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


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Knightfall

World of Kulan DM
Copying Sep's post here for completeness. - KF

I will strive to post an update by the Vernal Equinox.

Mechanical filler follows.

As neither the Rogue's Gallery in its original format nor the Plots and Places forums have endured, the Eadric et al thread is now buried in the General forum. I feel oddly self-conscious about updating it in such a public arena, like wearing only my underpants in public; subsequent crunch will be in this thread instead.


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The First Effluxion of Kaalaanala, as emanated by the goddess as the Blackthorn-ludja fully awakened. It is probably best understood as Kaalaanala's manifest ire, at that particular moment directed towards the city of Fumaril.

Elementally speaking, the First Effluxion's composition might be said to be [Void] + Fire + Earth: the "earthy" component connotes a more tangible reifiction than that of Kaaalaanala herself. The Chthonic (in the sub-abyssal sense) strives to become merely chthonic (or chthonian) in the mundane or subterranean sense. This point of connection might also be presaged by some of the Cheshnites dealing with earth elementals – notably Dao. The First Effluxion is also an echo of Gnhii, a true bhiti which embodies the same principles in a higher octave: as the First Effluxion to Kaalaanala, so Gnhii to the Apparition of Cheshne.

All of Kaalaanala's "avatars" are abominations in the CR 60 to 65 range; they are also anathema from the Cheshnite viewpoint: they are a far removal from the "Purity of Void," increasingly corrupted with matter and ens. The Fires of Death has no rational control over the monsters which she spawns; any act of generation is actually antithetical to her nature. Still, the effluxia remain Kaalaanala, and represent unconscious urges experienced by the goddess herself, directed at substance and materiality. They exist close to the Cheshne/Uedii interface, deemed by Rimilin perylene: a term for "green-black" in terms of an artist's palette, but also something cancer-inducing in the chemical sense.

I had considered making Kaalaanala's effluxia Native Outsiders, indicating that they are in some way permitted; in the end, I simply omitted the Extraplanar subtype, which makes their status more ambiguous. Mechanically, the First Effluxion is based on a paragon chthonic phaethon with a few added twists. Instead of the sorcerer spellcasting normally associated with chthonics, the First Effluxion gains a suite of SLAs reflecting its origin and nature, including epic SLAs approximately equivalent to unmitigated DC300 epic spells. HD are reduced to 50, in line with other paragon chthonics and the greatest exalted celestials: some kind of "limit" exists at 50HD, though I'm not quite sure what.

The First Effluxion's form is magmatic and amorphous, immersed in disintegrative fire. Any shape which it possesses is a temporary phenomenon, as it strives to retain a continuity of being: a notion inimical to its profound non-entity but required by its conditioned existence. It exceeds the largest goristro in size, and in those moments when its form appears quadrupedal and it manifests a head, its aspect is decidedly demonic.



First Effluxion of Kaalaanala
Gargantuan Outsider (Abomination, Augmented, Chaotic, Chthonic, Earth, Evil, Fire)

Hit Dice: 50d8+1240+600 (2,250hp)
Initiative: +28
Speed: 720 ft., burrow 720 ft.
Armor Class: 121 (-4 size, +27 deflection, +30 Dex, +12 insight, +12 luck, +34 natural; touch 97, flatfooted 91)
Base Attack/Grapple: +50/+123
Attack: Slam +108 melee (8d6+56/19-20 plus profane damage)
Full Attack: 8 slams +108 melee (8d6+39/19-20 plus profane damage)
Space/Reach: 20 ft./10 ft.
Special Attacks: Destructive trail, engulf, profane fiery touch, engufing overrun, spell-like abilities, improved grab, profane fire
Special Qualities: Blindsight 500ft., cannot be flanked, cold and light vulnerability, DR 20/epic and lawful, fast healing 25, immunities (ability damage, ability drain, blindness, critical hits, fire, form-altering attacks, mind-affecting effects, paralysis, poison, sleep, stunning), regeneration 25, SR 85, telepathy 1000ft., true seeing
Saves: Fort +78, Ref +69, Will +69
Abilities: Str 83, Dex 50, Con 61, Int 31, Wis 43, Cha 64
Skills: Bluff +90, Climb +99, Escape Artist +83, Hide +71, Intimidate +96, Jump +375, Knowledge (arcana) +73, Knowledge (geography) +73, Knowledge (nature) +73, Knowledge (the planes) +73, Listen +81, Move Silently +83, Search +73, Sense Motive +76, Spellcraft +79, Spot +81, Survival +79, Tumble +89
Feats: Alertness, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Improved Critical (slam), Improved Natural Attack (slam), Improved Sunder, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Dire Charge, Epic Fortitude, Epic Will, Overwhelming Critical (slam), Superior Initiative
Challenge Rating: 60


The First Effluxion's natural weapons are treated as epic, chaotic and evil for the purpose of overcoming damage reduction. All fire damage dealt by the First Effluxion, regardless of source, is considered profane damage.


Combat

Aura of Burning Dark (Su): The First Effluxion radiates an aura of unlight which extends to 60 feet. Treat this as a deeper darkness spell, but nonchthonic creatures within the aura automatically gain 1d4 negative levels and suffer 10d6 points of profane damage every round. Spell resistance is effective against level loss from the aura, but even creatures otherwise immune to energy drain and negative energy effects are subject to its effects: the aura acts upon ens itself. The aura of burning dark may be suppressed or resumed as a free action. If dispelled, the First Effluxion may reactivate it as a free action on its next turn. Caster Level 65th, where appropriate.

Countercommunion (Su): Any divination effect used, or any ongoing divination effect brought within 1000 feet of the First Effluxion must succeed at an opposed caster level check in order to function. The First Effluxion is treated as a 65th-level caster for this purpose. Its own divination abiities are unaffected.

Destructive Trail (Ex): The First Effluxion can burrow through nonmagical earth or rock of any density as easily as it can pass across the surface of the ground; when moving at speed across a solid surface, the First Effluxion generates a wake and rain of molten matter. Whenever it moves twice its speed or more in a round, all creatures and unattended objects within 120 feet of any space through which the First Effluxion moves suffer 10d6 points of profane damage and 10d6 points of bludgeoning damage from the hail of disintegrating earth and rock. A Reflex saving throw (DC73) halves each type of damage. The Save DC is Constitution-based and includes a +13 insight bonus.

Devastating Critical (Ex): Creatures who suffer a critical hit from the First Effluxion must make a Fortitude saving throw (DC 84) or die. The DC is Strength-based and includes a +13 insight bonus.

Improved Grab (Ex): If the First Effluxion hits, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The First Effluxion can use improved grab on a Huge or smaller creature and has the option to conduct the grapple normally, simply maintaining a hold, or attempting to engulf the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage listed.

Engulf (Ex): The First Effluxion can absorb opponents it holds with a second successful grapple check after a grab. The opponent must be Huge or smaller. Absorbed creatures take 40d6 points of profane damage and 40d6 points of bludgeoning damage each round they remain inside the First Effluxion. Victims must make a successful grapple check to “swim” free of the living chthonic magma of the First Effluxion.

Engulfing Overrun (Ex): A foe who is successfully overrun by the First Effluxion is treated as if engulfed.

Profane Fiery Touch (Ex): Touching or being touched by the First Effluxion deals 10d6 points of profane damage. The First Effluxion's attacks automatically deal this damage in addition to their normal damage.

Nondetection (Ex): The First Effluxion resists detection, and is treated as though under the effect of nondetection (Caster Level 65).

Ontic Flux (Ex): The First Effluxion exists at the threshold of being, and is treated as though under the effect of a blink spell, except that attacks which target incorporeal or ethereal creatures gain no special benefit. The ontic flux may be suppressed or resumed as a free action.

Spell-Like Abilities: The First Effluxion may use any nonepic spell with the [Fire] descriptor and any spell from the Darkness, Death and Destruction domains at will as a spell-like ability; the First Effluxion deals profane damage in place of fire damage, and variable numeric effects are always maximized. It may also use any of the following at will: blasphemy, detect thoughts, haste, unhallow, unholy aura, utterdark.

Once each per day, the First Effluxion can also use the following spell-like abilities which are the equivalent of epic level spells:

  • Annihilating Breath: As a standard action, the First Effluxion can manifest a maw which unleashes an annihilating blast in a 500-ft. cone. Targets caught within the blast automatically sustain 50d20 points of profane damage and must make a Fortitude saving throw (DC60) or die; creatures slain in this fashion are treated as though disintegrated. This is an evil, necromantic death effect, nonepic wards are not effective against the First Effluxion's annihilating breath; epic protections keyed to the [Slay] seed and relevant deific protections are entitled to an opposed caster level check.
  • Chthonic Pyroclasm: As a full round action, the First Effluxion can generate a whirling maelstrom of profane fire and disintegrative chthonic "debris" with a radius of 1000 feet which moves with the creature. The effect lasts for as long as the First Effluxion concentrates, and for 20 rounds thereafter. All creatures within the area suffer 20d6 points of profane damage and 20d6 points of bludgeoning damage every round they remain there; a Reflex saving throw (DC60) halves each type of damage.
  • Consume Life: As a standard action, the First Effluxion may cause a consumptive burst which bestows 10d4 negative levels on all creatures within 500 feet. Targrets are entitled to a saving throw after 24 hours (Fort DC60) to prevent permanent level loss. This is an evil, necromantic death effect, only epic protections keyed to the [Slay] seed are entitled to an opposed caster level check. Creatures with divine rank are not subject to the effects of this ability.
  • Diminish Foe: As a swift action, the First Effluxion can deliver a superb dispelling which also bestows 10d4 negative levels upon any single creature within line of sight. The First Effluxion makes its opposed caster level check at 1d20+100. The target is entitled to a saving throw after 24 hours (Fort DC60) to prevent permanent level loss. This is an evil, necromantic death effect; epic protections keyed to the [Slay] seed are entitled to an opposed caster level check to counter the negative levels, and deities are not subject to it; the dispelling effect is not affected in any case.
  • Profane Tremor: As a full round action, the First Effluxion can generate a wave of seismic energy with a radius of ten miles. The shock knocks creatures down, collapses structures, opens cracks in the ground, and is otherwise treated as an earthquake spell except that the DC to resist specific effects is 60 in all cases.

All of the First Effluxion's spell-like abilities gain the [evil] descriptor, regardless of function. The Caster Level is 65th; the save is DC 50+ spell level. Against good creatures, the Save DCs increase by +4.

Regeneration (Ex): The First Effluxion takes normal damage from good-aligned epic weapons; it takes double damage from good-aligned effects or weapons with the [cold] or [light] descriptor.

True Seeing (Ex): This ability has a range of 1000ft. and is always active.

.
 

Knightfall

World of Kulan DM
And this one...

Note on Soneillon and the Urn


The compound-templated Soneillon, technically an Elite Advanced Paragon Pseudochthonic Spellwarped Monster of Legend Succubus, in possession of the augmentations granted by the Urn and by her normal suite of transvalent buffs. Soneillon's abilities include +5 inherent bonuses. Soneillon is also considered an abomination, and gains the abilities normally associated with such.

Although technically without DvR, Soneillon's approximate power is that of a lesser goddess; she is the third of the triune which includes the DvR6 Viridescent Nehael and a DvR3 Enkindled Shomei. All can be considered coëval multiparadigmatic expressions of Goddess within the larger framework; although, perhaps Antigoddess is a better way of describing Soneillon in more conventional terms: she challenges the limit to which notions of Goddess may be applied.

Ontically, the triptych can be superficially undersood as representing Being (Nehael), Becoming (Shomei) and Non-Being (Soneillon). In fact, the relationship is more complex, with Soneillon also representing Nothing Becomes (a positive assertion of the reification of Void); Shomei acting to place Being secondary in importance to Becoming (expressed as Nothing Is), and Nehael negating the existential(?) truth of Non-Being – i.e. Nothing Is Not.

The totality is reflective of the central transmetaphysical paradox of Saizhan itself. Alternatively, the sexual connotations are arousal (Nehael) and crescendo (Shomei), with Soneillon herself linked with the annihilation of the self at the moment of orgasm.

She arguably interfaces with more infinities than any other entity, and – as Nehael observes – Soneillon's history from her own perspective appears to be celestial, then diabolic, then demonic, then chthonic, then oneiric, then pseudonatural; finally manifested in a context which is Green. The paragon template is bestowed by the Blackthorn-ludja, but at a price: her autonomy is compromised when she manifests within finitude, and she must accept a kind of "mundanity;" Void is captured by Ens and given discrete form. Furthermore, Soneillon's distancing of herself from the Cherry-ludja (representative of desire) – which eagerly seeks her – can be understood as a denial of her own implicit nature, or a relegation of her sexuality, as well as a transcendence of it.

Within the Cheshnite paradigm as interpreted by Temenun, Soneillon is Pramaade Gu Kaamaah (In Delirium, Void Lusts), Asampra-Gyaata Pramaadah (Delirium Dream-Ecstasy), Kaalakamala (Lotus of Death), or, more informally, Aasyacheshna Phalam (lit. "The Mango in Cheshne's Mouth" – i.e. the apple of her eye). She is also understood as Taarakacheshna (the Eye of Cheshne) both literally and figuratively; she is linked with the star of the same name, and her esoteric "day" begins with its anticulmination at the Necropolis of Khu.

The involvement of Delirium as a precursor state somehow necessary for the irruption of the Apparition – the manifestation of Demogorgon-Cheshne within the bounded cosmos – is not clear. Nor is the extent of the identity of Delirium with Uzzhin – the Far Realm of Metagnostic praxis: it should be noted that Mostin asserts that they are unidentical, and that Delirium is best understood as possessing elements of Void and Dream as well as "Outside-ness." Soneillon thus also describes an elemental, chaotic-disintegrative process of unbecoming in which Nothing Becomes becomes Becomes Nothing.


Soneillon is extraordinarily resistant to all forms of attack: epic spells or SDAs are an absolute requirement when dealing with her. I've tagged her CR at 60 – or 72 in possession of Pharamne's Urn – but even that seems a little conservative: template combinations are somewhat unpredictable. To reliably penetrate her SR and Saves would require a spell of approximately 350th order (unmitigated DC) by an epic caster such as Nwm or Mostin.

Soneillon's stats are constructed like this:

8 14 13 12 10 15 elite array
10 16 15 18 14 31 succubus racial adjustment
10 16 15 18 14 37 advancement by HD
15 21 20 23 19 42 inherent bonuses
25 31 30 33 29 52 chthonic
47 41 40 33 39 52 pseudonatural
51 43 44 37 39 52 spellwarped
61 49 54 39 41 56 monster of legend
76 64 69 54 56 71 paragon
76 104 109 54 56 111 epic buffs
86 114 119 64 66 121 profane bonuses from Urn





Soneillon Aasyacheshna Phalam

Size/Type: Medium Outsider (Abomination, Augmented, Chaotic, Chthonic, Dream, Extraplanar, Evil, Paragon, Pseudonatural)
Hit Dice: 30d8+1620+360 (2220hp)
Initiative: +56
Speed: 360ft.; fly 600ft. (perfect)
Armor Class: 181 (+55 deflection, +52 Dex, +12 insight, +12 luck, +40 natural), touch 141, flat-footed 129
Base Attack/Grapple: +30/+118
Attack: Void tendril +132 melee (2d6+58/15-20x3 plus ontic corruption)
Full Attack: 12 void tendrils +132 melee (2d6+58/15-20x3 plus ontic corruption)
Space/Reach: 5ft./10ft.
Special Attacks: Augmented critical, aura of unlight, energy drain, frightful presence, improved grab, ontic corruption, spell-like abilities, spells, summon demon, tenacious wounding, utter corruption
Special Qualities: Blindsight 500ft,. DR 20/cold iron and epic and good, darkvision 60 ft., fast healing 20, immunities (ability drain, ability damage, acid, death effects, electricity, form-altering effects, mind-affecting effects, negative energy effects, and poison, sonic effetcs), nondetection, ontic flux, regeneration 20, resistance to cold 20 and fire 20, see in darkness, spell resistance 150, spellwarp, telepathy 1000 ft., tongues, true seeing
Saves: Fort +114, Ref +112, Will +88
Abilities: Str 86, Dex 114, Con 119, Int 64, Wis 66, Cha 121
Skills: Appraise +70 (embroidered items +74), Balance +99, Bluff +102, Climb +81, Concentration +97, Craft (embroidery) +70, Decipher Script +70, Diplomacy +114, Disguise +98 (+102 acting), Escape Artist +95, Forgery +70, Gather Information +98, Handle Animal +98. Hide +95, Intimidate +104, Jump +217, Knowledge (arcana) +70, Knowledge (history) +70, Knowledge (nature) +74, Knowledge (nobility) +70, Knowledge (the planes) +70, Knowledge (religion) +70, Listen +79, Move Silently +95, Perform (dance) +98, Profession (courtesan) +71, Ride +99, Search +70, Sense Motive +73, Sleight of Hand +99, Spellcraft +177 (scrolls +181), Spot +79, Survival +71, Tumble +99, Use Magic Device +98 (scrolls +102)
Feats: Dark Speech, Dodge, Epic Skill Focus (Spellcraft), Epic Spell Penetration, Epic Spellcasting, Greater Spell Penetration, Improved Critical (void tendril), Improved Initiative, Mobility, Negotiator, Persuasive, Skill Focus (Spellcraft), Spell Penetration, Weapon Finesse
Challenge Rating: 72 (60)

Special Attacks
  • Arcane Spellcasting: Soneillon casts spells as a 30th-level sorcerer; in addition, she can cast any Darkness, Destruction, Dream, Evil or Madness domain spell as an arcane spell. She need not utilize material components in her spellcasting, and incurs no experience point cost for spells which normally demand it: Soneillon can hence apply up to a –200 DC mitigating factor against any epic spell which she casts.
  • Augmented Critical: All of Soneillon's natural attacks threaten on an attack roll of 15-20 and
    benefit from a x3 critical multiplier.
  • Aura of Unlight (Su): Soneillon radiates an aura of unlight which extends to 10 feet. Treat this as a deeper darkness spell, but nonchthonic creatures within the aura automatically gain 1d4 negative levels every round. Spell resistance is effective against level loss from the aura of unlight, but even creatures normally immune to energy drain and negative energy effects are otherwise subject to it. The aura of unlight may be suppressed or resumed as a free action. It may be dispelled, but Soneillon may reactivate it as a free action on her next turn. Caster Level 30th. A DC 93 Fortitude save must be made after 24 hours to recover each negative level. The Save DC is Charisma-based, and includes a +13 insight bonus.
  • Frightful Presence (Ex): Enemies within 20 feet with fewer HD than Soneillon must make a Will saving throw (DC 93) or become shaken - a condition which lasts until the opponent is out of range. A successful save leaves the opponent immune to Soneillon's frightful presence for 24hrs. The frightful presence may be suppressed or resumed as a free action on Soneillon's turn. This is a mind-affecting fear effect. The Save DC is Charisma-based, and includes a +13 insight bonus.
  • Improved Grab (Ex): If Soneillon hits an opponent of size medium or smaller with a tendril, she deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
  • Ontic Corruption (Ex): An enemy struck by one of Soneillon's void tendril attacks is permanently drained of 2d4 points of Constitution and gains 1d4 negative levels. At the same time, Soneillon regains 10 lost hit points. The DC after 24 hours to reisist permanent level loss from the ontic corruption is 93. The Save DC is Charisma-based and includes a +13 insight bonus.
  • Summon Allies (Sp): Soneillon can summon 1d4+1 chthonic succubi as a standard action. This ability is the equivalent of an epic level spell.
  • Tenacious Wounding (Ex): Damage sustained from Soneillon's narural attacks resists healing. Healing spells only restore 1 hit point per spell level, and natural healing of such wounds takes twice as long as normal.
  • Utter Corruption: All of Soneillon's spells and spell-like abilities gain the [Evil] descriptor, regardless of their function. Against good creatures, Soneillon benefits from a +4 bonus to the DC of any special abilities and to spells and spell-like abilities which she uses.

Spell-Like Abilities: Soneillon can use the following abilities at will: blasphemy, detect good, detect thoughts, dream travel, greater dispel magic, greater teleport, haste, suggestion, unhallow, unholy aura. All spell-like abilities have a caster level equal to Soneillon's Hit Dice.

Special Qualities:
  • Change Shape (Su): Soneillon can assume the form of any Small or Medium humanoid.
  • Ontic Flux (Ex): Soneillon benefits from an effect similar to a blink spell, except that attacks which target incorporeal or ethereal creatures gain no special benefit, nor does Soneillon receive any special benefits to attack creatures in this state. The ontic flux may be suppressed or resumed as a free action.
  • Nondetection (Ex): Soneillon is treated as if under a nondetection spell (Caster Level 30th)
  • Regeneration 20. Epic good-aligned weapons and good-aligned spells do normal damage to Soneillon.
  • See in Darkness(Su): Soneillon can see perfectly in darkness of any kind, even that created by deeper darkness spells.
  • Spellwarp (Ex): Spell effects which target Soneillon and fail to penetrate her spell resistance grant temporary Hit Points equal to 5x the spell's level. Temporary Hit Points gained in this fashion last for 1 hour.
  • Telepathy (Su): Soneillon can communicate telepathically with any creature within 1000 feet which has a language
  • Tongues (Su): Soneillon has a permanent tongues ability (as the spell, caster level 30th).
  • True Seeing (Ex): This ability extends to 500ft. and is always active.

Soneillon has a +8 racial bonus on Listen and Spot checks.


Spells Known

The Save DC to resist spells cast by Soneillon is 78+ Spell Level and includes a +13 insight bonus. Against good-aligned targets, she gains a further +4 bonus. Soneillon does not require material components or foci in her spellcasting; she need pay no XP for spells which normally demand it. She gains a +6 bonus to penetrate an opponent's spell resistance.

Spells per day: 6/20/20/20/19/19/19/19/18/18. Soneillon may also cast 3 epic spells per day.

9th – Implosion (DC87), power word kill, reality maelstrom (DC87), shapechange, utterdark, weird (DC87), wish

8th – Bestow greater curse (DC86), demand (DC86), discern location, earthquake (DC86), maddening scream, power word blind, power word stun

7th – Disintegrate (DC85), insanity (DC85), greater scrying (DC85), limited wish, sequester (DC85), vision

6th – Create undead, dream sight, false sending (DC84), harm (DC84), mass suggestion (DC84), probe thoughts (DC84), prying eyes

5th – Baleful polymorph (DC83), bolts of bedevilment (DC83), dispel good (DC83), dream, mass inflict light wounds (DC83), mirage arcana (DC83), nightmare (DC83), sending, summon monster V

4th – Armor of darkness, black tentacles, confusion (DC82), dimensional anchor, inflict critical wounds (DC69), know vulnerabilities (DC82), phantasmal killer (DC82), unholy blight (DC82), voice of the dragon

3rd – Anticipate teleportation, arcane sight, blacklight, contagion (DC81), deep slumber (DC81), glimpse of truth, magic circle against good, nondetection, rage (DC81), spell vulnerability (DC81)


Ongoing Transvalent Augmentations
Soneillon gains a +40 enhancement bonus to Charisma, Constitution and Dexterity. These protections are renewed on a monthly basis; they have a CL of 150 for purposes of opposed dispel checks.


Voice of Demogorgon
Evocation [Evil, Sonic]

Order: 450
Spellcraft DC: 186
Components: V, XP, Backlash, Dark Speech; see text
Casting Time: 1 standard action
Range: 200ft.
Area: Nonchthonic entities in a 200-ft. radius spread centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Seeds: [Energy] (+19), [Afflict] (+14), [Ward] (+14). Factors: penetrate immunity (ad hoc +20), overcome keyed epic [Ward] (+18), emulate blasphemy (+27), increase effective blasphemy CL (+60), increase area by 400% (+16), increase spell penetration (+240), 1-action stilled (+22). Mitigating: XP (-200), 60d6 backlash (-60), Dark Speech (ad hoc –4).

Soneillon speaks a syllable in the Dark Speech which cannot be heard. Creatures normally immune to sonic attacks are affected by this spell, and the Voice of Demogorgon is not subject to any kind of magical silence.

Nonchthonic entities with less than 50HD are automatically slain when subject to this spell. Creatures with at least 50HD but fewer than 60HD are dazed for 1 round and weakened for 2d4 rounds when they hear the Voice of Demogorgon. Chthonic creatures or creatures with 60 or more Hit Dice are not subject to its effects.

For the purposes of penetrating spell resistance, the Voice of Demogorgon has a Caster Level of 150.

Possessions: Pharamne's Urn


Pharamne's Urn in Soneillon's Hands
Whilst Soneillon remains in possession of Pharamne's Urn, she gains the following benefits. They are already factored into her stat block:

+10 Profane bonus to all abilities
+100 Competence bonus to Spellcraft checks
+10 resistance bonus to saves
+10 luck bonus to saves


The Urn

Pharamne's Urn has no fixed set of qualities, although some aspect of its generative power is technically accessible to any who posesses the item; fundamentally, it magnifies power. As a transcendental artifact, the Urn is properly associated with or belongs to the DvR20 realm; as such, its reality is impervious to effects generated by entities of fewer than 21 divine ranks. Only meta-transcendental beings or phenomena (Oronthon's Radiant Form, Cheshne's Dream-manifestation, the Sela etc.) can act upon the Urn to change or negate its essential nature.

Magical manipulation of the Urn is impossible: for example, it cannot be teleported, or subjected to polymorph, and it always appears as it is (within the area of an illusion, the Urn remains the Urn). It can only be physically handled (lifted or carried, placed inside a box or a bag of holding etc.) In this regard, it behaves as any other physical object. The Urn appears as a stoppered clay amphora around twenty inches high and weighing some thirty pounds.

The power bestowed by the artifact is otherwise linked to the stature or cosmic gravitas of its owner/wielder; entities of greater potency hence derive commensurately more benefit from the Urn.


Attunement
Attunement to the Urn requires one complete day. Once an entity is attuned to the artifact, it remains so thereafter, regardless of whether or not the Urn stays within that creature's possession. Only entities who have undergone three or more transcendences or paradigm shifts are capable of attuning themselves to Pharamne's Urn. The benefits granted by attunement to Pharamne's Urn are only available for as long as the Urn is actually within that being's possession – held, carried on its body, or kept in an adjacent extradimensional space.

For purposes of eligibility, a transcendence is indicated by an acquired template, a shift from one paradigm to another, or a metaphysical migration of some type: a resurrection, reincarnation, a Fall (in the case of a demon or devil) and so on. A number of characters within the story are eligible in this regard; only one of the PCs – Nwm the Preceptor – is ineligible to actualize the Urn's potential for purposes of attunement. As Nwm is under a Vow of Poverty, ownership of the Urn would be impermissible in any case.

When the initial attunement to Pharamne's Urn is made, the attuning entity chooses the benefits which the Urn will convey upon it. Attunement to and possession of the artifact always conveys magical benefits equal to the total predicted wealth of a PC with a level equivalent to the creature's CR (63M in Soneillon's case). All magical benefit costs are directly additive: there is no reduction in costing multiple similar effects within a single item, nor a surcharge for multiple different effects or 'uncustomary' effects. Unslotted effects – those that would normally require a space limitation – incur double the normal cost as usual. No restrictions exist on other items in the character's or entity's possession; careful selection of abilities to avoid overlapping bonuses or abilities can provide an enormous boost to the owner's power. Assume that the Urn increases the effective Challenge Rating of any creature which possesses it by around 20%.

Once determined, the benefits remain fixed for that entity; if the possessor of the Urn later increases in (unadjusted) CR – for example by acquiring class levels or a template – these benefits may evolve and increase, or additional benefits may be accrued. The Urn always bestows at least three discrete magical benefits; none of these benefits may exceed one third of the total value of the Urn relative to the creature's unadjusted CR.

For example, a 20th-level Sorcerer in possession of the Urn (total predicted wealth value 760,000gp) and capable of attuning herself and actualizing it might choose the following benefits:

an ongoing CL20 nondetection effect [no space limitation] (120,000)
a +30 competence bonus to Bluff checks [no space limitation] (180,000)
a +30 competence bonus to Spellcraft checks [no space limitation] (180,000)
a +5 luck bonus to saving throws [no space limitation] (100,000)
a +5 deflection bonus to AC [no space limitation] (100,000)
a +6 enhancement bonus to Charisma [no space limitation] (72,000)

If the base CR of the character subsequently increases, he or she may improve existing bonuses or add additional effects up to his or her predicted wealth by level.



Generative Power
The Urn's generative power is available to any in possession of the artifact. The owner of Pharamne's Urn may create a demiplane coterminous with his or her current location as though using a genesis spell; alternatively, the Urn's power may be invoked to override prevailing conditions on the plane upon which the user is situated, replacing them with a local genesis effect. The user must, however, pay the normal XP cost associated with genesis (5000XP). Subsequent uses of genesis may increase the size of the demiplane normally; in each case, the XP cost must be paid. Using this ability nominally requires 1 week.

The size of the demiplane created, the speed of creation, and the extent to which the creator of the demiplane may determine its various traits are otherwise governed by the DvR of the entity manipulating the Urn, or by direct magical or supernatural power:

• Creatures without divine rank or creatures of DvR0 use an unmodified genesis effect

Demi-powers (DvR1-5) may add an additional 180ft. radius for each divine rank which they possess, and the limit of the demiplane is reached instantaneously (there is no "slow growth.") For example, a DvR4 entity could create a demiplane with an initial radius of up to 900ft., and subsequent uses would increase the radius by a like amount. Demi-powers require only one day to use the Urn's ability. Demiplanes created by a power of DvR1-5 are finite, have an alterable morphic, normal magic, and normal time; any demi-power may also determine the following planar traits:

o Gravity: A demi-power may imbue the demiplane with normal, heavy or light gravity; with no gravity; or with either objective or subjective directional gravity.
o Mildly Aligned: A demi-power may apply mildly-aligned lawful, chaotic, good or evil traits to the demiplpane.
o Elemental and Energy Traits: A demi-power may create an Air-, Fire-, Water-, Earth-, Positive- or Negative-dominant demiplane​

Lesser powers (DvR6-10) increase the initial radius to one mile for each divine rank which they possess, and the limit of the demiplane is reached instantaneously: for example, a DvR8 entity could create a demiplane with an initial radius of up to 8 miles, and subsequent uses would increase the radius by a like amount. Lesser powers require only one hour to use the Urn's ability; any lesser power may also imbue the demiplane with these additional planar traits:

o Self-Contained: A lesser power may create a demiplane which is recursive, self-contained, or otherwise "bends back" on itself
o Magically, Static or Highly Morphic: A lesser power may create a demiplane which is subject to specific magical manipulation, resists manipulation, or is subject to frequent and easy manipulation through spells, supernatural abilities, or force of will
o Temporal Traits: Lesser powers may bestow flowing time, erratic time or timelessness upon demiplanes which they create
o Flora and Fauna: A lesser power may populate the demiplane with a range of nonmagical and nonsapient life as it sees fit​

Intermediate powers (DvR11-15) increase the initial radius to one hundred miles for each divine rank which they possess, and the limit of the demiplane is reached instantaneously: for example, a DvR13 entity could create a demiplane with an initial radius of up to 1300 miles, and subsequent uses would increase the radius by a like amount. Intermediate powers require only one minute to use the Urn's ability. In addition to traits already noted, any intermediate power may also imbue the demiplane with the following planar traits:

o Divinely Morphic: An intermediate power may create a demiplane which is subject to divine manipulation, in whole or in part, by itself or other deities or powers of its choosing
o Strong Alignment Traits: An intermediate power can imbue the demiplane with a strong chaotic, evil, good, lawful or neutral alignment trait
o Magic Traits: An intermediate power may create a demiplane with dead, impeded, wild or enhanced magic​

Greater powers (DvR16-20) experience no limit to the size of the plane created by the Urn's generative ability. Greater powers require only one round to use the Urn's ability; any greater power may imbue the plane with any physical, elemental, energy, alignment or magical traits. It may populate the plane with flora and fauna, or sapient and/or magical life as it sees fit.


The Urn is also amenable to more direct magical or supernatural power: spellcasters or creatures with spell-like abilities may make a caster level check in lieu of divine rank; the DC to achieve the benefit of a specific divine rank is equal to 30 + (10 x the DvR to be emulated). A creature with a supernatural power which has a caster level equivalent is eligible, as is a psionic creature – in this case use the creature's manifester level.

.
 

Knightfall

World of Kulan DM
Ortwine
Queen of Afqithan. Sidhe Lord. Nireem.


Symbol: Dragonfly
Home Plane: Faerie (Afqithan) or Sisperi (Mulhuk) or Prime
Alignment: Chaotic
Portfolio: Charm, Fey Glamoury, Lies, Trickery
Worshippers: Deceivers
Cleric Alignments: CN, CE, CG, N
Domains: Charm, Trickery, Afqithan

[MENTION=4303]Sepulchrave II[/MENTION],

If you don't mind, I'm going to borrow Ortwine for my own cosmology. (I might have asked you this before, I can't remember? EDIT: Yes, I did. Several pages back.)

Is Nireem an alternate name or a title? EDIT: I think I figured it out.

Does she share Afqithan with any other powers of note?

Is Afqithan its own plane/layer within Faerie or is it a divine realm? Before I saw this, I thought it was a shadow-fey plane separate from Faerie.

And what are its dimensions? Finite?

Afqithan Domain
Granted power: You cast spells with the [mind-affecting] and shadow descriptors at +1 caster level.

1. Charm person
2. Invisibility
3. Suggestion
4. Bestow curse
5. Baleful polymorph
6. Shadowy grappler
7. Shifting paths
8. Mass charm monster
9. Shadow landscape
And, I'd like to borrow this too. :)
 
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Knightfall

World of Kulan DM
Also, any chance of seeing the stats for the new Nehael?

EDIT: Never mind. I found where you'd posted it.
 
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[MENTION=2012]Knightfall[/MENTION]

Sorry for being so slack in responding; I don't really check this thread too often. Please feel absolutely free to use and modify whatever you like.

Afqithan is part of Faerie; a particular domain within it. The area in the immediate vicinity of Irknaan's/Ortwine's Fortress is equivalent to a divine realm commensurate with a DvR 3 entity (at the current update point in the SH; Jan 2012). It is not finite, insofar as Faerie is not finite; there are areas (the 'Umbral Fringe') which are heavily imbued with shadowstuff - this is where the remaining Loquai nobles make their strongholds.
 

Knightfall

World of Kulan DM
[MENTION=2012]Knightfall[/MENTION]

Sorry for being so slack in responding; I don't really check this thread too often. Please feel absolutely free to use and modify whatever you like.
Cool. That's what I thought, but I wanted to make sure. I'm also going to use your Soneillon when creating my own version. She might end up less chthonic in my cosmology; I haven't decided yet. I tried looking up more about her online, but the only thing I've found so far is this wikipedia entry. It's not very useful. :erm:

I'm also likely to use red Nehael. Very cool.

Afqithan is part of Faerie; a particular domain within it. The area in the immediate vicinity of Irknaan's/Ortwine's Fortress is equivalent to a divine realm commensurate with a DvR 3 entity (at the current update point in the SH; Jan 2012). It is not finite, insofar as Faerie is not finite; there are areas (the 'Umbral Fringe') which are heavily imbued with shadowstuff - this is where the remaining Loquai nobles make their strongholds.
Okay, so those Loquai nobles are not really much of a threat to Ortwine, right? I'm basing this on what you wrote here.

Specifically: "In Afqithan itself – where the remnants of the Loquai numbered a few hundred – her rule was uncontested. Menicau, three times a turncoat, still dwelt in her citadel, but even she presented no threat, and had bowed her head in deference. A dozen other families retained estates with Ortwine's permission. But the Queen herself kept no Loquai, demon or cambion in her train."

It sounds like Menicau would be the only true foe, but she'd likely need to form an alliance with an outside force.

Do you have any other information on the various Loquai noble families? Names, alliances, machinations, etc?

And I noted that you wrote that Afqithan is being brought into Faerie: "Invoked at the climax of the incident, as Mostin had wrily dubbed it, the planar rift was a growing at an exceptional rate: it would take a mere two millennia for Afqithan to be entirely subsumed by Faerie."

So, what this sounds like to me is that eventually either Afqithan will cease to exist or its environs will become part of Faerie. Two millennia is not very long by divine standards, so I'm wondering what Ortwine part was in the creation of the rift. What I'm asking, I guess, is who invoked it?

And one final query (for now): If I was going through the various D&D 3e monster books, which creatures would have a strong foothold in Afqithan? Fey and umbral creatures, of course, but are there any unusual natives of the plane?

Cheers!

KF
 

Azakiel

Explorer
I have been rereading the compiled PDF and have encountered a question while going back over the Accelerating Ritual of Perceptual Magnification :

The second step in the preparation talks about Shomei casting a triply enhanced endurance spell (further empowered and maximised by Faerie).

My question is whether you use a variant of the attribute enhancing spells and if so how you work it.

If not, do you use a different version of the empower feat?
 

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