancement bonus to Charisma, grants the wearer a continual tongues ability, and grants a +10 competence bonus to all Charisma-based skill checks. (120K, CL20).
 
Last edited:


Shvar Choryati

Shvar Choryati is the name of the phenomenon invoked by Temenun near the small town of Cirone, where Visuit launched her assault on the Temple forces. The name translates approximately as Power of Theft – the 'Theft' to which the name applies, is that of Sun and/or Being. Eater of Light might be a better rendering. The phenomenon is best understood as a Manifest Dream of Cheshne; it is the shadow of a Great Primordial Fear.

Mechanically, Shvar Choryati is based on an epic living spell – an augmented blasphemy/soul bind combination – with 8 divine ranks; it is conjured 'conventionally' with another epic (calling) spell; one which requires huge output to circumvent the divine protections which normally prevent its reification in the bounded cosmos.

Shvar Choryati is treated as a spell effect as cast by a 75th level caster; where noted, it adds its divine ranks to many checks as well. Where spell level is a consideration, Shvar Choryati is treated as an epic or 10th-level spell. Its impulse is to consume light and life, but it cannot be said to possess 'Intelligence,' per se. For purposes of eligibility for salient divine abilities, Shvar Choryati is considered sympathetic with the Domains of Death, Destruction and Evil, although the Eater of Light possesses no domain powers, and lacks any powers which require even a modicum of rational thought.

The phenomenon manifests as a cloud of impenetrable darkness with a diameter of almost 200 feet: its outer zone is its life-draining aura; the inner zone – unguessable in shape – is one of utter blasphemy.

Shvar Choryati's 'perception' (its hunger) extends to eight miles.

For a deific entity/thing, Shvar Choryati has a refreshingly minimal stat block.


Shvar Choryati, Eater of Light (DvR8)

Colossal Ooze (Chaotic, Chthonic, Dream, Evil, Extraplanar)
Hit Dice: 75d10+975 (1725hp)
Initiative: +5
Speed: 40ft.
Armor Class: 25 (-8 size, +10 deflection, +5 Dex, +8 Divine)
Base Atk/Grapple: +56 /+93
Atk: +69 melee (2d8+19, slam) plus Soul Blasphemy
Full Atk: +69 melee (2d8+19, slam)
Space/Reach: 30ft./20ft.
Special Attacks: Life Drain, Soul Blasphemy
Special Qualities: Divine immunities, DR 20/epic, fast healing 140, immortal, ooze qualities, SR 155
SDAs: Divine Fast Healing (x5), Improved Spell Resistance (x4), Life Drain
Saves: Fort +60 Ref +52 Will +50
Abilities: Str 36 Dex 20 Con 36 Int - Wis 17 Cha 25
Challenge Rating: 55

Aura of Fear (Su): Creatures within 800ft. of Shvar Choryati become shaken unless they make a successful Will saving throw (DC58).

Dimension Door (Sp): Shvar Choryati can use this ability at will as a standard action (Caster Level 83).

Soul Blasphemy (Sp): Creatures struck by Shvar Choryati suffer the effects of blasphemy (Caster Level 83). If slain, creatures are automatically subject to a soul bind effect. The death ward spell is ineffective against Soul Blasphemy; epic spells containing the [Ward] seed which are keyed to necromantic effects are entitled to an opposed Caster Level check. Soul Bound entities are held within the form of the Eater of Light; there is no limit to the Hit Dice of a creature subject to this ability. Trapped souls may only be released by the destruction of Shvar Choryati.

Life Drain (SDA): Shvar Choryati is surrounded by a cloud of darkness (as deeper darkness) extending to eighty feet from its form which kills all living creatures unless they make Fortitude saving throws (DC 62); those that succeed instead gain 2 negative levels. As an SDA, Shvar Choryati's Life Drain is not considered a necromantic effect or a death effect for the purposes of determining resistances or immunities; custom epic spells may offer resistance. Creatures slain by Shvar Choryati's Life Drain are subject to soul bind.

Engulf: As a standard action, Shvar Choryati can engulf creatures in a 30ft. x 30ft. square. Engulfed creatures must make a Reflex Save (DC 62) to avoid being subject to blasphemy (Caster Level 83); if successful, they may move or leap to a space adjacent to Shvar Choryati's posiiton. Creatures slain by Shvar Choryati in this manner are also subject to soul bind. Engulfed creatures are considered grappled, and subject to blasphemy every round they remain so.


*
 
Last edited:

Remove ads

Top