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

More Craziness.

It was as a great fire, dwarfing every other light in creation. It rested, perfect and still in my mind, but immensity could not contain its infinite movement. From it, first one, and then another of the Faces of Truth was presented to me, issuing challenge and denying everything I knew. I took my weapon – the Nameless Fiend – and slew the Light. Beyond was a void which shone yet brighter. Here, I rested in Saizhan. I had begun my journey.

-Wrohs


The first sketches of the Sovereignties were made a long time ago, and they've been tweaked a good deal over the years, mainly as new splats came out. On a metatextual (there's that word again) level, I had this idea that the Sovereignties should suggest rival deities appropriated by early Oronthonism (before the Urgic schism) and 'folded' into the Oronthonist pleroma: their virtues being exalted, and un-Oronthonian traits dropped or transferred onto more overtly sinister entities. Oronthon was not always the sole focus of devotion or a even a Sol Invictus-type god who tolerated other deities: Sovereignties may be the last vestiges of the original pantheon to which Oronthon belonged, and then ruled.

Of course, in the Oronthonist view, this is not the case. The Sovereignties are the Seven Spurs of the Mountain of God: Signs which – together – embody the faculties of the Radiant Form within the bounded cosmos. Each encapsulates certain fundamental truths regarding Oronthon, although Radiance itself is considered to be infinitely vaster than the sum of its component parts. Seven Sovereignties each with a fourfold dominion means that a total of twenty-eight clerical domains are associated with Oronthon. This correspondence with the number of lunar mansions may be coincidental; it's tempting to suggest, however, that in each phase of the Moon, the light of the Sun might be reflected in a different way.

Each of the Sovereignties in turn reflects seven Avatars – the Regents – which preside over a variety of distinct metaphysical concerns within the umbrella of the Sovereign portfolio. Some differentiation exists amongst each family of 'reflections;' one is aligned to each specific domain concern, and three are 'floating' avatars, which may manifest singly or in triplicity: this arrangement mirrors that of the substantial and insubstantial Sovereignties. It is the Regents which communicate with the Captains of the Host, and given the main duty of celestials, it is the Regents of Vigilance which most commonly do so.


Vigilance

Oronthon's Radiant Form emanates Sovereignties into Finitude. One is Cempa Seond – the Vigilant Guard – or simply Vigilance, or The Guard, or Stathol Waru, the Foundation of Defense. Vigilance is the Fultum ("Succour") emanation of the Radiant Form, and is based on an exalted divine array elder titan. As with other Sovereignties, the compound symbolism of Vigilance is designed to be convoluted. Oronthon's original "Unconquered" symbolism is also transferred onto Vigilance in a kind of backwards syncretism (anacretism?); mechanically, this is reflected in the 'double grace' effect, whereby untyped Charisma bonuses to saving throws from both the Exalted template and Paladin class levels are allowed to stack.

As the bastion of Law, Vigilance is considered both the esoteric sibling and antithesis of the Adversary (nomos/antinomos). As law's determinant, Regents emanated by Vigilance communicate the will of Oronthon to the Captains of the Host. Vigilance is likewise implicated in pronouncements made by the Ahma, and may represent many of the principles which constitute notions of Ahma within the Sovereign Sphere. If the Inquisition Domain is understood in regard to the pursuit of truth, the Fourfold Dominion of Vigilance (Law, Inquisition, Protection, Courage) seems particularly apt. In the Antinomian view, the path of paladinhood is uncategorically rejected by the Ahma, rejection of the law being a necessary precondition for the realization of Saizhan; in this sense, Vigilance is a mode to be transcended or overcome.

In terms of Saizhan itself, Vigilance is interpreted as the perception of one's surroundings, cognizance of the many stimuli which distract from the truth, and the critical awareness of the vagaries of conventional thought. In Urgic terms, Oronthon's Succour is manifested as the gift of clear apprehension.

The Fultum meditation of Vigilance is observed by those who come into physical contact with malign forces. Vigilance also represents the perfection of the martial ideal, characterized in terms of balance and discipline, with a focus on awareness and concentration. Vigilance is the unceasing guard and defense against the corruptive influence – however that is defined. As well as Temple devotees, Vigilance is favored as a meditative path by those who practice the Neo-Irrenite Skohsldaur; watchfulness being a useful trait in dealing with demons in general. Skohsldaur necessarily invokes the concerns of all four of Vigilance's domains.


Gear
Unlike most other entities in its CR range, Vigilance is accorded mostly real (as opposed to purely virtual) items. As I've been arbitrarily costing most virtual gear at quadruple value (x2 slotless, x2 "not real"), Vigilance gets some pretty crazy real stuff in comparison. Vigilance possesses four paradigmatic artifacts: armor, shield, helm and sword. These objects are immune to tampering from non-transcendental sources. In common parlance, these items normally simply receive the "of God" epithet – e.g. Armor of God, Sword of God etc.

The very existence of 'stuff' associated with Vigilance suggests that it is a more tangible Sovereignty than others, or one potentially more engaged in the material unfolding and functioning of the cosmos.

Sword
The sword was conceived first for game purposes based only on the known appropriate gp/CR ratio, i.e., 'what might a 400Mgp sword look like?' Its appearance in the SH is still some way off; I'm guessing 2012, given how far behind I am.


Vigilance (CR 135)
Fultum. The Succour of Oronthon

Intermediate Power
Home Plane: Heaven (Sovereignties)
Alignment: Lawful Good
Domains: Law, Inquisition, Protection, Courage

Medium Outsider (Augmented, Exalted, Extraplanar, Good, Lawful)
Divine Rank: 15
Hit Dice: 70d8+5950 (Outsider) plus 60d10+5100 (Paladin) (12,210hp)
Initiative: +87 (Supreme Initiative)
Speed: 120ft.; instant translocation
Armor Class: 495 (+108 armor, +86 deflection, +52 Dex, +15 divine, +93 insight, +28 natural, +103 shield)
Base Attack/Grapple: +100/+289
Attack: +390 melee (1d8+181/17-20, +100 axiomatic power holy power ghost touch speed longsword)
Full Attack: +390/+390/+385/+380/+375 melee
Space/Reach: 5ft./5ft.
Special Attacks: SDAs, smite evil +476 melee, spells, spell-like abilities
Special Qualities: DR 25/epic and evil, SR 255
Saves: Fort +420 Ref +412 Will +428
Abilities: Str 173 Dex 165 Con 180 Int 162 Wis 197 Cha 183
Skills: Concentration +448, Listen +481, Sense Motive +481, Spellcraft +376 (Impulse +794 with backlash), Spot +481
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (Abjuration), Heighten Spell, Hindering Opportunist, Improved Bull Rush, Improved Combat Expertise, Improved Critical (longsword), Improved Initiative, Improved Shield Bash, Improved Sunder, Iron Will, Leap Attack, Lightning Reflexes, Magical Aptitude, Melee Evasion, Mobility, Power Attack, Quick Reconnoitre, Shield Charge, Shield Slam, Shield Specialization, Shield Ward, Skill Focus (Concentration), Skill Focus (Listen), Skill Focus (Sense Motive), Skill Focus (Spellcraft), Skill Focus (Spot), Spell Focus (Abjuration), Stalwart Defense, Weapon Focus (longsword),
Epic Feats: Devastating Critical (DC 146), Dire Charge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Concentration), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spellcraft), Epic Skill Focus (Spot), Epic Spellcasting, Epic Spell Focus (Abjuration), Epic Will, Great Smiting, Improved Heighten Spell, Overwhelming Critical, Planar Turning, Spellcasting Harrier, Superior Initiative
Salient Divine Abilities: Alter Reality, Alter Size, Avatar, Divine Skill Focus (Listen), Divine Skill Focus (Sense Motive), Divine Skill Focus (Spot), Divine Spell Focus (Abjuration), Divine Spellcasting, Extra Domain, Know Secrets, Magnificat, Nominate Paragon, Power of Truth, Radiant Aura, Rejuvenation, Sovereign Aegis, Supreme Initiative, True Shapechange

Other Divine Abilities
Create Portfolio Item: 200,000gp limit
Divine Aura: Free action. 1500-ft radius; Will DC 176. Daze, fright or resolve
Immunities: Ability damage, ability drain, acid, banishment or imprisonment, cold, death effects, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, poison, polymorph, sleep, sonic, stunning
Movement: Vigilance may move between any two points as a swift action, regardless of separation
Portfolio Sense: Any portfolio-related event
Remote Communication: Standard action. Any Oronthonist or any creature within 15 miles of any dedicated Oronthonist site.
Sensory Range: 15 miles. Darkvision, low-light vision, blindsight, blindsense, greater arcane sight, tremorsense, true seeing.
Remote Sensing and Blocking: Standard action. 10 locations; 15-mile radius
XP Reservoir: 50,000/day

Exalted Qualities
Vigilance's abilities are based on a Divine Exalted array and it gains certain benefits associated with Exalted celestials:
  • Integrated cleric caster levels equal to its outsider Hit Dice
  • A bonus to its saving throws equal to its Charisma modifier.
  • An insight bonus to attack rolls and armor class equal to its Wisdom modifier
  • Any attack made by Vigilance is treated as a smite evil attempt made by a 145th-level paladin. Against evil creatures, Vigilance gains an extra +86 bonus on Attack Rolls and deals an aditional 290 points of damage.
  • The ability to turn undead at will as a 142nd-level cleric.

Innate Bonuses
Vigilance gains a +20 Sacred bonus to Constitution, Wisdom and Charisma, a +100 bonus to its Spell Resistance and a +100 competence bonus to all Spellcraft checks.

Spell-Like Abilities
Vigilance may use any spell from the Law, Inquisition, Protection or Courage Domain or any Paladin spell at will as a spell-like ability (CL 145; DC 111+ spell level),

Spellcasting
Vigilance casts spells spontaneously as a cleric (CL 85; DC 117+ spell level, Abjurations DC 129+ spell level) without any need for components and may Heighten spells up to 93rd level. If Vigilance uses spells which deal energy damage, that damage is maximized and is considered divine damage for the purposes of overcoming elemental resistances or immunities.

Epic Spellcasting
Vigilance never pays XP for casting epic spells, and may apply up to 260d6 in backlash damage. When using impulses it may effectively add up to +769 DC in additional factors. Viigilance may use 13 epic spells per day. As an intermediate power, Vigilance takes 20 on all Spellcraft checks.


Salient Divine Abilities

Alter Reality: Vigilance does not pay the XP normally associated with this ability.

Avatar: Vigilance has seven reflections, all of which are Regents of the Empyrean. These entities are CR80 DvR7 divine array exalted outsiders. The reflections possess 40 outsider HD and 40 class levels.

Magnificat: Vigilance can bestow up to nine divine ranks upon a willing target proxy mortal or celestial which it can sense. Its own divine ranks are decreased by a like amount; Vigilance may not lower its own rank below DvR6 (lesser deity) status.

Power of Truth: Creatures within 1500ft. of Vigilance may not utter a falsehood or otherwise deliberately lie unless they succeed at a Will saving throw (DC 176). Any spells or abilities which mislead or obfuscate, including figments, glamers, patterns and phantasms – as well as any spells of the abjuration school intended to block perception or divination – automatically fail within this area unless Vigilance determines otherwise. The abilities of entities with 16 or more divine ranks are not subject to this ability. The Save DC is Charisma-based.

Nominate Paragon (Unique SDA): As a free action, Vigilance may bestow the paragon template upon a willing mortal or celestial servant of Oronthon which it can sense at any distance; up to fifteen creatures may act as recipients of this ability at any given time. In each case, the paragon condition lasts until Vigilance dismisses it with another free action.

Radiant Aura: Vigilance emanates an aura of brilliant light in a 1500-ft. radius which counters and dispels all darkness effects unless their source possesses at least 16 divine ranks. Every round, undead creatures and evil outsiders within the aura must make Fortitude saving throws (DC 176) or be destroyed (as if disintegrated). The aura may be suppressed or resumed as a free action. The Save DC is Charisma-based.

Sovereign Aegis (Unique SDA): Allied creatures within 15 miles gain a sacred bonus to their armor class and a sacred bonus to their saving throws equal to Vigilance's divine rank (+15). This ability is always active.



Paradigmatic Artifacts

Armor
The Armor of Vigilance is weightless, entails no speed reduction, incurs no armor check penalties or arcane spell failure chance, and has no maximum Dexterity bonus. It is otherwise the functional equivalent of +100 heavy fortification adamantine full plate armor which also grants a +100 enhancement bonus to Strength, Dexterity and Constitution.

Helm
The Helm of Vigilance grants a +100 enhancement bonus to Intelligence, Wisdom and Charisma and a +200 competence bonus to all Concentration, Listen, Search, Sense Motive, and Spot checks.

Shield
This weightless +100 adamantine heavy shield also grants a +100 resistance bonus to all saving throws.

Sword
The Sword of Vigilance is a +100 axiomatic power holy power ghost touch speed longsword which ignores damage reduction possessed by targets with fewer than 16 divine ranks.
The sword's special purpose is Neutralize Chaotic and Evil Archetypes; its special purpose power is Temporal Encystment. Creatures with 15 or fewer divine ranks who are struck must make Fortitude saving throws (DC 176), or become encysted. Encysted creatures are removed indefinitely from the bounded cosmos and may only be freed by entities of Aeonic status or with 16 or more divine ranks. The saving throw is Charisma-based.


Spells

Sovereign Defenses Against the Apparition of Cheshne
These increase each of Vigilance's attributes and afford increased SR. Saving throw bonuses become very high because of the 'double grace' effect.

In addition to the Seven Sovereign Defenses, Vigilance invokes the Metaward - a kind of magical shell which protects against debuffs, and has to be collapsed before subsequent effects can be targeted.

If the Metaward is successfully collapsed, the Mirror of Oronthon springs immediately into place. This is Vigilance's most potent magical defense; it is always contingent, and reduces the number of epic spell slots which Vigilance has available from 13 to 12. The Mirror of Oronthon is aggregated when Vigilance's Spellcraft score has been augmented by multiple Intelligence-buffs, and is 'out of synch' with the normal Spellcraft limits upon Vigilance. It is initiated only if the Metaward fails.

Unless the Apparition (a DvR16 transcendental) crescendoes, it cannot penetrate the Metaward, and a complete crescendo is required before it can penetrate the Mirror of Oronthon and collapse the Seven Sovereign Defenses. By using all of its multispell actions and SDAs focused upon Vigilance, the Apparition can still eliminate the Sovereignty in 1 full round. Cosmically speaking, Oronthon can sacrifice Vigilance to prevent Cheshne from acting for 1 round, and reduce the Apparition's destructive potential (exhaust its epic spell slots) for 1 full day.



Metaward
[Ward] (+14), [Ward] (+14); +350 opposed CL (+700); effective against disjunction (+8), [dispel] (+10) and [destroy] (+10); Swift, componentless (+32).

All disjunction effects which target Vigilance automatically fail. Epic spells or impulses incorporating the [destroy] or [dispel] seeds which target Vigilance must first defeat the Metaward by means of an opposed caster level check; Vigilance has an effective caster level of 435 for purposes of this check. If the Metaward resists the attack, other ongoing effects are not subject to the effects of the [dispel] or [destroy] seeds.

Spells which defeat the Metaward do not penetrate further to affect other ongoing effects, but immediately negate the Metaward itself.

Mirror of Oronthon
[Reflect] (+27); +870 opposed CL (+1740); all spell levels (+180); area reflect (+20); Contingent (+25); selective reflection (+10)

This spell takes effect only if the Metaward fails. Any hostile magical effect issuing from a source with 16 or more Divine Ranks which targets Vigilance or includes Vigilance in its area of effect is immediately reflected back at the caster unless it succeeds at an opposed caster level check. Vigilance has a caster level of 955 for purposes of this check.


With Seven Sovereign Defenses in effect, adjust Vigilance's stat block as follows:

Hp: 30,150
Init: +225
Armor Class: 834 (touch 695, flat-footed 619)
Atk: +616 (1d8+269, 17-20 DevCrit DC 309); Smite Atk +779
Saves: Fort +809 Ref +801 Will +817
Ablities: Str 449 Dex 441 Con 456 Int 438 Wis 473 Cha 459
SQ: SR 530
Spellcraft: +514 (Impulse +932)

Special Attack DCs
  • Devastating Critical DC 309
  • Divine Aura, Power of Truth SDA, Radiant Aura SDA DC 314;
  • Cleric spell DC 256 + spell level
  • SLAs DC 249+ spell level
 
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Hello Sep !

I have a question regarding your numerological scheme - are there any anti-Oronthon entities, thus possibly of chthonic origin, that deal with physical aspects of reality, eg. fear of being controlled by another or fear of enslavement to another's will ??

At what DvR would you peg such a being - DvR 15 as a different aspect of sovereignty /non-Oronthonian that is, I'm alluding to the Nameless Adversary in this case, but it's just a blind, somewhat intuitive choice to be honest/, or maybe DvR 16, though the chthonic underline of this rank makes me think hard, as I've never seen any entities of this caliber yet, and don't exactly know how they would interact with the material, physical world.

P.S. what is an Apparition's crescendo ?? :confused:
 



Eadric rebalanced at CR43. All items are recast as legacy-status artifacts, either by association with the Ahma, or by reforging, or by convenient handwaving.


The Ahma
Paladin 15/ Divine Disciple 5 /Fighter 16

Medium Outsider (Augmented Humanoid, Native)
Divine Rank: 0
Hit Dice: 31d10+403 plus 5d8+65 (818hp)
Initiative: +17
Speed: 60ft.
Armor Class: 77 (+13 armor, +13 Dex, +16 deflection, +16 insight, +1 natural, +8 shield); flat-footed 64, touch 55
Base Attack/Grapple: +27/+43
Attack: +55 melee (1d10+32/15-20, Lukarn)
Full Attack: +55/+50/+45/+40 melee (1d10+32/15-20, Lukarn)
Space/Reach: 5ft./5ft.
Special Attacks: Devastating Critical (DC 46), holy power, holy touch +1d6, smite evil, spell-like abilities, spells
Special Qualities: Darkvision 60ft., DR 10/adamantine and epic and evil, fast healing 10, SR 35, immunities (ability damage, acid, cold, disease, electricity, energy drain, fear, mind-affecting effects, petrification, poison, polymorph), resistance to fire 10, sacred defense +2, telepathy, tongues, true seeing, turn undead
Saves: Fort +55 Ref +48 Will +54
Abilities: Str 42 Dex 36 Con 36 Int 24 Wis 42 Cha 42
Skills: Diplomacy +63, Handle Animal +55, Knowledge (history) +27, Knowledge (nobility) +46, Knowledge (religion) +46, Listen +36, Sense Motive +55, Spot +36, Perform (oratory) +55, Ride +52
Feats: Cleave, Divine Might, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Critical (bastard sword), Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword), Improved Initiative, Improved Sunder, Melee Weapon Mastery (slashing), Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
Epic Feats: Devastating Critical (bastard sword), Dire Charge, Epic Weapon Focus (bastard sword), Epic Weapon Specialization (bastard sword), Great Smiting, Overwhelming Critical (bastard sword)

XP Reservoir: 10,000/week

Aura of Courage (Su): Aliies within 10ft. gain a +4 morale bonus to saving throws to resist fear effects. Earic is immune to fear.

Detect Evil (Su): Eadric can use this ability at will.

Imbue with Spell Ability (Sp): Eadric can transfer prepared 1st or 2nd-level spells to a willing recipient. This ability is the equivalent of a 4th-level spell (CL12).

Smite Evil (Su): Five times per day, Eadric can make a melee attack against an evil creature with a +16 bonus on the attack roll which deals +30 points of damage.

Spell-Like Abilities: At will, as a spell-like ability, Eadric can use bless, guidance, resistance and virtue. Three times per day, he can use a holy aura. Once per day each, he may use aid, cure serious wounds, dispel evil, hallow, holy smite,, holy word, neutralize poison, summon monster IX (celestials only) and true resurrection. Caster level 36. Save DC is 28+ spell level.

Spells: Eadric casts spells as a 20th-level Paladin (CL12; DC 28+ spell level). He can prepare spells from the Strength domain as Paladin spells.

Strength Domain Power (Su): As a free action once per day Eadric can gain a +20 bonus to Strength which lasts for 1 round.

Telepathy (Su): Eadric can communicate telepathically to any celestial within 60ft.

Turn Undead: Eadric may turn undead 19 times per day as a 12th-level Cleric.


Possessions

Lukarn [Major Artifact]
Lukarn is an intelligent +6 keen fiend bane bastard sword (AL LG; Int 14, Wis 25, Cha 26; 120 ft. darkvision, blindsense and hearing, Ego 40). It communicates through empathy.

Lukarn understands Celestial and Common and has the special purpose slay chaotic evil outsiders; such creatures are subject to confusion (heightened to 10th level, DC 36) for 2d6 rounds if struck. This is a mind-affecting enchantment (compulsion) effect. The sword also has a number of other abilities:

  • When drawn, Lukarn sheds daylight in a 60-ft. radius. This effect is heightened to 10th-level and automatically counters and dispels all darkness effects of 9th-level or lower within its area.
  • As a standard action, the wielder can use a sunburst effect (heightened to 10th-level, DC36)
  • Three times per day, Lukarn can heal its wielder as a free action.

Caster Level is 30th for all abilities. The wielder's Charisma determines the Save DCs of special abilities. Lukarn is valued at 3.2 million gp.

Skin of Sarth [Major Artifact]
This +5 heavy fortification full plate armor grants the wearer damage reduction 10/adamantine. The wearer incurs no armor check penalty to skill checks and suffers no maximum Dexterity bonus. (2M)

Shield of the Ahma [Major Artifact]
This +6 great reflection heavy steel shield grants a +5 resistance bonus to saving throws. (CL 30th; 2.6M)

Perfect Excellence [Major Artifact]
This headband grants a +10 enhancement bonus to the wearer's Strength, Dexterity and Wisdom. CL 30th; 3.0M).

Eye of Palamabron [Major Artifact]
This artifact confers true seeing upon its wearer. This ability is continuous. The wearer can discern lies and use zone of truth and zone of revelation at will. Spell resistance is ineffective against the Eye of Palamabron and no saving throw is permitted to resist its effects. Caster Level 20th. (1M)



Ahma as a Template
"Ahma" as an acquired template, consolidating the saint, half-celestial and quasi-deity templates. Rated at +7CR.

Size and Type: The creature's type changes to outsider. The Ahma has the augmented and native subtypes.
Hit Dice: The Ahma gains maximum Hit Points per die.
Speed: The Ahma's base speed doubles for all movement types.
Armor Class: The Ahma gains an insight bonus to Armor Class equal to his Wisdom bonus and a Deflection bonus to AC equal to his Charisma bonus. Natural armor improves by +1.
Special Attacks: The Ahma gains the following special attacks.
  • Holy Power (Su): The DC to resist all of the Ahma's special attacks, including spells and spell-like abilities, increases by +2.
  • Holy Touch (Su): The Ahma''s melee damage (armed or unarmed) increases by +1d6 against evil creatures and by +1d8 against evil outsiders and undead.
  • At will, as a spell-like ability, the Ahma can use guidance, resistance, virtue and bless. Three times per day, he can use a holy aura. Once per day each, he may use aid, cure serious wounds, dispel evil, hallow, holy smite, holy word, neutralize poison, summon monster IX (celestials only) and true resurrection. Caster level is equal to the Ahma's Hit Dice. Save DC is 28+ spell level.
  • The Ahma gains an additional daily use of the smite evil special ability.
  • The Ahma may use daylight (as the spell) at will as a supernatural ability.
  • All of the Ahma's attacks are considered epic and good-aligned for the purpose of overcoming damage reduction.
Special Qualities: The Ahma gains the following special qualities.
  • Damage Reduction 10/epic and evil
  • Spell Resistance 35
  • Fast healing 10
  • Immunity to ability damage, ability drain, acid, cold, disease, electricity, energy drain, mind-affecting effects, petrification, polymorph and poison
  • Fire resistance 10
  • Protective Aura (Su): This acts as a double strength magic circle against evil and a minor globe of invulnerability with a radius of 20ft. and a caster level equal to the Ahma's hit dice.
  • Keen Vision (Ex): The Ahma gains low-light vision and darkvision to 60ft.
  • Tongues (Su): The Ahma may speak with any creature which possesses a language.
Abilities: Modify the base creature as follows: Str +4 Dex +2 Con +6 Int +2 Wis +6 Cha +8
Challenge Rating: As base creature +7
 
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Thanks. Looks good but some of his powers don't seem to be that good or useful at his level.

SR35 keeps the non-epic riff-raff out but doesn't do much against spells from CR-equivalent foes. Similarly, Fire Resistance 10 and Fast Healing 10 look a little weak.
 

I'm looking forward to seeing the latest write-ups of the others. :)

I'll second that! :D Thanks for the details, Sep: Ortwine has certainly changed a lot over the years. Did Dan give any thought to the reincarnation sex-change as part of the divine portfolio?
 

As always, awesome stuff Sepulchrave. Someday if you find the time to, I would love to hear some basic DMing advice on 'Re-balancing' PCs (considering the story/each other) at higher levels. You mentioned you've had to do this a couple of times, and it sure looks like its effective! High level games tend to get unbalanced quickly and even general advice would help many DM's looking to follow the epic-ness of your campaign :)

I know you're super busy though, so no worries if you can't or don't get around to it. I'm just happy to keep on reading your storyhour and checkin' out this gallery for some cool crunch. I will third seeing the write-up for the other PC's, I imagine Mostin is suitably more crazy than we've seen him last!
 

Will respond to other queries as time permits.

Till then, Mostin with epic spells I could find and formatted for comprehensibility. Development costs are hypothetical, as noone really has that much money, but are offset against predicted character wealth. Suites allow various expressions of epic spells, as noted in their description and incur a 'flexibility' surcharge in Spellcraft DC. Nonepic spell selection is the 'full offense' suite.

I've appended the Ú, which might be regarded as Nehael's principal concern with Mostin's potential power.


**


Mostin the Metagnostic (CR 43)

Spellwarped Pseudonatural Diviner 20 / Alienist 10
Medium Outsider (Augmented Aberration, Native)

Hit Dice: 30d4+330 plus 6 (insane certainty) (456hp)
Initiative: +11
Speed: 60ft.
Armor Class: 70 (+8 armor, +5 Deflection, +11 Dex, +1 insight, +35 natural), touch 27, flatfooted 59
Base Atk/Grapple: +15/+48
Attack: +50 melee (1d6+18/18-20, MW rapier); or +49 tentacle rake (2d8+18); or +41 ranged touch
Full Attack: +50/+45 melee (1d6+18/18-20, MW rapier); or +49 melee, 9 tentacle rakes (2d8+18); or by spell
Special Attacks: Improved grab, rotting constriction, spell-like abilities, spells
Specal Qualities: Alien blessing, cannot be flanked, constant insight, damage reduction 15/epic, darkvision 120ft., immunities (acid, electricity), insane certainty, extra summoning, pseudonatural familiar, SR 150, spellwarp, summon alien, timeless body, true seeing 120ft.
Saves: Fort +29 Ref +29 Will +37
Abilities: Str 47 Dex 33 Con 32 Int 64* Wis 36 Cha 22

Skills: Concentration +45, Craft (alchemy) +61, Craft (engraving) +61, Craft (calligraphy/illumination) +61, Decipher Script +61, Gather Information +40, Knowledge (arcana) +61, Knowledge (architecture and engineering) +61, Knowledge (geography) +61, Knowledge (history) +61, Knowledge (nature) +61, Knowledge (nobility) +61, Knowledge (the planes) +61, Intimidate +23, Listen +32, Ride +28, Search +61, Sense Motive +33, Spellcraft +124 (scrolls +128), Spot +69.

Feats: Alertness, Brew Potion, Chain Spell, Craft Wondrous Item, Empower Spell, Energy Substitution (sonic), Epic Skill Focus (Spellcraft), Epic Spellcasting, Extend Spell, Improved Metamagic, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Martial Weapon Proficiency (Rapier), Maximize Spell, Multispell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Still Spell.

Insane Certainty: Mostin takes a –10 penalty on all Bluff, Diplomacy and Handle Animal checks made when dealing with nonpseudonatural creatures.

Metagnostic Form (Su): As a free action, Mostin can change form between a humanoid and a writhing mass of tentacles, or any combination in between. Typically, he appears as a humanoid with vestigial alien features. A true seeing spell reveals Mostin as existing in all forms simultaneously. In his tentacled form, Mostin's may use Improved Grab and Rotting Constriction in addition to his other abilities. In this form, nonpseudonatural enemies suffer a –1 morale penalty on their attack rolls to hit Mostin; creatures using true seeing automatically incur the penalty.

Mostin's metagnostic form is not subject to dispel effects, but within an antimagic field Mostin may not change form and retains whichever shape he possessed before entering the field.

Permanent Spell Effects: Mostin is permanently under the effects of arcane sight, darkvision and see invisibility. If dispelled, Mostin may reestablish these effects through the permanency spell without paying the associated xp again. Caster level 31st.

Improved Grab (Ex): If Mostin hits an opponent of medium-size or smaller with a tentacle, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction (Ex): Once Mostin has hold of an opponent, each successful grapple check he makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, Mostin regains 10 lost hit points.

Spell-Like Abilities: As a standard action, Mostin can use blur, haste or dimension door. Caster level 31st.

Spellwarp: Spells which fail to penetrate his Spell Resistance confer certain advantages to Mostin. Mostin may choose to be affected in any of the following ways:

1. He gains a +4 enhancement bonus to Strength
2. He gains a +4 enhancement bonus to Dexterity
3. He gains a +4 enhancement bonus to Constitution
4. He gains (5 x spell level) temporary Hit Points
5. He gains a bonus to his speed equal to (5ft. x spell level)
6. He gains an energy resistance (fire or sonic) 10

Absorption effects last for one minute.

Summon Alien: Whenever Mostin uses a summon monster spell to summon a fiendish or celestial creature, he instead summons a pseudonatural version of that creature. Once per day, Mostin can cast an extra summon monster IX spell.

Long Duration Epic Ward: Mostin is usually under the effect of the First Rite of Cognition: He gains a +30 enhancement bonus to Intelligence which supercedes that conferred by his headband of intellect. The First Rite of Cognition does not grant additional spell slots.


Spells
Mostin casts spells as a 31st-level diviner (4/9/8/8/8/8/7/7/7/7/3/3/3); Save DC 37+ spell level; Conjuration save 38+ spell level). Mostin casts one extra spell each day of each level from the Divination school. His barred school is Necromancy, He gains a +2 bonus to caster level checks to penetrate SR. Mostin adds +10 to Save DCs as long as the First Rite of Cognition is in effect.

Mostin may also cast three epic spells per day. He gains a +5 bonus to his Spellcraft checks if he casts an epic spell with a Divination base seed, and enjoys a -5DC mitigating factor to the DCs of spells which reflect his specialization as an Alienist. He suffers a –15 penalty to his check when casting any epic spells which include a Necromancy seed. If under the First Rite of Cognition he can reliably cast spells with a Spellcraft DC of 134 or less.

Spells Prepared:

Epic
(1) Superb Dispelling
(1) Mhuerh Resonance
(1) Burn the Body, Quicken the Mind

Level 12
(2) Time stop (quickened)
(1) Meteor swarm (sonic, maximized, empowered) (16d6+192)
(1) Hindsight (quickened)

Level 11
(1) Delayed blast fireball (sonic, empowered, quickened) (DC44) (30d6)
(1) Disintegrate (quickened, maximized) (DC43) (240)
(1) Time stop (maximized) (5 rounds)
(1) Moment of prescience (quickened)

Level 10
(2) Polar ray (sonic, maximized) (150)
(1) Delayed blast fireball (sonic, empowered, maximized) (DC44) (10d6+120)
(1) Greater arcane sight (quickened)

Level 9
(2) Disjunction
(2) Fire orb (sonic, quickened, maximized) (90)
(1) Imprisonment (DC46)
(1) Prismatic sphere
(1) Disintegrate (empowered, maximized) (DC 43) (20d6+240)
(1) Foresight

Level 8
(3) Delayed blast fireball (sonic, empowered) (DC44) (30d6)
(1) Flesh to stone (quickened) (DC43)
(1) Antimagic field (quickened)
(1) Mind blank
(1) Spell turning (empowered)
(1) Moment of prescience

Level 7
(3) Fire orb (sonic, empowered, maximized) (7d6+90)
(2) Delayed blast fireball (sonic) (DC44) (20d6)
(1) Limited wish (DC44)
(1) Greater scrying
(1) Vision

Level 6
(3) Fireball (sonic, maximized, empowered) (DC40) (5d6+60)
(1) Greater dispel magic
(1) Transformation
(1) Antimagic field
(1) Superior resistance
(1) Probe thoughts

Level 5
(3) Wall of force
(2) Baleful polymorph
(1) Draconic might
(1) Mass fly
(1) Greater enlarge person
(1) Telepathic bond

Level 4
(5) True strike (quickened)
(3) Assay spell resistance
(1) Improved invisibility


Magic Items

The web of motes, Mostin's infernal tower, mirror of mental prowess, cloak of epic spell resistance, Mostin's comfortable retreat, portable hole, robe of eyes, headband of intellect +10, belt of many pockets, bracers of armor +8, ring of death warding, ring of protection and resistance +5, stone of sendings, ioun stones (dusty rose prism, incandescent blue sphere, pale green prism, iridescent spindle, orange prism), spell talisman +50.

Notes
Mostin gains the following Ioun stone benefits: +2 Wis; sustained without air; sustained without food or water; +1 to all Attack Rolls, Skill Checks, Saves and Ability Checks; +1 caster level; +1 insight bonus to AC.

Mostin's ability scores each include a +5 inherent bonus


Epic Spells

Burn the Body, Quicken the Mind
Transmutation

Spellcraft DC: 123
Components: Backlash 40d6
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No
Development: 1,107,000gp

[Fortify] (DC23). Factors: increase bonus by +19 (+114 DC); swift, componentless (+32 DC). Mitigating Factors: reduce duration (-4 DC), change from target to personal (-2 DC), 40d6 backlash (-40).

This impulse grants a +20 madness bonus to Intelligence for 1 round.


Externment
Abjuration

Spellcraft DC: 130
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Target: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Development: 1,170,000gp

[Banish] (DC 27). Factors: 1 action (+20 DC); +46HD (+23 DC); +20 to Save DC (+40), gain +20 on caster level check to overcome SR (+40 DC). Mitigating factors: 20d6 backlash (-20 DC).

Targeted extraplanar creatures within 75ft totalling no more than 60 HD must make a Will Save (DC 40+ relevant modifier). Failure indicates that the target(s) are forced back to their home plane. For purposes of overcoming creatures’ Spell Resistance, this epic spell confers a +20 bonus to the caster level check.


First Rite of Cognition
Transmutation

Spellcraft DC: 129
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 200 hours
Saving Throw: None
Spell Resistance: No
Development: 1,161,000gp

[Fortify] (+17). Factors: +29 Int (+58), +900% duration (+36), +20 opposed CL (+40). Mitigating Factors: personal (-2), 10 minute casting (-20).

The First Rite of Cognition grants a +30 enhancement bonus to Intelligence. Attempts to dispel the First Rite treat Mostin as 20 levels higher for purposes of opposed caster level checks. The First Rite is generally invoked once per week.


Disjunction Ward
Abjuration

Spellcraft DC: 130
Components: V, S, XP
Casting Time: 10 minutes
Range: Touch
Target: Creature or object touched
Duration: 24 hours or permanent; see text
Saving Throw: None
Spell Resistance: No
Development: 1,170,000gp

[Ward] (+14). Factors: nullify disjunction (+16), flexible (+10); Impregnable +80CLC (+160) or Enduring (x5). Mitigating Factors: 10 minute casting (-20), 5000XP.

An object or creature touched is rendered immune to disjunction effects. This spell comes in one of two varieties, chosen at the moment of casting.

  • Impregnable Ward. This version lasts for 24 hours. Mostin is treated as a 111th level caster for purposes of opposed dispel effects.
  • Enduring Ward. This version is permanent.


Mhuerh Resonance
Evocation (Sonic)

Spellcraft DC: 129
Components: V, S, Backlash 40d6
Casting Time: 1 standard action
Range: 300ft.
Effect or Area: Ray or 20-ft. radius burst
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
Development: 1,161,000gp

[Energy] (DC19). Factors: 1-action (+20); +40d6 (+80), flexible (+10), increase die (+40). Mitigating Factors: 40d6 backlash (-40)

With a gesture and a word, Mostin evokes the Mhuerh Resonance. He may target an individual or an area; in the case of a single target, Mostin must make a ranged touch attack: success indicates the target sustains 50d20 points of sonic damage with no saving throw. If he elects an area, no attack roll is necessary and all creatures are subject to the Mhuerh Resonance; in this case a Reflex save (DC47) halves the damage.


Mostin’s Improved Flexible Pseudonatural Summons
Conjuration (Summoning)

Spellcraft DC: 134
Components: V, S, XP
Casting Time: 1 standard action
Range: 75 ft.
Effect: One or more summoned pseudonatural creatures
Duration: 20 rounds (D)
Saving Throw: None
Spell Resistance: No
Development: 1,206,000gp

[Summon] (+14). Factors: 1 action casting time (+20), increase CR (+98), flexible (+10). Mitigating: Alien specialty (-5), 300XP

"You possess a potential for horror which disturbs me."

- Nehael.

This spell summons a pseudonatural creature with a total CR not higher than 50, or two creatures up to CR 35, or four creatures up to CR25, or as many as six creatures of up to CR 20. Summoned pseudonaturals attack Mostin's opponents to the best of their abilities. He can direct the pseudonaturals not to attack, to attack particular enemies, or to perform other actions.

Various pseudonaturals can be summoned by this spell.

  • Ú: Advanced (100HD) spellwarped pseudonatural monster of legend shrieking terrors (CR50). Ús are from the Amplitudes of the Huhngs and exist on the periphery of Ghom's Infinity.
  • Vrittis of Ghom: Advanced (45HD) spellwarped pseudonatural monster of legend arcane oozes (CR 35) these are the unconscious mental effluvia of Ghom itself.
  • Cats: Advanced (36HD) elite pseudonatural dire tigers (CR25). Pouncing pseudonaturals.
  • Dogs: Advanced (14HD) elite pseudonatural runehounds (CR20). Able to follow magically concealed prey.


Pilgrimage
Conjuration (Teleportation)

Spellcraft DC: 134
Components: XP
Casting Time: 1 swift action
Range: 75 ft.
Target: One living creature
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes
Development: 1,206,000gp

[Transport] (+27), [Ward] (+14). Factors: interplanar transport (+4), emulate dimensional anchor (+21), quickened (+28), componentless (+4), touch to target (+4), +20 Save DC (+40), metatemporal effect (ad hoc +20). Mitigating Factor: 2300XP (-23), Alienist specialty (-5).

A creature affected by this spell is sent to a random Infinity in Uzzhin, the Far Realm, and is unable to exit that plane due to a special dimensional anchor effect. The anchor's duration is tied to the temporal trait of the original plane and not the destination plane (where the passage of time is meaningless); the duration is thus experienced as permanent for the targeted creature. Most creatures who enter Uzzhin do not retain their sanity. Elder Horrors and other powerful pseudonaturals are not subject to this spell; dream travel and gate may reverse its effects only if another metatemporal effect successfully dispels the dimensional anchor. The Save DC to resist Pilgrimage is 40+ relevant modifiers.


Quiescence of the Spheres (Suite)
Abjuration

Spellcraft DC: 115
Components: V, S, Ritual; see text
Casting Time: 1 minute
Range: 2 miles
Effect: 2 mile sphere centered on a point in space which inhibits dimensional travel
Duration: 20 hours
Saving Throw: No
Spell Resistance: Yes
Development: 1,035,000gp

[Energy (Weather) (+25)], [Fortify] (+17), [Ward] (+14). Factors: emulate dimensional lock (+29), +20CL (+40), +20 vs SR (+40), resist disjunction (+16), flexible (+10). Mitigating Factors: 4 secondary casters using epic slots (-76).

Upon invoking the Quiescence of the Spheres the air becomes still and an eery quiet descends upon an area with a radius of two miles. The spell completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once the Quiescence is in place, extradimensional travel into or out of the area is not possible. Disjunction is ineffective against the Quiescence of the Spheres; for purposes of opposed dispel effects and for creatures attempting to use spell resistance to bypass the locked area, Mostin is treated as a 51st-level caster.

Quiescence of the Spheres does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell. Flexible provision in the spell allows any combination of ritual casters or XP burn to meet the required mitigation.


Superb Dispelling (Suite)
Abjuration

Spellcraft DC: 129
Components: V,S; see text
Casting Time: 1 standard action; see text
Range: 300ft.; see text
Target: 1 object, creature or spell; see text
Duration: Instantaneous
Saving Throw: No
Spell Resistance: None
Development: 1,161,000gp

[Dispel] (+19), Factors: Flexible Suite (5 additional iterations) (+20), 1 action (+20), additional +70CL (+70).

Principal abjuration suite. The base spell targets either a single creature, object or spell with a dispel check of 1d20+80 against a DC of 11+ the target's caster level. Exact spell parameters may be further varied at the moment of casting to yield a variety of different effects:

  • Area Dispel: All creatures, objects and spells within a 20-ft. radius burst are subject to the spell. Mostin sustains 10d6 backlash damage.
  • Focused and Agonizing Rite: The casting time of the spell is increased to 10 minutes and requires a cold iron material component worth 25,000gp. At the conclusion of the spell, Mostin sustains 60d6 points of backlash damage and pays 1600XP. The dispel check is made at 1d20+200.
  • Swift Dispelling: The spell is cast as a componentless, quickened spell. Mostin sustains 12d6 backlash damage.
  • Swift Barrage: This combines the area and swift options, above. Mostin sustains 22d6 backlash damage.
  • Tactical Suppression: The dispel check is reduced to 1d20+40 but the range is increased to 1200ft and the area is increased to include all creatures, objects and spells within a 200-ft radius burst. Mostin sustains 12d6 backlash damage.


Weird Sound
Enchantment (Compulsion) [Death, Sonic, Mind-Affecting]

Spellcraft DC: 132
Components: V, S, 10,000XP, 40d6 backlash
Casting Time: 1 standard action
Range: 75 ft.
Effect: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Development: 1,188,000gp

[Compel] (DC19), [Ward] (DC14). Factors: 1 action casting time (+20), penetrate mind blank (+14), overcome DvR1 immunity to mind-affecting effects (+50), emulate power word kill (+31), increase cap by +400hp (ad hoc +124). Mitigating Factors: Burn 10,000XP (-100), 40d6 backlash (-40)

A single living creature with 1 or fewer divine ranks and 500 hit points or less dies when targeted with the Weird Sound. Mind blank is ineffective against this spell. Target creatures receive no saving throw but spell resistance applies.



**


Ú, Untamed by Ghom
Huge Outsider (Augmented Aberration; Extraplanar)

HD: 100d8+3100 (3900hp)
Init: +26
Spd: Fly 110ft. (good)
AC: 82 (-4 size, +4 deflection, +16 Dex, +1 Dodge, +55 natural), touch 27, flatfooted 61
Base Atk/Grp: +76/+129
Atk: +118 melee, tentacle rake (2d8+30/15-20x3)
Full Atk: +118 melee, 36 tentacle rakes (2d8+30/15-20x3)
Space/Reach: 15ft./20ft.
Special Attacks: Augmented critical, improved grab, kiss, poison, pounce, rotting constriction, shriek, spell-like abilities
Specal Qualities: Constant insight, damage reduction 30/epic, darkvision 120ft., enhanced attributes, immunities (acid, electricity), regrow limbs, SR 500, spellwarp
Saves: Fort +73 Ref +59 Will +75
Abilities: Str 70 Dex 42 Con 73 Int 14 Wis 26 Cha 10

Feats: Ability Focus (Shriek), Cleave, Combat Reflexes, Extended Reach, Fling Enemy, Great Cleave, Great Fortitude, Improved Critical, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Supernatural Transformation (haste), Supernatural Transformation (dimension door), Supernatural Transformation (shield), Thunderclap, Weapon Focus (tentacle)
Epic Feats: Great Constitution (x12), Devastating Critical, Epic Fortitude, Epic Reflexes, Epic Will, Overwhelming Critical, Superior Initiative

DevCrit: Creatures struck by a critical hit from an Ú's attacks must make a saving throw (Fort DC94) or die
Dimension Door (Su): An Ú can use this ability as a standard action as a 100th-level caster.
Fling Enemy: An Ú can make an improved grab attempt with an attack penalty of –20. On its next turn, as a standard action, an Ú can hurl a grappled opponent with a range increment of 120ft. Creatures hurled vertically take normal falling damage; creatures hurled horizontally sustain half the damage of a vertical fall of the same distance. If an Ú chooses to hurl an opponent at another creature, it may do so with a –4 penelty on its attack roll; if successful, both the hurled creature and the target sustain damage.
Haste (Su): An Ú is permanently under this effect. Its stats reflect this.
Hideous Form (Ex): Nonpseudonatural enemies suffer a –1 morale penalty on their attack rolls to hit an Ú.
Improved Grab (Ex): If an Ú hits an opponent of size large or smaller with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Rotting Constriction (Ex): Once an Ú has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the Ú regains 10 lost hit points.
Poison (Ex): Fort DC95. Injury. Primary 1d6; secondary paralysis.
Poison (Ex): Fort DC95. Injury. Unable to heal until healed
Pounce: An Ú can move or charge up to its speed and make a full attack with all of its tentacles
Kiss (Su): Fort DC99. Turned into 3HD pseudonatural vargouille. Transmutation effect. Ú may make up to 10 touch attacks which deliver kisses in lieu of its normal attack routine.
Shriek (Su): Fort DC108 or paralyzed for 2d4 rounds (mind affecting, fear)
Thunderclap: As a full-round action, an Ú can clap its flailing limbs together to create a 500-ft cone of sound. Creatures within this are must make a Fortitude save (DC95) or deafened for 2d4 rounds. Those who fail by 5 or more are also knocked down.


:-S
 
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I am impressed yet again...this is what EPIC D&D is all about.

Sorry for my earlier "hurry-up's" Sepulchrave, I'll never again loose faith in you posting something TRULY beyond my wildest expectations. :)

As the youngsters these days use say - "So much win" :cool:
 

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