Immortals Handbook Epic Bestiary (now available)


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Ok...on the premise that both parents of the maskim + malakim offspring want the child and were more than willing and able to sacrifice themselves to ensure it would in herit both of their full abilities...would it be possible...if they sacrificed themselves...or would such a sacrifice even be necessary? the most important question though...is it possible for a such a creature to exist.
 

Hey all! :)

I suspect the email would have went to the address via which you pre-ordered Ascension...your paypal email for instance.

...and thanks for the emails of support. Much appreciated. ;)

dante58701 said:
Ok...on the premise that both parents of the maskim + malakim offspring want the child and were more than willing and able to sacrifice themselves to ensure it would in herit both of their full abilities...would it be possible...if they sacrificed themselves...or would such a sacrifice even be necessary? the most important question though...is it possible for a such a creature to exist.

Such a child would be born a quasi-deity, the two parents only have to sacrifice some quintessence they don't have to give up any divine power.

It would not have all the abilities of both parents, in fact it may not necessarily have any of its parents abilities. You'll get to see how it all works out in Ascension. ;)
 

Hey U_K! :)

I suspect the email would have went to the address via which you pre-ordered Ascension...your paypal email for instance.

...and thanks for the emails of support. Much appreciated.

That could explain the problem but I didn't see anything on my wife's e-mail.

It's not as though you don't have plenty to do at this point, but I would greatly appreciate if you could send it as a reply to my e-mail of this morning.

Sorry to be a pain! ;)
 



I found this at Umbrasa Gravelands...whats ur take on it...and how would it fit into your cosmology?


Golden Hind
Large Outsider
Hit Dice: 34d8+340 (493 hp)
Initiative: +24 (+16 Dexterity, +8 Superior Initiative)
Speed: 120 ft.
Armor Class: 50 (-1 size, +16 Dexterity, +25 natural), touch 25, flat-footed 34
Base Attack/Grapple: +41/+46
Attack: +5 composite longbow (+8 Str bonus) +50 ranged (2d6+13 plus poison) or gore +41 melee (2d8+8 plus poison) or 2 hooves +41 melee (2d8+8)
Full Attack: +5 composite longbow (+8 Str bonus) +50 ranged (2d6+13 plus poison) or gore +41 melee (2d8+8 plus poison) and 2 hooves +36 melee (2d8+8)
Face/Reach: 10 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Divine resistance, evasion, swift tracker, favored enemy (deities), endless stamina, trackless step, damage reduction 10/epic, nature’s affinity, regeneration 10
Saves: Fort +29, Ref +35, Will +28
Abilities: Str 27, Dex 42, Con 31, Int 28, Wis 28, Cha 30
Skills: Balance +35, Bluff +15, Concentration +29, Craft +25, Handle Animal +37, Heal +33, Hide +32, Jump +36, Knowledge (geography) +35, Knowledge (nature) +37, Knowledge (religion) +30, Listen +35, Move Silently +37, Perform (sing) +20, Search +36, Sense Motive +16, Spot +36, Survival +36, and Swim +37, Tumble +32.
Feats: Dodge, Far Shot, Improved Initiative, Improved Precise Shot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, Stealthy, Track
Epic Feats: Blinding Speed, Superior Initiative
Environment: Any woodland or forest
Organization: Solitary
Challenge Rating: 42
Treasure: Standard plus +5 composite longbow
Alignment: Always neutral
Advancement: 35-44 (Large)
Level Adjustment: ---

Kensho closes his eyes as he concentrates on hearing whatever has given him the feeling of being followed, listening for the faintest indication of a threat. He didn’t know how long it’s been tailing the group, but it’s definitely there. As his superb hearing picks up the tiniest sound, he hears the faint sound of a bow being drawn back in the distance. He screams for everyone to find cover, diving to push Silvius, his wizard friend and fellow hero-deity behind the remains of a great fallen tree, but it was too late. The arrow slid cleanly between Silvius’ ribs and emerged partially out of his back. As Benedict flips him over to snap the arrowhead and desperately attempt to save his transfixed friend, Kensho peeks over the log to identify the assailant only to see another arrow flying towards his skull. Kensho’s training at the temple definitely paid off as he darts under the giant log, narrowly avoiding having his cranium pierced.

“Why are you attacking us?! What could have we probably done to warrant such malice?” Kensho shouts.

A voice seemingly too beautiful and melodic to have such malevolence behind it answers, “I did not intend to kill the wizard, monk. But he moved into my line of fire. All I want is the cleric, for his masters are the ones who hunted my kind to extinction! Leave him and the rest of you may go in peace!”

“Of course we won’t accept those terms!” Kensho replies angrily.

Benedict seemed to be somewhat relieved at the sound of your reply as he works frantically to close Silvius’ wound. “Kensho,” Benedict calls out, “something is wrong. Silvius’ powers should have healed his wound almost immediately, yet he is mortally wounded. Not only that but this strange golden substance is resisting my healing magics, it’s almost as if...” Benedict hesitates.

“As if what?!” Kensho demands.

“As if his spark is… gone. As if it… destroys divinity.” Benedict replies meekly.

“What do you mean…gone? You don’t think this thing can take away our power?” a befuddled Tragg asks weakly, a tone unbecoming for the former second-in-command of the 5th Phalanx of Heaven.

“Yes.”, replies Benedict, “And I think its using poison to do so. This golden liquid is unfamiliar to me, but seems to be the catalyst for this most blasphemous ailment. Kensho, we have to take this… creature down. We don’t know where it is but if we retreat now it’ll just pick us off one by one.”

“Fo’ once I agree with the choirboy, we have to take this monster down fast and hard. I’ll tear out its pansy-ass guts and use ‘em fo’ a pillow!” Tragg bellows.

“Quiet!” Kensho commands, “I think I just saw whatever is attacking us. It looks like a centaur with golden antlers. It’s coming this way, and it’s fast! We’re not prepared for this! Gate us out! Now!”

This fabulous creature is a shining beacon of perfection. Its face is the epitome of beauty itself, its voice the very essence of music. Amber eyes brimming with malice and sorrow arrest your attention. Golden-brown skin with gold flecks sprinkled across its flesh covers the cervid portion of its body, while golden scales so fine that they are indistinguishable from skin cover its perfectly muscled humanoid half. Golden-brown hair and 10-point golden antlers complete its deer-like appearance.

Hinds roam ancient forests far removed from civilization, protecting the forest and the creatures living within with its formidable archery and melee prowess. However, their seclusion does not mean that they know nothing of the outside world. In ages past, before the current pantheons came into power, hinds roamed freely across the planar forests. However, such freedom was not to last. When an evil deity discovered that the blood of a hind could kill a god, he immediately slew his rival, a prominent goddess of light. Outraged, the various gods of good and order came together to divest the evil one of his power. Not one to be humbled by such sniveling weaklings, the foul one called forth his fellow evil deities and abominations to march on the gates of heaven. This act sparked divine war with the side of good losing, succumbing to the power of the hind’s blood. With heavy hearts, the forces of good resolved to destroy the hinds so that their blood could never be used for such evil purposes again.

The hinds, staying as neutral as possible but not ignorant of the situation, banded together against the gods and their servants. Fierce warriors when provoked, the hinds slew many godlings and finished off a few deities using their knowledge of forests and guerilla tactics to even the playing field. However, even their valiant effort could not match the power of the gods, and the hinds were nearly hunted to extinction. Facing imminent annihilation, the remaining hinds fled to the far corners of the multiverse. Even as they fled, the gods still pursued them, either for their blood or to slaughter them. After all was said and done and the gods destroyed themselves, only a handful remained, the injustice and atrocities they suffered at the hands of the gods forever seared into memory. Having lost everything they’d ever known, the survivors withdrew into forests primeval, the knowledge of their existence fading into eternity.

Combat
Given their history, to say that hinds are untrusting of deities and their servants is an understatement. If such a creature enters a hind’s forest all he can expect is a volley of poisoned arrows and a swift death. However, a hind is at heart a kind and gentle creature and will allow those with no divine connection to pass unmolested if they sacrifice those that channel divine power, should such a being accompany them, even going so far as to offer healing and succor if the rest are injured. Those who refuse can expect the same fate described above.

Hinds generally observe foreign creatures from hiding, tailing them as long as necessary to discern their true motives and intentions. Those that harm the forest or its inhabitants willfully and maliciously are not long for this world. Druids, rangers, and other adventurers hunting for sustenance are not harmed, as this is the way of nature, but the hind greatly prefers that visitors maintain a vegetarian diet.

All hinds speak Sylvan, Druidic, Celestial, Infernal, and Abyssal.

A hind’s natural weapons and any weapons it wields are treated as epic for the purpose of overcoming damage reduction.

Endless Stamina (Ex): A golden hind never needs to make Constitution checks to continue running or to avoid nonlethal damage from a forced march, or Fortitude saves made to avoid nonlethal damage from hot or cold environments. In addition, the hind can last a week before suffering the penalties of starvation and thirst.

Divine Resistance (Ex): Due to their history of conflict with the pantheons of old, hinds have developed a resistance to the attacks of deities and their servants, their animosity so powerful it actually manifests as a metaphysical force to ward against divine power. Against gods, a hind has resistance based on divine rank (refer to Table 1-1 Divine Resistance) to any attacks drawing on divine power; versus mortal servants, the hind’s opponent must succeed on a Will save (DC = 10 + ½ hind’s hit dice + hind’s Cha modifier) or their attack fizzles out, as their devotion falters in the face of the hind’s contempt for the gods. Even on a success, the attack is still subject to the divine resistance 20. This resistance has no effect on abilities not directed at the hind itself.

Table 1-1 Divine Resistance
Divine Rank Divine Resistance
Mortal 100 (20*)
Quasi-deity 20
Demigods 15
Lesser 10
Intermediate 5
Greater -
Over-deity -

*Only on a successful Will save

Evasion (Ex): A hind can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the hind instead takes no damage. A helpless hind does not gain the benefit of evasion.

Swift Tracker (Ex): A hind can move at its normal speed while following tracks without taking the normal -5 penalty. A hind takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Favored Enemy (Ex): A hind gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and a +2 bonus on weapon damage rolls against deities.

Poison (Ex): The hind coats its arrows with its own poisonous blood.

Poison Type Initial Secondary Price DC to Create
Hind’s Blood Injury DC 50 2d8 Con 4d8 Con 2,500,000 gp N/A

Arguably the deadliest substance in the multiverse, hind’s blood is valued enormously among the handful of assassins and poisoncrafters across the planes that know of its existence. The truth behind its coveted status is its ability to bypass the resistances of creatures normally immune to poison; fiends, undead, even deities are subject to this effect. Deities of lesser status or below are treated no different from mortals; while those of intermediate or higher rank add their divine rank (or cosmic rank, in the case of cosmic entities) to their Fort save. Quasi-deities who fail their save against this poison, in addition to taking damage, have their divine spark snuffed out. Such unfortunates lose all traits and powers associated with godhood, but their divinity may be bestowed upon them again, as per normal.

Unfortunately for those who wish to utilize this poison to usurp the reins of power, they must first contend with the hind. This is no small feat, since the creature coats its arrows and antlers with its own blood. Hind's blood can only be taken from a still-living hind, any other method results in the substance being completely useless. Naturally this means the beast must first be subdued, a task no one who has lived in the era since the current pantheons came into power has been able to accomplish.

Nature’s Affinity (Su): No natural, nonevil creature, sylvan creature, or fey will willingly harm a hind. Evil creatures possessing less hit dice than the hind or creatures dominated by an evil creature possessing less hit dice than the hind must make a Will save (DC = 10 + ½ hind’s hit dice + hind’s Cha modifier) or stand transfixed in awe of the hind’s radiant beauty for a number of rounds equal to the hind’s Charisma modifier. Awed creatures cannot take any actions other than defending themselves. However, the awe immediately ends if the hind makes any hostile action towards the subject. In addition, hinds are immune to the spell-like abilities of fey.

Second, a hind may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect it.

Also, the hind gains the benefit of the Track Feat automatically, it need not select it.

Trackless Step (Ex): A hind leaves no trail in natural surroundings and cannot be tracked. It may choose to leave a trail if so desired.

Venom Immunity (Ex): A hind’s own blood is much more virulent than other mundane poisons and utterly annihilates any foreign toxins entering its body. As a result, a hind is completely immune to all poisons and venoms.

Spell-like Abilities: At will – entangle, remove disease, water walk, wood shape; 3/day – ironwood, snare, summon nature’s ally IV; 1/day – greater magic fang. Caster level 25th.

Regeneration (Ex): A hind’s regeneration can only be overcome by weapons that have never been touched by a deity (to include the creation of its base ore).
 

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