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


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SolitonMan

Explorer
Supporter
Tidied Ortwine in Deity Format

<snip>

Fractured Divinity (Unique SDA):
Ortwine gains the benefit of a different salient divine ability depending on her particular location.

  • Faerie Queene: When in Afqithan and Faerie, Ortwine gains the Alter Reality SDA. She pays 5000XP for each use of Alter Reality, drawn against her reservoir.

<snip>

Hi Sep, I saw this as I was backtracking through this thread and wishing I could play in a game with this much fun! :) But I was curious about this XP cost for Alter Reality. I see no mention of such costs in the description of the SDA in the Deities & Demigods book (3.0) nor the online SRD (3.5). I was wondering, did you add this cost as a throttle on the use of the power?

Reading your story hour has piqued my interest in the divinity rules in D&D 3.5, and so I've been perusing them on and off for the last few months. From a power perspective (instead of a story/role-playing perspective) I can't see any reason for every deity to NOT take alter reality if they meet the prerequisites. Just the ability to mimic any 9th level or lower spell with no XP or material component is too awesome. :) The other options are equally cool, so it seems like it'd be a "must have" for every deity, kind of along the lines of 3.0 haste for arcane casters.

I apologize if this has been covered before, I didn't see any mention of it although I wasn't digging too deep into all the text in the thread, mostly just perusing the stat blocks and immediate comments around them. Thanks for any insight!
 
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Asha'man

First Post
I'm not Sep, but the way I see it, your error is that Salient Divine Abilities aren't analogous to feats. The deity doesn't get to pick what it gets, it just gets appropriate ones as determined by the DM (If the deity were a PC, there should probably be some player input, but they should never just get to pick from the list.) It's like saying that every NPC should choose to be a dragon, since dragon HD give the most bang for the buck.
 

SolitonMan

Explorer
Supporter
I'm not Sep, but the way I see it, your error is that Salient Divine Abilities aren't analogous to feats. The deity doesn't get to pick what it gets, it just gets appropriate ones as determined by the DM (If the deity were a PC, there should probably be some player input, but they should never just get to pick from the list.) It's like saying that every NPC should choose to be a dragon, since dragon HD give the most bang for the buck.

Hmm, if that's what you're getting from it maybe I should modify my post. My question was about the 5000 XP/use cost of Alter Reality in Ortwine's description. The comments about how awesome it is and why every deity wouldn't have it were more of an observation on its utility and not a theory on design for a deity. HOW the deity gets it isn't really of interest to me in particular, because it's obviously going to be something that is campaign specific.

Nope, just wondering about the 5000 XP/use thing. :)
 

Salthorae

Imperial Mountain Dew Taster
I am also not Sep, but we had to do something similar to Alter Reality in a game I played to limit it's uber utility, especially the permancy effect portion. I would say that it is probably a house rule.

As for how dieties get their SDA's... I definitely think that DM's should dictate, but with player input for a PC diety... get's pretty crazy otherwise.
 

Shomei the Infernal

Who knows what pacts she entered into, and with whom or what? Does it matter? The Nameless Fiend chose her, favoring her above those others whom he had deemed Exempt. The Sela took counsel with her, as did I, even as she rejected Saizhan. Her fate lies apart from all others, forged on the anvil of her own Will, fired by charcoal cut from a scion of the Tree. She wrought her own destiny, and is utterly her own Self; as such she inherits the legacy of the Adversary more truly than any mere devil.

- The Ahma


Smarter than Mostin.

- Nwm



Shomei's stats use a hypothetical Arch-Infernal array reverse engineered from the stats in the Fiendish Codex II: numbers are adjusted for inherent bonuses, native adjustments from her original (mortal) stat-block, class levels and gear effects. Subsequently, they are rather robust. I've afforded her a +8 ECL adjustment.

Her gear value is in the 15Mgp range, but this does not include epic spell development costs or the value of the Trammel of Hell, which push things rather higher. Her XP cushion is equivalent to that of an Infernal or Abyssal planar lord (15,000/week); she is not averse to tapping it for epic conjurations, or for wishes which duplicate spells from barred schools.

Shomei is routinely under the effects of a mind blank and three epic buffs which inflate her armor class, spell resistance, and Will saving throws: as the Infernalist is herself potentially a target of conjurations, and as Shomei is cautious by nature, the latter two are maintained to provide as much immunity to such effects as possible. Epic spells which target her with the [Summon] seed or emulate planar binding effects must first penetrate these defenses. Typical spells prepared are given below; when Shomei dedicates her armamentarium specifically to planar binding effects, a footnote is appended.

The attack combination of transfix plus quickened cloudkill is used to dispatch hapless mortals in intimidating fashion; flensing and wrathful castigation provide unpleasant and lingering deaths for those who cross Shomei or for disciplining recalcitrant devils. Coerce Godling is the epic spell which Shomei used (unsuccessfully) against Qematiel, but which impressed the wyrm nonetheless.

At some point I might get it together to add the notes regarding her diabolic cohorts and the library itself. I'll add it to the list. Note that I don't generally worry about low level spells, and epic characters can cast pretty much whatever they like.


Shomei the Infernal
Conjurer 34 (Focused Specialist) (CR 42)
Medium Outsider (Augmented, [Evil, Lawful, Exempt], Native)
HD: 34d4+384 (493hp)
Init: +11
Spd: 40ft.
AC: 89 (+40 Epic Mage Armor, +10 deflection, +11 Dex, +13 natural, +5 profane)
Base Atk/Grap: +27/+37
Atk: +42 melee (1d6+15, Hazel rod) or +38 ranged touch
Space/Reach: 5ft./5ft.
SA: Spell-like abilites, spells
SQ: Concession to the prior infinity, darkvision 60ft., doubly exempt, DR 10/epic and silver, Hazel's benedicite, infernal bibliograph, infernal cohorts, greater plane shift, greater teleport, immune (fire, poison), resistances (acid 10, cold 10), SR 104*, telepathy 100ft.
SV: Fort +38 Ref +39 Will +105*
Abilities: Str 30 Dex 32 Con 34 Int 62 Wis 41 Cha 36
Skills: Bluff +31, Concentration +79, Craft (engraving) +63, Craft (jeweler) +63, Craft (woodworking) +63, Decipher Script +63, Diplomacy +37, Gather Information +33, Intimidate +33, Knowledge (arcana) +93, Knowledge (architecture) +63, Knowledge (geography) +63, Knowledge (history) +63, Knowledge (local) +63, Knowledge (nature) +63, Knowledge (nobility) +63, Knowledge (the Planes) +63, Knowledge (religion) +63, Intimidate +33, Listen +33, Profession (arboriculture) +63, Profession (law) +63, Ride +29, Sense Motive +33, Spellcraft +110 (scrolls +114), Spot +33.
Feats: Augment Summoning, Craft Wondrous Item, Extend Spell, Greater Spell Focus (Conjuration), Greater Spell Penetration, Heighten Spell, Iron Will, Quicken Spell, Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Mastery, Scribe Scroll, Spell Penetration
Epic Feats: Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Focus (Conjuration), Epic Spell Penetration, Epic Will, Improved Heighten Spell, Improved Spell Capacity (10th, 11th, 12th, 13th)
XP Reservoir: 15,000/week

*Shomei has AC 49, SR 54 and a Will saving throw modifier of +55 when epic protections are not in place.


Concession to the Prior Infinity (Su): For as long as she acts in the capacity of the agent of Hazel, Shomei may use any planar binding, summon monster, gate spell or any epic conjuration to freely call or summon creatures in areas under the Tree's Interdiction.

Diabolic Transformation (Ex): Shomei is immortal. She is immune to fire and poison, and has acid and cold resistance 10. She can see perfectly in darkness (even magical darkness) and can communicate telepathically with any creatures within 100ft.

Doubly Exempt (Ex): Shomei may ignore any alignment-based effects which might adversely affect her due to her subtypes; conversely, she may choose to be affected by any alignment-based effects which would provide her with a benefit. Devils and other lawful evil outsiders automatically recognize Shomei's status and their initial attitude toward her is always friendly; evil feys and suborned devils with the [Green] subtype treat her likewise. Divinations which attempt to discern information pertaining to Shomei's alignment always fail.

Spell-Like Abilities: Shomei can use greater plane shift and greater teleport at will as spell-like abilities (Caster Level 34). She may transport only herself and any items she is carrying or wearing. Interplanar travel may be limited by prevailing cosmological trends.

Hazel's Benedicite (Su): Due to Hazel's blessing, Shomei may craft any rod, staff or wand (including epic rods and staves) as though she possessed the appropriate item creation feats and the Efficient Item Creation epic feat, provided that she uses wood from a Hazel aspect as the material for her crafting. Shomei pays the normal xp and gp associated with crafting such items; Hazel may withdraw this boon if Shomei chooses to end their association.

Infernal Bibliosoph (Ex): As curator of Hell's library, if Shomei Takes 20 on any Knowledge skill check made within its confines she receives a +30 profane bonus to the check.

Infernal Cohorts (Ex): Shomei may attract devils as loyal cohorts whose combined CR does not exceed 30 as though she had the Leadership feat.


Spellcasting
Shomei cast spells as a 34th-level focused specialist Conjurer (4/10/10/9/9/9/9/8/8/8/5/4/4/4 spells per day; DC 36+ spell level, Conjurations 40+ Spell level). She gains a further +4 bonus to the CL and Save DC of any spell which provokes a Will saving throw, and a +6 bonus to penetrate any targets' spell resistance. Shomei may prepare an additional 3 Conjuration spells of every level. Her barred schools are Evocation, Necromancy and Illusion. Shomei has access to any nonepic spell on the sorcerer/wizard spell list.

Shomei may also cast 3 epic spells per day. She gains a +5 bonus to Spellcraft checks when casting spells with a Conjuration base seed, and suffers a –15 penaly to all Spellcraft checks when casting spells which incorporate a Necromancy, Evocation or Illusion seed. She enjoys a –5 mitigating factor when developing spells which reflect her Infernal specialty.

Spell Mastery
Shomei may prepare any of the following spells without consulting a spellbook: lesser planar binding, planar binding, greater planar binding, gate, magic circle against evil, dimensional anchor, summon monster VII, mage's disjunction, greater dispel magic, assay spell resistance, foresight, antimagic field, contact other plane, trap the soul, mind blank, moment of prescience, dominate monster, mass suggestion, binding, shapechange, greater dragon ally, orb of acid, limited wish, wish, time stop, imprisonment

Spells Prepared
13th – Disjunction (quickened), dominate monster (quickened) (DC49), gate (quickened), imprisonment (heightened) (DC53), shapechange (quickened), time stop (quickened), trap the soul (heightened) (DC59)

12th – Final rebuke (heightened) (DC52), flensing (heightened) (DC48), incendiary cloud (quickened) (DC48), polymorph any object (heightened) (DC48), trap the soul (quickened) (DC54), sphere of ultimate destruction (heightened) (DC 52), wrathful castigation (quickened) (DC48)

11th – Acid storm (heightened) (DC51), antimagic ray (quickened) (DC47), final rebuke (quickened) (DC47), instant summons (quickened), mass make manifest (heightened) (DC51), teleport object (heightened) (DC51), transfix (quickened) (DC47),

10th – Cloudkill (quickened, heightened) (DC46), dominate monster (extended) (DC49), gate (extended), greater dispel magic (quickened), mass suggestion (extended) (DC46), planar perinarch (extended), summon monster IX (extended), wall of iron (quickened)

9th – Disjunction, dominate person (quickened) (DC45), gate (x3), shapechange, superior planar binding (x2), prismatic sphere, transfix (heightened) (DC49), wish

8th – Binding (DC var.), dimensional lock, discern location, greater dragon ally, greater planar binding (x2), mind blank, moment of prescience, polymorph any object (DC44), protection from spells, temporal stasis (DC44)

7th - Banishment (x2) (DC 47), choking cobwebs (DC47), energy immunity, final rebuke (DC47), greater arcane sight, limited wish, magnificent mansion, teleport object (DC43), transfix (DC47), vision

6th – Acid fog, endless slumber (DC46), flesh to stone (DC42), geas (DC46), greater anticipate teleportation, planar binding (x2), seal portal, smoky confinement (DC42), steal summoning, subvert planar essence (DC42), true seeing

5th – Baleful polymorph (DC41), break enchantment, fabricate, hidden lodge, lesser planar binding (x3), major creation, mind fog (DC45), overland flight, private sanctum, zone of respite

4th – Assay spell resistance (x2), attune form, dimensional anchor (x3), know vulnerabilities, orb of fire (x3), polymorph, ray deflection

3rd – Analyze portal, devil blight (DC39), fly, haste, magic circle (x3), phantom steed, servant horde, spell vulnerability (DC39), stinking cloud (DC43), tongues


Magic Items: Headband of Intellect +10, Ring of Protection and Resistance +10, Arcane Bracelet, The Hazel Rod, Crystal Ball of Demands, Robe of Meteors, Trammel of Hell

Soul Trapping Gems: Shomei possesses 10 black sapphires, each of 50,000gp value.

Arcane Bracelet
Whilst worn, this silver bracelet grants a +30 competence bonus to all Knowledge (arcana), Concentration and Spellcraft skill checks. Every day, the bracelet’s owner can recall up to 20 levels of spells that she has already cast during that day. Spells raised beyond 9th level by metamagic feats may be recalled, but Epic spells may not. If the spell recalled normally requires an expensive material component and/or an XP cost, the caster must meet these requirements as usual. Caster Level 40. 400Kgp.

Crystal Ball of Demands
This crystal ball with telepathy and true seeing allows its user to use the demand spell at will (Heightened to 16th level, DC 34).
Caster Level 40. 1.0Mgp.

Hazel Rod
This rod strikes as a +5 axiomatic unholy light mace and provides a +4 bonus to the Caster Level and Save DC of any spell or spell-like ability used by its wielder which provokes a Will saving throw. As a standard action, the owner of the Hazel Rod may use dominate monster at will; the wielder uses his or her own caster level, ability score modifier and any relevant feats to determine the parameters of the effect, modified by the bonus provided by the rod itself. In Shomei's case, Caster Level is 38 and the Save DC is 49.

When used in conjunction with any planar binding spell to bind lawful evil outsiders, the Hazel Rod increases the number of Hit Dice possessed by eligible targets by +8; for example, the rod's wielder could bind a devil of up to 26HD with a greater planar binding spell. The rod confers a +6 circumstance bonus to any opposed Charisma checks involved in the binding process.
Caster Level 34. 5.4Mgp.

Robe of Meteors [Major Artifact]
This purplish-black robe displays a field of shooting stars which seem to constantly fall, blaze briefly into incandescence, and then vanish. It provides a +5 profane bonus to Armor Class and saving throws, immunity to bludgeoning and fire attacks, and grants a number of other abiities to its wearer in addition:
  • As a full-round action, the wearer can concentrate to increase the density of the meteor field within the robe. On the next round, and for as long as the wearer concentrates upon this effect, he or she benefits from an intensified spell turning effect, and is able to turn up to 20 levels of spells per round. There is no limit to the number of times per day this ability may be used.
  • As a standard action, the wearer may grasp a falling star and hurl it as a meteor swarm (intensified, heightened to 20th-level, DC40). This ability is usable 3 times per day.
  • As a swift action, once per day, the wearer may make a meteoric leap, transforming himself or herself into a line up to 1200 feet long and moving instantaneously across the battlefield. The wearer can reappear in any space adjacent to the last space ended by the line with any gear worn or carried. The meteoric leap does 96 points of bludgeoning damage and 192 points of fire damage to all creatures along the line with no saving throw. Upon reaching the destination square, an intensified meteor swarm (heightened to 20th-level) explodes in a 40-ft. radius burst centered on the cloak's wearer. A Reflex saving throw (DC40) halves the damage.
Caster Level 40. 4.8Mgp

Trammel of Hell [Paradigmatic Artifact]
Crafted by the Adversary for the purpose of restraining the wyrm Qematiel, these shackles are constructed of Hellforged adamant and resize themselves to fit any creature of size diminutive to colossal, with any number of manacles becoming available for binding creatures with multiple limbs. The Trammel of Hell requires an Escape Artist check or Break DC of 100 to escape. Creatures bound with the trammel are subject to a dimensional anchor effect (Caster Level 75).


Conjuration Limit
If Shomei dedicates all eligible spell slots (excluding epic slots) to various planar bindings she can call well over 2000HD of outsiders before needing to prepare spells again: this is a 36-hour uninterrupted process, which Shomei's high Concentration skill can reasonably allow her to endure.

This 'Goetic Nova' can furnish Shomei with any number and combination of diabolic servants, typical formulations being detailed below. Although Shomei could technically summon a large number of middle-ranking Infernal magnates in this period – as many as fifty Dukes of Hell – negotiations would be excruciating, payment costly, and risks unnecessarily high. Coordinating such a large number of bickering diabolic aristocrats would also likely be tedious. Drawing on pre-existing structures which include less potent devils conveys certain obvious benefits.

Each of the four groups represent a possibility offered by a period of such continuous conjuration; the last - Auxilliary Units – together comprise a single group. In toto, the combined groups might represent a week's worth of dedicated planar bindings, and approximate to a heavily reinforced diabolic battalion. A whole month's worth of conjurations – a typical compact's length, and at the end of which all compactees could be simultaneously deployed – is equivalent to an entire Infernal legion: around 35,000HD of devils.

Knights of the Order of the Fly
(Elite company, plus steeds, hounds and sentries).
  • (1) Knight Commander Naberius, Marquis of Hell (28HD), mounted on an 18HD cauchemar.
  • (1) Aide de Camp: Arolen, an Infernal Baron (24HD)
  • (4) Captains of the Order of the Fly: Narzugon Paladin of Tyranny 13, mounted on 15HD cauchemars.
  • (20) Esteemed Knights: Narzugon Fighter 8, mounted on 10HD nightmares
  • (80) Devilish Armigers: Narzugons, mounted on nightmares
  • (20) Pickets: Erinyes
  • (12) Messengers: Spined Devils
  • (12) Sentinels: Hellcats
  • (40) Hounds: Hellhounds
  • (10) Imps For sundry tasks

Diabolic Shock Troops
(Heavy company plus support)
  • (1) Captain: Rigios the Terrible. Pit Fiend Blackguard 12
  • (1) Champion: Romerac the Violent Thunder. Horned Devil Fighter 15
  • (6) Lieutenants: Pit Fiends
  • (40) Heavy Fliers: Malebranche
  • (20) Serjeants: Bearded Devil Fighter 4
  • (180) Infantry: Bearded Devils
  • (10) Messengers: Spined Devils

Battalion of the Damned
(4 companies)
  • (1) Marshal: Bialot, Knight of Absorption. Narzugon Sorcerer 18 mounted on 21HD fiendish griffon.
  • (1) Adjutant: Goleg. Erinyes Blackguard 12.
  • (4) Captains: Legion Devil Fighter 15
  • (12) Lieutenants: Legion Devil Fighter 10
  • (40) Sergeants: Legion Devil Fighter 4
  • (500) Infantry: Legion Devils

Auxilliary Units
1. Diabolic Inflitration/Strike Team
  • (1) Ringleader: Ekalike, an Infernal Viscount (24HD)
  • (1) Aide: Sarra the Snake, Brachina Assassin 10
  • (4) Chief Liquidators: Dogai Assassin 10
  • (12) Assassins: Dogai Assassin 6
2. Interrogation Unit
  • (1) Proctor: Erekia, Grand Inquisitor of Amaimon (30HD)
  • (2) Chief Inquisitors: Nilima (26HD)
  • (4) Inquisitors: Excruciarch Rogue 10
3. Aerial Reconnaisance
  • (3) Lieutenants: Erinyes Rogue 8
  • (36) Scouts: Erinyes
4. Bodyguards
  • (1) Champion: Turitel, the Mountain Cast Down. Malebranche Fighter 16
  • (12) Cortege of Turitel: Malebranche Fighter 10
  • (30) Aristosum: 18HD Bearded Devils

**

Epic Spells
Epic summonings use Cheiro's quadratic method of calculating CRs for multiple creatures; epic callings use the 'emulate greater planar binding' method, which is HD-based. Callings also incorporate the [Summon] and [Compel] seeds and additional factors.


Adamant Will
Transmutation

Spellcraft DC: 111
Components: V,S
Casting Time: 10 mins
Range: Personal
Target: You
Duration: 200 hours

Fortify (+17). Factors: +49 additional bonus (+98), increase duration (+18). Mitigating: extend casting (-20), personal (-2).

Shomei receives a +50 enhancement bonus to Will saving throws for 200 hours.


Apprehend
Divination

Spellcraft DC: 119
Components: V, S
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 20 minutes (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text

Reveal (+25), Ward (+14). Auditory and visual (+2), interplanar (+8), penetrate DvR1 (+50), penetrate mind blank (+14), +10 Save DC (+20), +10 OCL (+20). Mitigating: extend casting (-24), 3000xp.

Shomei creates a magical sensor which is difficult to detect. She can view a target creature or area at any distance and across planes. In the case of a locale, Shomei needs no familiarity with the area; if a creature is the target, Shomei need merely know its name. The sensor has full visual and audial acuity to 150ft., with the equivalent of a true seeing effect. The remote blocking ability of DvR1 deities and mind blank protections are inadequate to avert the scrying power of Apprehend; divinities of higher rank are not subject to scrutiny from the sensor. Epic spells designed to protect against observation which include the [Delude], [Ward] or [Conceal] seeds are entitled to an opposed Caster Level check.

If the spell fails to penetrate a target's SR, the target may not be viewed; Shomei is treated as a 48th-level caster for purposes of Apprehend. Regardless of whether SR is overcome, the target is entitled to a Will saving throw (DC60). Failure indicates that the creature is aware of the scrying attempt, and in the case of a successful Caster Level check from Shomei, may attempt to dispel the offending sensor.


Augment Spell Resistance
Transmutation

Spellcraft DC: 111
Components: V,S
Casting Time: 10 mins
Range: Personal
Target: You
Duration: 200 hours

Fortify (+17). Factors: +49 additional bonus (+98), increase duration (+18). Mitigating: extend casting (-20), personal (-2).

Shomei receives a +50 enhancement bonus to Spell Resistance for 200 hours.


Coerce Godling
Enchantment (Compulsion) [Mind-Affecting]

Spellcraft DC: 120
Components: XP
Casting Time: 1 swift action
Range: 75ft.
Target: 1 creature with 1 or fewer divine ranks
Saving Throw: Will negates
Spell Resistance: Yes

Compel (+19), Ward (+14). Factors: penetrate mind blank (+14), overcome DvR1 immunity (+50), swift, componentless (+32), +10 Save DC (+20), strict (+10). Mitigating: 3900xp

As an impulse, Shomei can dominate entities with 1 or fewer divine ranks for up to 20 hours. Mind blank is ineffective; targets receive a Will saving throw (DC60) to resist.


Engine of Will
Transmutation

Spellcraft DC: 120
Components: V,S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 20 hours

Fortify (+17). Factors: +49 additional bonus (+98), swift (+28). Mitigating: personal (-2), 1300xp.

As a swift action, Shomei invokes the Engine of Will. She receives a +50 enhancement bonus to Intelligence, superseding any existing augmentation. Her Intelligence increases to 102, and all checks and listed Save DCs which are Intelligence-based increase by +20.


Epic Mage Armor Variant
Conjuration (Creation) [Force]

Spellcraft DC: 118
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 1 week
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Armor (+14). Factors: +36 bonus (+72), + duration (+12), +10 OCL (+20).

Grants a +40 armor bonus. Attempts to dispel the epic mage armor treat Shomei as a 44th-level caster.


Gloom Stalkers
Conjuration (Calling)

Spellcraft DC: 117
Components: V,S
Casting Time: 10 mins
Range: 75ft.; see text
Targets: Four glooms
Duration: Instantaneous and up to 20 hrs; see text
Saving Throw: Will negates
Spell Resistance: Yes

Compel (+19), Summon (+14). Factors: emulate greater planar binding (+29), +82HD (+55), nonstandard type (+10), strict compulsion (+10). Mitigation: 10 mins casting (-20).

This spell calls four glooms from hiding; the glooms are entitled to a Will saving throw (DC54) to resist the effect. Conjured glooms remain for up to 20 hours, and follow instructions to the letter, typically being dispatched to eliminate a target which Shomei designates. At the conclusion of the spell, they return to the dark places from which they issued.


Infernal Paragons
Conjuration (Summoning) [Evil, Lawful]

Spellcraft DC: 125
Components: V,S
Casting Time: 1 standard action
Range: 75ft.
Effect: Two summoned paragon pit fiends
Duration: 20 rounds (D)
Saving Throw: None
Spell Resistance: No

Summon (+14). Factors: 2xCR35 (+96), 1 action (+20). Mitigation: Infernal specialty (-5)

This spell summons two infernal paragons from Nessus; the pit fiends attack Shomei's foes or perform other tasks as directed.

Paragon Pit Fiend
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+288+216 (648 hp)
Initiative: +27
Speed: 120 ft. (24 squares), fly 180 ft. (average)
Armor Class: 72 (-1 size, +16 Dex, +12 insight, +12 luck, +23 natural), touch 49, flat-footed 56
Base Attack/Grapple: +18/+68
Attack: Claw +63 melee (2d8+41)
Full Attack: 2 claws +63 melee (2d8+41) and 2 wings +61 melee (2d6+30) and bite +61 melee (4d6+30 plus poison plus disease) and tail slap +61 melee (2d8+30)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+58, fear aura, improved grab, spell-like abilities, summon devil
Special Qualities: Damage reduction 15/epic and good and silver, darkvision 60 ft., fast healing 20, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 60, telepathy 100 ft.
Saves: Fort +37, Ref +37, Will +38
Abilities: Str 52, Dex 42, Con 42, Int 41, Wis 41, Cha 41
Skills: Balance +28, Bluff +46, Climb +52, Concentration +47, Decipher Script +47, Diplomacy +27, Disguise +46 (+48 acting), Gather Information +46, Hide +43, Intimidate +48, Jump +58, Knowledge (arcana) +46, Knowledge (nature) +27, Knowledge (the planes) +46, Knowledge (religion) +46, Listen +46, Move Silently +47, Search +46, Sense Motive +46, Spellcraft +48 (scrolls +50), Spot +47, Survival +25 (+27 on other planes, +27 when tracking), Tumble +48
Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Superior Initiative, Quicken Spell-Like Ability (fireball)
Challenge Rating: 35

A paragon pit fiend’s natural weapons, as well as any weapons it wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): 2d8+58 points of damage with a successful grapple check.
Disease (Su): Bite. DC 48 Fortitude save or be infected with devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based and includes a +13 insight bonus.
Fear Aura (Su): 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 47 Will save or be affected as though by a fear spell (caster level 33rd). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based and includes a +13 insight bonus.
Improved Grab (Ex): To use this ability, the fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 48, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based and includes a +13 insight bonus.
Spell-Like Abilities: At will—blasphemy (DC 32), create undead, fireball (DC 28), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 34), persistent image (DC 30), power word stun, see invisibility, unholy aura (DC 33); 1/day—meteor swarm (DC 34). Caster level 33rd. The save DCs are Charisma-based.
Regeneration (Ex): Normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor.



Rapid Gloom Irruption
Conjuration (Summoning)

Spellcraft DC: 122
Components: 30d6 Backlash
Casting Time: 1 swift action
Range: 75ft.
Effect: Four summoned glooms
Duration: 1 round
Saving Throw: None
Spell Resistance: No

Summon (+14). Factors: 4xCR25 (+98), nonstandard type (+10), swift, componentless (+32). Mitigation: reduced duration (-2), 30d6 backlash.

As an impulse, four glooms appear instantly within 75ft., flanking and attacking a target which Shomei designates. Each gloom immediately takes a full round's worth of actions before vanishing.


Supreme Goetia
Conjuration (Calling) [Evil, Lawful]

Spellcraft DC: 125
Components: V,S,M,F,XP
Casting Time: 1 hour
Range: 75ft.; see text
Target: One Infernal magnate
Duration: Instantaneous; see text
Saving Throw: Will negates; see text
Spell Resistance: No

Compel (+19), Fortify (+17), Reveal (+19), Summon (+14), Ward (+14). Factors: emulate greater planar binding (+29), +30HD (+20), extraplanar [Reveal] (+8), penetrate mind blank (+14), +10 Save DC (+20), +10 opposed CL (+20), flexible (+10). Mitigating: increase casting time (-24), diagram (-10), specialty (-5), 3000xp.

This spell calls one powerful Infernal magnate of Shomei's choosing using a thaumaturgic diagram designed for the purpose. The diagram is fashioned with a fabricate spell, before being fixed with a magic circle and dimensional anchor as normal.

Any Arch-Devil, Prosecutor, Antagonist or other unique named devil up to 48HD is potentially subject to this spell. The called fiend is held in the diagram until it agrees to perform services in return for its freedom. If it is protected by a mind blank, that protection is suspended for the purpose of Supreme Goetia; if it is protected by epic spells which incorporate the [Conceal], [Delude] or [Ward] seeds, Shomei is entitled to an opposed caster level check in order to overcome such protection: her effective Caster Level is 48 for this purpose.

The target creature is allowed a Will saving throw (DC64). If the saving throw succeeds, the Infernal magnate resists the spell. If the saving throw fails, it is immediately drawn to the trap (spell resistance does not keep it from being called). It can escape from the trap with a successful Charisma check (DC 56). If it breaks loose, it can flee or attack Shomei. Trapped fiends are held indefinitely; they may only be released upon agreeing to the services demanded. Shomei determines the conditions of the compact.

Material Component: Diagram inlayed with consecrated silver (25,000gp)
Focus: Hazel Rod.


**


Shomei's Cohorts
Shomei has three infernal cohorts: Ugales (CR19), Ambolin (CR18) and Barqu (CR16). All are unique devils.
 
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Justin

Explorer
Wow, talk about a she-devil! :p (Hmm, would that make Koilimilou a sidhe-devil? :D What ever happened to her?)

I've been intrigued by Glooms ever since Shomei sent a couple to whack Graz'zt way back. Where do they come from in your campaign? They're just monstrous humanoids in the SRD, so I'm just curious how you've worked them into your cosmologies.

Thanks,
Justin

(Oh, Koi would've been a sidhe-demon. Just doesn't have the same ring to it.)
 
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Holy moley! Shomei always was my favorite along with nwm and now she just went to the #1 spot! Amazing! Especially since she also has a Sho and a Mei running around as well somewhere exploring alternative futures for her haha.

Amazing XD.
 


Siuis

Explorer
Eadric, Mostin, Shomei... Mostin... Shomei... Shomei again...

I think I have drool in my keyboard.

*

Sep, I cannot but marvel at how Elegant your spellcasters are.

There is a semblance of actual care for the function and the art of what they do which I have not found anywhere else. Shoring up possible weaknesses, noticinig and correcting inconsistencies, and more to the point, transcending the game engine's limits from within the engine itself; I am standing in awe of it all. Like so many others here, there is just nothing I can bother asking about anymore, as you will post something infinitely better than had you taken my request in any case.

Now to go and try to find Ghom referenced somewhere...
 

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