Khorvanis, the Omega Watch

Belzamus

First Post
Didn't want to derail Paradox's thread, so starting a new one.

Khorvanis is the most powerful immortal I've yet to (and very likely will) stat.

Note that K. uses my Immortals Metamagic abilities.

Any Transcendental Abilities in excess of those allotted by his template have added a flat +36 to his ECL.

His 3 swords are a total estimation on my part. I haven't a clue what their actual "+ value" is, they seem relatively appropriate, and as the easily most powerful entity in my setting, I'm not terribly concerned.

I know he should be at least Titanic, but he's Medium. Crucify me.

He uses the Damage Reduction progression my group uses (HD * Cosmic Firmament Modifier)



Avinion, the Eternal One, is in fact one of three dissociative identities of the Almighty, though he is doubly more powerful than his brothers, Esmeirith and Ba'auth'aal.

However, sitting upon the Throne Beyond Eternity, Avinion, who is Steward of All Times in wake of the Almighty's mind-breaking, Schismatic suicide, has not the gift to create. He rules in impotence over a diminishing Creation shackled by an imperfectly-formed Eternity, one which is hounded on all sides by the void of Oblivion. As Time hurtles ever-more quickly into the abyss, into its own final destruction, Avinion must watch helplessly, unable to intervene lest he rupture the fragile cosmic balance that permits this last legacy of the Almighty to exist, even if ephemerally.

Avinion knows that Creation's struggle against the void is doomed to failure, and knows that when the war is finally lost, that he will live on undying in nothingness, and that he, like his father before him, will take his own life rather than face what is to come.

And yet, he will not permit any to hasten its already-perilous descent. Should a threat arise sufficient to grant Immortal Darkness its utter victory, Avinion will dispatch his emissary, Khorvanis, to rectify the situation.

Khorvanis is the Omega Watch, something a son or avatar to Avinion, a separate, dissociated being empowered directly by the Eternal One to intercede where he cannot. Khorvanis is the Judge of Time's End, the Executor of Eternity's Will. Only something as catastrophic as the immanent, irreversible destruction of the known universe would be justification enough for him to intercede in Time. And, as such, he is also titled "the Sword That Has Never Been Drawn".

Khorvanis exists at the very pinnacle of the Argent Peak of Creation, with one (spiritual) foot in the Akasha whilst his other is planted firmly within Time. He constantly wards Creation against extra-cosmic threats, such that they are never permitted to enter the body of the demiurge. His power rivals that of Time Lords of other universes, and even the mightiest inter-dimensional anomalies fall effortlessly before his three Swords of Judgment.

Khorvanis also guards the Gates of Eternity, which open unto the Akasha, whence Avinion rests. Not even the oldest, mightiest Immortals and Sidereals have ever held knowledge of Khorvanis' existence. As a silent watcher, he has protected them from threats which, for all their glorious divinity, could see them all annihilated in an instant if the dimensional barriers were to be breached.

Never interceding in the internecine pantheonic wars descending from the Schism of old, Khorvanis lacks his father's impulse towards despair. He is unphased by the eventual doom of time, resolute in his duty to see his charge through. Where Avinion grieves for all which has befallen, and all that which shall, in sorrow, yet befall, Khorvanis stands undaunted, the champion of an entire existence.

Opponents (such as rival Time Lords, the greatest, the most impudent Umbrals, or Nehaschismic Dragons) daring to engage Khorvanis in combat will instantly be assaulted with an impossible barrage of attacks from his Swords of Judgment, staccatos of planet-sundering spells via his Alter Reality ability, and the ineffable doom of his awesome Astral Effect.
 
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Belzamus

First Post
What stands before you, it is of…ALMIGHTY bearing. Barely taller than a man, the figure has prismatic, shifting, ethereal skin. Its eyes are gems of infinite facets that gleam with colors you cannot even name. It wears the robes of the highest judge, diaphanous garments that absorb and reflect light of all hues. Its smoky wings extend into the very firmament, engulfing the whole of the sky. In the ground before it are planted three swords of silvery light, one fading, one steadfast, and one blindingly brilliant. The entire plane on which you stand is struck silent, rapt, for Khorvanis, the Intercessor, the Omega Watch who stands the very Gates of Eternity, has come to pass judgment.

Khorvanis

The Intercessor, Executor of Eternity’s Will, the Omega Watch, the Sword That Has Never Been Drawn

Stage II Demiurge
Medium Outsider (Extra-Planar)

Hit Dice: 480d1000 +141,600 x32 (19,891,200 hp)
Initiative: +399 (+295 Dexterity, +96 Divine +8 Superior Initiative), Always Acts First
Speed: Superluminal

Armor Class: 1,207 (+295 Deflection +295 Dexterity +295 Dodge +96 Divine +96 Luck +120 Natural)
Flat-Footed: 912 Touch: 1,087

Space/Reach: 5 ft. /Infinite
Base Attack/Grapple: +480/+1,166

Attack:

Forever’s Lament (192 attacks) 10d1000 +51,920 +50 Permanent Ability Damage 10-20/x10

Yesterday’s Horizon (192 attacks) 10d1000 +51,920 +10 Divine Rank Annihilation 10-20/x10

Tomorrow’s Eclipse (192 attacks) 10d1000 +51,920 +50 Hit Dice Annihilation 10-20/x10

Special Abilities: Alter Reality (180th Level Spells), Divine Aura (156,800 ft.), Immortality, Immunity to Natural and Supernatural Effects, Interdimensional (50%), SR 586

Special Qualities: Divine Bonus (+96), DR 15,000/--, Integrated Class Features (Fighter)

Saves: Fort +928 Ref +928 Will +928
Abilities: Str 600 Dex 600 Con 600 Int 600 Wis 600 Cha 600

Skills: Omnicompetent, all skills= 579+Relevant Ability Modifier

Feats: Alertness, Bounding Assault, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Greater Two Weapon Fighting, Improved Bull Rush, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Iron Will, Leap Attack, Lightning Reflexes, Melee Weapon Mastery, Mobility, Power Attack, Quick Draw, Rapid Blitz, Slashing Fury, Spring Attack, Two Weapon Fighting, Weapon Supremacy, Whirlwind Attack

Epic Feats: Combat Mastery, Dire Charge, Double Standards, Epic Fortitude, Epic Reflexes, Epic Will, Greater Sunder, Great Smiting, Greater Three Weapon Fighting, Heavy Fortification, Improved Combat Expertise, Improved Combat Reflexes, Improved Dodge, Improved Power Attack, Improved Three Weapon Fighting, Improved Whirlwind Attack, Light Eradication, Light Fortification, Moderate Fortification, Perfect Three Weapon Fighting, Perfect Two Weapon Fighting, Power Attack Mastery, Perfect Cleave, Preemptive Strike, Sixth Sense, Shadow Strike, Spellcasting Harrier, Superior Cleave, Superior Initiative, Superior Three Weapon Fighting, Superior Two Weapon Fighting, Superior Whirlwind Attack, Supreme Dodge, Three Weapon Fighting, Three Weapon Mastery, Timely Dodge, Two Weapon mastery, Uncanny Power Attack, Uncanny Two Weapon Fighting, Weapon Abatement

Divine Abilities: Apport, Enlarge Aura, Heavenly Body, Heavenly Mind, Heavenly Soul, Heavenly Spirit, Moderate Eradication, Perfect Disarm, Perfect Initiative, Perfect Sunder, Perfect Trip, Perfect Weapon Focus, Perfect Weapon Specialization, Spell Abatement (10), Spell Absorption (10), Spell Reflection, Superior Combat Expertise, Superior Power Attack, Superior Smiting, Sure-Footed, Sure-Handed, Sure-Minded, True Seeing, True Strike, Uncanny Cleave, Uncanny Dodge, Uncanny Whirlwind Attack, Uncanny Weapon Focus, Uncanny Weapon Specialization

Cosmic Abilities: Alter Reality, Apostasy, Cogency, Cosmic Consciousness, Cosmic Firmament, Heavy Eradication, Numinous, Perfect Charisma, Perfect Constitution, Perfect Dexterity, Perfect Intelligence, Perfect Smiting, Perfect Strength, Perfect Wisdom, Slipstream, Spell Amplification, Time Dilation, Uncanny Smiting, Unearthly Combat Expertise, Unearthly Power Attack, Unearthly Weapon Focus, Unearthly Weapon Specialization

Transcendental Abilities: Astral Effect (6), Dead Zone, Perfect Defense, Rectify, Transcorporeal, Transversal, Utter Eye, Ultimate Power Attack, Ultimate Weapon Focus, Ultimate Weapon Specialization, Unreal,

Metamagic Abilities: Annihilating Spell, Automatic Metamagic Capacity (171), Cataclysmic Spell, Devastating Spell, Dire Spell, Dolorous Spell, Doomsday Spell, Empower Spell, Energy Admixture (4), Energy Substitution (4), Enlarge Spell, Heighten Spell, Masterful Spell, Maximize Spell, Metamagic Freedom, Prodigious Spell, Quicken Spell, Quintessential Spell, Repeat Spell, Resonating Spell, Split Ray, Surpassing Spell, Theurgic Spell, Telluric Spell, Transient Spell, Twin Spell, Ultima Spell, Widen Spell

Alignment: Beyond Alignment
Environment: The Crystalline Eyrie of the Akasha
ECL: 1,449
CR: 966
Possessions:

The Three Swords of Judgment

Khorvanis tri-wields these three almighty swords. They appear as little more than rings of light orbiting his form. They have a base damage of 10d1000 damage and threaten a critical on a 10-20, dealing x10 damage. Khorvanis’ number of attacks doubles when he wields all three together. They deal an extra 1d1000 damage for every Divine Rank possessed by the target and quadruple damage to anything with a non-neutral alignment.

Forever’s Lament

The first of Khorvanis’ three swords of light, Forever’s Lament strikes with the sorrow of what shall always be. It deals 5 points of Permanent Damage to each of the target’s ability scores with each strike.

Yesterday’s Horizon

The second of Khorvanis’ three swords of light, Yesterday’s Horizon strikes with the glory of what once was. It annihilates a single Divine Rank from the target with each strike.

Tomorrow’s Eclipse

The third of Khorvanis’ three swords of light, Tomorrow’s Eclipse strikes with the implacability of what is to come. It annihilates 5 of the target’s Hit Dice with each strike.

Combat

Khorvanis has infinite reach and perceives the entirety of the dimension in which he currently exists.

Khorvanis may make a Full Attack against everyone he can perceive as a Full Attack Action. He receives an additional attack against everyone he can perceive every time he drops an opponent. Every attack he makes counts as a Disarm, Sunder, and Trip Attack; he Sunders for triple damage.

Khorvanis Power Attacks at an 8:1 ratio and may Power Attack for a total of 480 points. He Power Attacks at a 16:1 ratio on a charge, on which he receives a Full Attack. All damage he deals is multiplied by his Critical Multiplier (x10). Khorvanis never misses. He uses Combat Experitse at a 4:1 ratio.

Khorvanis may use Alter Reality to duplicate the effect of any spell of 180th level or below or an Epic Spell with a DC of 874 or lower. He may freely apply any of his Metamagic feats to these spells. These effects have a DC of 497+Spell Level

Khorvanis’ spells have no cap and deal use d100s in the place of any variable numeric effect. All Khrovanis’s damage from spells is considered Divine Damage (Thus, a basic Fireball cast by Khorvanis deals 480d100 Divine Damage.)

Khorvanis maximizes all die rolls, while all his opponents minimize theirs.

Khorvanis cannot be hit by any effect requiring an Attack Roll.

Khorvanis is immune to damage from all weapons (save Cataclysm).

Khorvanis is immune to the effects of any spell (save the Convocation of the Elder Lords)

Khorvanis is surrounded by a 156,800 ft. Dead Magic Zone which does not impede him.

Any opponent Khorvanis slays with his Astral Effect is erased from having ever existing.

Khorvanis is immune to time-based attacks and acts twice in every given round.

Khorvanis absorbs any spell cast at him, and is able to release it as a Free Action, amplified by his Automatic Metamagic.

Astral Effect: Khorvanis’ Astral Effect checks 4 times each time a target is struck



  • Beam: 19,600 ft. Ranged Touch, 25% chance for annihilation
  • Blast: 19,600 ft. Range, 1,225 ft. burst, 12.5% chance for annihilation, a Reflex Save (DC 726) halves the percentage.
  • Blood: 5% chance for annihilation when struck in melee, a Reflex Save (DC 726) halves the percentage.
  • Breath: 1,225 ft. Cone or 4,900 ft. Line, 25% chance for annihilation, a
  • Reflex Save (DC 726) halves the percentage.
  • Hand: Melee Touch, 50% chance for annihilation
  • Immolation: 156,800 ft. Burst, 50% chance for annihilation, a Reflex Save (DC 726) halves the percentage.
  • Storm: 5% chance for annihilation each round, 156,800 ft. Emanation, a Reflex Save (DC 726) halves the percentage.
  • Strike: 5% chance for annihilation on each melee strike
  • Wrath: 1,225 ft. Gaze, 12.5% chance for annihilation, a Will Save (DC 726) halves the percentage.
 
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Howdy Belzamus mate! :)

Just wanted to say awesome stuff. I'll post more thoughts on it in a day or so (last night tonight of work this week). I can't help thinking to myself a 4th Edition version would be even better. ;)
 

Wow, that's powerful... what kind of monsters does this guy face? Seems like he would take down a nehaschimic dragon in one round. You mentioned Umbrals ... they get up to Eternal level? The Epic Bestiary (IIRC) mentioned them appearing when an Immortal dies; so I had assumed they were Immortal type power. Or do they appear when Sidereals & Eternals die, too?

I really like the three swords, cool names and cool imagery with the rings of light thing.

And all the titles are awesome, makes him sound like an actual mythological figure...

{nitpicks} Shouldn't it be "Astro Effect" not "Astral Effect"?

Why do the swords do +10 Divine Ranks, +50 permanent ability damage, etc. in the statblock, but 1/10 of that (1 Divine Rank, 5 permanent ability damage, etc.) in their descriptions?

EDIT: Never mind, this is probably because of "All damage he deals is multiplied by his Critical Multiplier (x10). " {/nitpicks}

What Divine/Cosmic/Transcendental Ability gives him the no-spell-caps/d100 spell damage thing? That's pretty scary ... a 480d100 basic Fireball is bad enough, and metamagic'd up ... I can see where he gets "planet-sundering spells" from.


Who is this Avinion? Is he meant to be MORE powerful than Khorvanis???
 
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Belzamus

First Post
Wow, that's powerful... what kind of monsters does this guy face? Seems like he would take down a nehaschimic dragon in one round. You mentioned Umbrals ... they get up to Eternal level? The Epic Bestiary (IIRC) mentioned them appearing when an Immortal dies; so I had assumed they were Immortal type power. Or do they appear when Sidereals & Eternals die, too?

I really like the three swords, cool names and cool imagery with the rings of light thing.

And all the titles are awesome, makes him sound like an actual mythological figure...

{nitpicks} Shouldn't it be "Astro Effect" not "Astral Effect"?

Why do the swords do +10 Divine Ranks, +50 permanent ability damage, etc. in the statblock, but 1/10 of that (1 Divine Rank, 5 permanent ability damage, etc.) in their descriptions?

EDIT: Never mind, this is probably because of "All damage he deals is multiplied by his Critical Multiplier (x10). " {/nitpicks}

What Divine/Cosmic/Transcendental Ability gives him the no-spell-caps/d100 spell damage thing? That's pretty scary ... a 480d100 basic Fireball is bad enough, and metamagic'd up ... I can see where he gets "planet-sundering spells" from.


Who is this Avinion? Is he meant to be MORE powerful than Khorvanis???

Let's see...

Canonically, he's never actually fought anything (lol), I was just brainstorming things that might nab his attention. (Hard to come up with, I admit. :p) I thought the idea of an Eternal-level Umbral would be interesting, considering how my Time Lord (Avinion) is contemplating suicide.

Thanks about the swords, they're my favorite part of him too.

And yes, it should be Astro, I just like the sound of Astral better. (Unless someone's already come up with an Astral Effect...?)

Honestly, I'm not sure his swords' bonus damage should be multiplied by x10, it's a little absurd. Dropping it down would be a lot less game-breaking (yes, even at this level.) Ultimate Weapon Specialization is just worded so poorly, it gives no insight into what does and doesn't get multiplied. Still, I think a reduction might be in line.

As for he metamagic, all the abilities are in my Immortals Metamagic thread... here /url]. Doomsday Spell raises (a Trans) the die-size to d100s and Surpassing Spell (a Cosmic) removes the cap. Of course, I don't allow Empower to stack anymore, since it gets ludicrously out of hand. Still, his spell damage is (in a lot of cases) worse than his melee damage. (Twinned, 4xAdmixed, Split-Ray'd, Empowered Polar Ray whose base damage is 480d100.)

I'm honestly not sure he still needs Metamagic Freedom, since Resonating Spell increases his spells' area to his Divine Aura (who needs Widen?) and Empower no longer stacks. Extend is the only other one that works, I believe, which isn't all that big of a deal at this level.

Oh, and Avinion is the Time Lord, and his stats are actually quite boring, in all honestly. He just has 3 Omnifics, a handful a Trans's, and a small smattering of only the most essential Divines (Perfect Initiative, etc...). His whole write-up, minus flavor, is noly about a page and a half long. Plus, even Khorvanis would have a tough time effecting him in any way, Time Lord's are so far above even the mightiest Demiurge, they really almost ought to remain statless, I think.

Thanks for the feedback, Khisanth. Much appreciated, :)
 

paradox42

First Post
I'll chime in here with an observation that Khorvanis here is actually the first-ever Eternal-level NPC we've ever seen, unless one counts the Mortiverse (and that was statted up as a monster so doesn't properly count). Even if the higher being's stats are boring, it could be interesting to compare the two. Khorvanis is meticulously done and has a flavorful description and context; I for one am intrigued about what else you have at his level or above him.

Even if I can't use him directly due to my game Reality being very different in actual statwise rules, who's to say I won't do something in another Reality someday? :) Also, my PCs are presently hoping to be able to get some Eternal help against their Demiurge when it finally wakes up, since it's increasingly clear that even their First Ones are badly outclassed (partly by their own habits and hands, but that's another story), so perhaps having an idea what an actual Time Lord can do will be useful.
 

Belzamus

First Post
*dramatic sigh* Fine, Paradox, if you insist.

There was stillness in the Eternal Void, and it was named Immortal Darkness; higher than Light, older than Time, wiser than Truth. And above the Void, was the True. The Almighty, the Lord of All and Nothing who sat upon the Throne Beyond Eternity. First Creator. Artist in the Rift of Dreams; Time his canvas, Truth his brush, and Highest Light his prismatic paint. For ages uncounted, he wove tapestries of glory and resplendence, filling the Void with the wonders of Light constrained in Time, exalted by Truth. With but a single, masterful stroke, he wrought the Argent Pinnacle of Creation from nothingness, a monument to His splendor.

But Immortal Darkness was first; old as the Almighty Himself and loathe to yield its dominions to Creation. Swirling in defiant vortices of black, abyssal waters, it rose up in ire, an ebon tide of nonexistence crashing against the Throne Beyond Eternity.

And the Almighty despaired.

As waves of entropy and annihilation engulfed his Argent Pinnacle, the Almighty raged at His impotence, at the impossibility of this defiance. Yet, He, embodying all things and none, in part emphasized with the serene nothingness of Immortal Darkness, of its transcendent stillness, and could not bring Himself to cast it away.

Forces raged within Him, elemental ideals of Abominable Splendor and Splendorous Abomination dividing from His supreme consciousness, of Perfected Imperfection ravaging His mind in Schism.

Thus, He broke, self-annihilating in the very birth of Time. From that part of Him which loved the Light and all its innumerable joys arose Esmeirith, Judge of all that stirred in darkness, unyielding sentinel of Highest Light. And from that part of Him which saw beauty in the Void rose forth Ba’auth’aal, wrathful hoarder of its serenity, who desired to tear down the Argent Pinnacle, to rend apart the Three Precepts of Light, Time, and Truth.

And from that which remained, of His temperance, His wisdom, His grace and lordliness, came, in grief, Avinion, their Highest Brother, left to sit upon a Throne too grand for him to ever hope to fill, coronated with a Crown of Broken Wonders, unequal to the doom of Time.

For it was all incomplete, a shell of perfection withering from within. Grain by existential grain, the roots of the Pinnacle tumbled back into the abyss as Immortal Darkness ever gnawed at Creation from all sides. Time became a prison for Eternity, stretching it perilously thin, feeding it into the vacuum of nonexistence to extort Light and Truth for fleeting aeons.
And Avinion knows this all. Rendered impotent by a duty that broke the Almighty Himself in the full height of his awesome glory, he is devoured by grief, shedding solar tears into the firmament as each moment passes, never to be renewed.

For Avinion cannot Create. His hands are numb and unskilled, weighed down by sorrow and ravage, sufficient only to destroy.
And destruction is what he loathes most. For, indirectly, he is bound to the Argent Pinnacle. Trapped within the prison of time, yet undying, he ever beholds the end of all, the return to cold, unchanging oblivion, to the Black Eternity and the undying reign of Immortal Darkness. A fate bereft of gods or stars, of Highest Light and all its splendors.

Consigned to rule over a cosmic wasteland, from an empty throne, empowered by a broken crown, Avinion knows that he will fall to the same devouring despair that saw the end of the Almighty. He will take his own life and blast Immortal Darkness with such searing guilt and glory that it will reel in mute, surpassing agony for all its timeless reign.

Broken by the doom that awaits him, that awaits All Creation, Avinion is a helpless god, too consumed by wretchedness to even defend himself against any extra-cosmic predators that might drift into the dead body of the demiurge. He is warded by Khorvanis, a dissociated preservation-aspect of phenomenal cosmic power who serves to guard the Time Lord, battling anomalies and rival Time Lords. And yet, the two have never exchanged so much as a single word. Avinion is closed to all, living in a microcosm of anguish and despair.

An Eternal, waiting for his universe to die.
 

Belzamus

First Post
You stand atop the uttermost Pinnacle, a singularity of existence, where all dimensions overlap, the wellspring of dreams which ever flows into Creation. Beyond you is the Black Eternity, yawning in malign nothingness into infinite, endless horizons. And yet…there is something else, something BEYOND, both detached and intrinsic to every dimension, a Throne lording over the firmament itself, unfathomably massive, pervading all that is, and all that is not. And that throne is NOT empty. Though it seems small in comparison, atop it is a being of such awe-inspiring majesty that you – yes, even YOU, cosmic lords without equal – are driven to your knees in reverence. One instant, it is a silvery dragon, its infinite wings each a mirror; the next, an orb of coruscating radiance, a universal star, shooting forth jets of prismatic fire. Again, it shifts before your eyes, now a gaping void of crushing sorrow, weeping tears of fire. Now, a desiccated corpse, dressed in tattered robes, head surmounted by a broken crown. It continues to shift before your eyes, and you begin to realize that the being before you exists beyond Time, beyond Eternity itself, and that you are beholding it in all its many aspects. And what strikes you most poignantly, is that it DIES. Before your eyes, this glorious, Eternal being dies, over and over again, devoured by cosmic nightmares. Wracked with sublime agony, it cannot help but afflict you with the eschatolic visions that torture it so. And you realize, in an instant, that the greatest curse of all, the paramount doom of the undying, is to REMEMBER.

Avinion


The Eternal One, the Transcendent, Highest in Lordship, Steward of the Will Divine, Perfected Imperfection

Time Lord
Macro-Tiny Outsider (Extraplanar)

Hit Dice: [1000d1000 +420,000] x1000 (1,420,000,000 hp)
Initiative: +620 (+420 Dexterity +200 Divine), Always Acts First
Speed: Superluminal

Armor Class: 1,500 (+420 Deflection +420 Dexterity +200 Divine +200 Luck +250 Natural)
Flat-Footed: 1,080 Touch: 1,250

Space/Reach: 1500 ft./ Infinite
Base Attack/Grapple: +1000/+2,040

Attack: Expression of Power +2,040 6,000d1000

Special Abilities: Alter Reality (337th level spells), Divine Aura (All Creation)

Special Qualities: Cosmic Consciousness (All Creation), Cosmic Firmament, DR 1,000,000/--. Divine Bonus +200, Godly Realm, Immortality, Immunity to Natural and Magical Effects, SR 1,210, Spell Reflection

Saves: Fort+ 1,122 Ref +1,122 Will +1,122
Abilities: Str 850 Dex 850 Con 850 Int 850 Wis 850 Cha 850

Skills: Omnicompetent and Maven, all skills= 1,203 + Relevant Ability Modifier

Metamagic: Annihilating Spell, Automatic Metamagic Capacity (328), Cataclysmic Spell, Dire Spell, Dolorous Spell, Devastating Spell, Doomsday Spell, Empower Spell, Heighten Spell, Masterful Spell, Maximize Spell, Metamagic Freedom, Quintessential Spell, Omega Spell, Prodigious Spell, Quicken Spell, Resonating Spell, Repeat Spell, Split Ray, Surpassing Spell, Telluric Spell, Thaumaturgic, Theurgic Spell, Transient Spell, Twin Spell, Ultima Spell, Unreal Spell, Widen Spell

Divine Abilities: Heavenly Body, Heavenly Mind, Heavenly Soul, Heavenly Spirit, Perfect Initiative, Telluric Effect

Cosmic Abilities: Apostasy, Slipstream, Spell Amplification

Transcendental Abilities: Dead Zone, Utter Eye, Invincibility, Transcoporeal, Transfinite, Transmortality, Transtemporal, Transversal, Ultima Effect (6), Unreal

Omnific Abilities: Akashic Immolation, Omnipersonal, Omnipresent

Alignment: Beyond Alignment
Environment: The Crystalline Eyrie of the Akasha
Cr: 1,333
ECL: 2,000

Abilities

Akashic Immolation: Burst (infinite range) on death, Destroys 37 Divine Ranks, Reflex (DC 1,330) for ½

Apostasy: Avinion has no Alignment and is immune to all Alignment-based effects

Alter Reality: As a Swift Action, Avinion may duplicate the effect of any spell of level 337th or lower or any Epic Spell with a DC of 1,623 or lower. All his spells have no cap, deal d100 damage in place of their normal die-size, and deal pure Divine damage. (Thus, a simple Fireball cast by Avinion would deal 1,000d100 Divine Damage before any modification by Metamagic). These effects have a DC of 830+Spell Level

Cosmic Consciousness: Avinion perfectly perceives the entirety of Creation at all times.

Dead Zone: Avinion can evoke a Dead Magic Zone within his Divine Aura (All Creation) that prevents the function of all magic and supernatural abilities without impeding his own abilities

Godly Realm: Avinion’s Godly Realm encompasses All Creation. Any enemy facing him from within suffers a -200 Divine Penalty on Armor Class and all rolls as cosmic forces of unspeakable potency prevent them from harming the Eternal One

Invincibility: Avinion can ignore the effects of any affect by making a Fortitude Save equal to his attacker’s ECL

Omnipersonal: When Avinion is injured, all damage he is dealt is dealt also to every entity within Creation

Omnipresent: Avinion’s Divine Aura encompasses All Creation

Slipstream: Avinion cannot be undermined by time travel and is immune to Temporal effects

Spell Reflection: Any spell which fails to penetrate Avinion’s Spell Resistance is reflected back upon the caster, modified by 328 levels of Metamagic of Avinion’s choosing

Telluric Effect: Avinion’s Effect-abilities double in power every time he uses them against the same opponent consecutively

Transcorporeal: Avinion cannot be physically injured by any matter native to Creation

Transfinite: Avinion’s Divine Rank is inflated by the Divine Rank of the most powerful opponent within his Divine Aura (All Creation)

Transmortality: Avinion cannot be permanently destroyed by any means

Transtemporal: Avinion receives infinite actions against any opponent without the Slipstream ability and receives triple actions against opponents with the Slipstream ability

Transversal: Avinion can attack any target he can perceive (All Creation) regardless of distance)



Ultima Effect: (Effect repeats itself for 200 rounds)
  • Beam 4000d20 Divine Damage, 40,400 ft. Ray, No Save
  • Blast 2000d20 Divine Damage, 40,400 ft. Range, 2,525 ft. Radius, Ref Save (DC 1,330) for ½
  • Blood 1000d20 Divine Damage, Ref Save (DC 1,330) Negates
  • Breath 2000d20 Divine Damage, 2,525 ft. Cone or 10,100 ft. Line, Ref Save (DC 1,330) for ½
  • Hand 6000d20 Divine Damage, Melee Touch, No Save
  • Immolation 6000d20 Divine Damage, affects All Creation, Ref Save (Dc 1,330) for ½
  • Storm 1000d20 Divine Damage, affects All Creation, Ref Save (DC 1,330) for ½
  • Strike +1000d20 Divine Damage on each attack
  • Wrath 2000d20 Divine Damage, 2,525 ft. Cone, Will Save (DC 1,330) Negates
Unreal: Avinion cannot be affected by magic born of Creation

Utter Eye: Avinion always uses the most favorable result of a die roll, while all opponents within his Divine Aura (All Creation) use the lowest possible result for all die rolls





*notes*

Utter Eye is what I call the Dimensional Mastery that gives both Inner and Evil Eye.

His Expression of Power is a Melee Touch attack multiplied by his Cosmic Firmament Modifier (so 2x1000x1000d6 = 1,000,000d6 = 6,000d1000). If he had a physical attack, it would do billions of damage thanks to VSCs which just seemed way too high.

He's traded both his Portfolios and his Integrated Class Features for a ~90 ECL. (Counting a TL's ability to change their classes at will)

Also, Avinion as presented here is without access to either of his artifacts (the Throne Beyond Eternity and the Crown of Broken Wonders) as he does not accept himself as a successor to the Supreme Being. Were he to, for some reason, see the light (so to speak) both artifacts would inflate his power massively, both providing a mutlitude of Transcendental and Omnific Abilities. I imagine the Throne would provide Absolute, Omnific Toughness, and Superior Dominance, while the Crown would accord the wearer with Transilient Fortitude, Reflex, and Will, Ninth Sense, Perfect Defense, and Perfect (Str, Dex, Con, Int, Wis, Cha).

Do bear in mind that the addition of those would bump his ECL by 800 or so.

Also, it just crossed my mind that perhaps some sort of anti-being should have arisen in some form from the Almighty's suicide. Might be worth looking into, though there aren't a whole lot of entropy-aspected abilities at the Omnific scale. (Oblivion, Undimensional, Lord of Necessity I guess would work).
 
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Belzamus

First Post
Well, the other two (Esmeirith and Ba'auth'aal) are so viciously diametrically opposed that any form of alliance or union is beyond anathema to them; both perceive the utter annihilation and absorption of the other's quintessence as the only means by which they might acheive their respective ends. Which...leads to their mutual destruction, eventually. Though technically as demiurge, they can't die, much of their power was displaced into their children, most of whom also have been annihilated.

Of course, there are still two other (more literal) demiurge, in Eriahim (who embodies incarante the Argent Pinnacle) and Baalzoth (who is Immortal Darkness in all its limitless oblivion), and were both their powers to be combined (even more impossible than the former scenario) something like a new Almighty could possibly be formed with or without Avinion's assistance.

It should be noted that in the present era of my campaign setting that all the Sidereals have annihilated themselves in a horrific patheicide called the Sorrowfall, and all the Immortals are so broken by the tragedy that they're largely useless as gods. Eriahim is maimed and broken with grief, nearly mad, and completely powerless to act in any meaningful way; while Baalzoth is barred from the Argent Pinnacle by a divine barrier evoked by the sacrifice of the Sidereals in their last moments, which tenuously holds back decay, but without gods or Lords to guide it, the world is in a sorry, sorry state. far from the paradisical perfection envisioned by the Almighty.
 

paradox42

First Post
Cool! Thanks for sharing! The stats are indeed ridiculous, but then again that's to be expected. So which Demiurge is the one of the realm the PCs come from? Is it one of the two you named there (Eriahim, Baalzoth) or has it not yet been named or statted up due to being asleep?

My own game features a Demiurge that is presently semiconscious, and was conscious enough to manipulate the PCs in one of my two games into making an artifact for it that allowed it to create a cult which is slowly building toward waking it up. The Sidereals all know it's coming, but have been too busy infighting to do anything about it, particularly in the case of the First Ones as the PCs in the other game recently found out. Those PCs have in their possession one of the Demiurge's own artifacts and used it fairly extensively (before they knew who made it and is still linked to it); the long-term effects (for the Demiurge, at least) of the permanent universal changes they wrought have yet to be discovered. Their present plan of attack- and yes, they've had one crossover session between both games to help come up with it, and plan to have more in the future- is to battle the Demiurge when it wakes up on their plane, simultaneously with similar battles expected to take place on every other plane at the same time, which are meant as a diversion to give the people trying to open the portal to the Eternal Realm time to finish their Ritual and get it open. What happens then... can't really be planned for, given the level of beings they'll presumably then be dealing with.

I was somewhat less creative than you, and just mashed together a couple of mythological names for my Demiurge- it's named DABBATIALDABAOTH (always spelled with all caps).
 

Belzamus

First Post
Well, presumably any PCs I play with (don't get to run this setting that often, hard to find Immortals players) exist somewhere within the Argent Pinnacle which is Eriahim's body (though Eriahim has a separate, conscious manifestation, so the AP is more like his soul, than his body, in a way.)

I have stats for both Eriahim and Baalzoth, and old stats for Esmeirith and Ba'auth'aal (the similarity in the first letters there is actually unintentional), as I'm not quite sure what to do with them.

Technically, they're nowhere NEAR Avinion's (or even Khorvanis') power. Both Eriahim and Baalzoth are Stage I Demiugre roughly ECL 750. Seeing as Esmeirith and Ba'auth'aal both hold separate dominions on the Argent Pinnacle (Eriahim's manifestation actually lives in Esmeirith's godly realm, though it's more a shared realm), I was thinking of statting them as phenomenally powerful First Ones, possibly even with a single Omnific Ability each, to show their connection to the former Supreme Being.

Basically, even though the True Power of the Almighty sustains them, they have less cosmic influence over their respective dimensions (the Argent Pinnacle of Creation and the Stellar Void of Immortal Darkness), but are still capable of performing miracles that inspire awe in the other First Ones (such as creating and fostering separate life-forms; both of the native Demiurge had to be taught the Art of Genesis from them. Without Esmeirith and Ba'auth'aal, there would be mortals/immortals/sidereals at all.)

So, maybe something of literal First Ones, the first and by far the mightiest of the Sidereals, surpassing the Eternals in some ways, yet still constrained by the laws of Existence.

I'd envision somewhere around ECL 650 or so, there are two other First Ones (the first-born creations of each demiurge) who reach that level and since Esmeirith actually canonically battled one of them to a stalemate, 650 is probably a good estimate of his power, which Ba'auth'aal would mirror.

It should be noted, though, that both of them are tremendously weaken from fostering their home dimensions and peopleing them with the first immortals. It's possible they were once demiurge-equivalents in power and have summarily reduced.

Anyway, I have stats for Eriahim and Baalzoth and I'm going to work on the other two. I'll post them for comparison later on when I have time. They might interest you in particular, Paradox, as at mid-700s ECLs, they can be compared to your Nehaschismic Dragons (Baalzoth actually manifests as an immense dragon of nothingness). Though, being Demiurge, they're so ludicrously overpowered that I can't really imagine even the Great Wyrms posing much of a threat. We'll see.
 

Belzamus

First Post
The abyss stretches wide before you: vast, vacuous, and…profoundly alive. All about you, in the very fabric of Oblivion, are the stirrings of some incomprehensible force. The black waters swirl about you, a confluence of innumerable voids coalescing into…something. All you can tell is that it is Power divorced of Time or Truth, an entity unfettered by law or reason, impossible and yet…fitting. For how, when Creation rises so mighty, so glorious, could the void not give answer? The vortex intensifies, and then the layered voids explode, rendered meaningless before the being that incarnates the nothingness about you. Without meaning or measure, it rears into the cosmic night, vast enough to swallow all Existence. It is a dragon, THE dragon, chain of Time and Immortality, Omega to the Supreme Alpha. Orbs of pandemonium, of such depth to contain entire macrocosms in all their fallen glory, alight upon you from within the horror’s visage. Four wings of empty night spread over the ceiling of the abyss. Twin lashing tails writhe in the Everdark, seeming to encircle Creation in a vise. For a fleeting, fractured instant, a ripple passes through its inimical form, then a howl of such abject silence as to drown Time itself resonates through the void. You realize that this thing, this…Infallible Lord of Nothingness is at once god and abomination, cause and devastating effect; older than the eldest beginning, bringer of the ultimate end. Baalzoth, Crown of All Darkness, Lord of the Black Eternity, Throne-Breaker and Sky-Blighter, the first and only Law that shall ever be, rears before you…and it rears in WRATH.

Baalzoth

Crown of All Darkness, Darksome Liege of the Hellspawned Night, the Immortal Dark, the Black Progenitor, Lord of the Black Eternity, Anathema of the Convocation, Oldest Law, Antithesis Unto All Creation, the Shade Imperishable, the Infallible Lord of Nothingness, Star-Devourer, Sky-Blighter, Abomination-Sire, Throne-Breaker, Firstborn Omega, the Abyss Made God

Stage 1 Demiurge
Macro-Colossal Outsider (Dragon, Extraplanar, Incorporeal, Undead)

Hit Dice: 320d1000 +106,800 (x16) (6,828,800 hp)
Initiative: +183 (+119 Dexterity, +64 Divine), Always Acts First
Speed: Superluminal

Armor Class: 655 (+334 Deflection, +64 Divine +119 Dexterity +64 Luck +64 Profane)
Touch: 655 Flat-Footed: 536

Space/Reach: 16 miles/ 10 miles
Base Attack/Grapple: +320/+866

Attack: Bite +1,520 Melee Touch 80d1000 +2,560 16-20/x6
2 Claws +1,520 Melee Touch 40d1000 +2,560 16-20/x6
4 Wings +1,520 Melee Touch 30d1000 +2,560 16-20/x6
2 Tail Slaps +1,520 Melee Touch 40d1000 +2,560 16-20/x6

Special Abilities: Alter Reality (149th level spells), Devastation Pulse, Divine Aura (105,600 ft.), Double Entropy Portfolio, Eschaton Roar

Special Qualities: DR 5,000/--, Divine Bonus (+64), Immortality, Immunity to Natural and Supernatural Effects, SR 394, Spell Reflection

Saves: Fort +694 Ref +813 Will +838
Abilities: Str - Dex 248 Con - Int 368 Wis 368 Cha 678

Skills: Omnicompetent and Maven, all skills= 387 + Relevant Ability Modifier

Metamagic: Annihilating Spell, Automatic Metamagic Capacity (140), Dire Spell, Dolorous Spell, Doomsday Spell, Devastating Spell, Empower Spell, Heighten Spell, Masterful Spell, Maximize Spell, Metamagic Freedom, Omega Spell, Prodigious Spell, Quicken Spell, Quintessential Spell, Resonating Spell, Surpassing Spell, Telluric Spell

Divine Abilities: Adjuration, Apocrypha, Enlarge Aura, Heavenly Body, Heavenly Mind, Heavenly Soul, Heavenly Spirit, Perfect Initiative, Profane Body, Profane Mind, Profane Soul, Profane Spirit, Superior Critical, Superior Critical Multiplier, Telluric Effect

Cosmic Abilities: Apostasy, Cosmic Consciousness, Cosmic Firmament, Heavy Eradication, Nullification, Perfect Critical, Perfect Critical Multiplier, Slipstream, Spell Amplification, Unearthly Power Attack, Unholy Messiah

Transcendental Abilities: Divine Nullification, Evil Eye, Interdimensional, Multi-Dimensional (2), Omega Breath, Transfinite, Transcorporeal, Transmortality, Ultimate Power Attack, Ultimate Weapon Focus

Alignment: Beyond Alignment
Environment: The Black Eternity of the Stellar Void
Cr: 519
ECL: 775
Possessions: The Crown of All Darkness

The Crown of All Darkness

Baalzoth’s ebon diadem is a cosmographic symbol of annihilation. It affords him phenomenal power.

• It creates a magical Dead Zone within his Divine Aura (105,600 ft.) which does not impede Baalzoth’s Magic
• It doubles his Intelligence, Wisdom, and Charisma scores
• All damage dealt by Baalzoth is Permanent Damage

Double Entropy Portfolio

Spell-Like Abilities: 2/Round Entropy Domain CL 696, DC 696+Spell Level
Necromantic Immunity: Immune to all Necromancy effects

Greater Scion of the Void: Baalzoth gains a +128 Competence Bonus to Attack Rolls, Damage Rolls, and Armor Class when in a vacuum

Cold Resistance: Baalzoth takes 5,000 less damage from any Cold-based attack that otherwise penetrates his immunities

Perfect Banishing: Summoned Creatures in Baalzoth’s Divine Aura are automatically Banished

Perfect Embodiment of Death: An opponent’s immunity is ineffective against Baalzoth’s Necromancy Effects

Negative Energy Effect:

Beam 106 Negative Levels 13,200 ft. Ray, No Save
Blast 52 Negative Levels (Ref Dc 696 for ½) 13,200 ft. Range, 825 ft. Radius of effect
Blood 26 Negative Levels, (Ref Dc 696 to avoid)
Breath 106 Negative Levels, 1d4 round recharge, (Ref Dc 696for ½) 825 ft. Cone or 3,300 ft line
Hand Melee Touch 158 Negative Levels, No Save
Immolation Death Throes, 158 Negative Levels, (Ref Dc 696for ½) 105,600 ft. Burst
Storm 26 Negative Levels, (Ref Dc 696 for ½) 105,600 Radius Emanation
Strike +26 Negative Levels to all Melee Attacks
Wrath 52 Negative Levels Gaze, (Will Dc 696 to avoid), 825 ft. Cone

Void Soul: Baalzoth receives Regeneration 5,000 when in a vacuum

Pariah of Time: Temporal Magic ceases to function in Baalzoth’s Godly Realm

Lord of Death: Baalzoth automatically Dominates any Undead within his Divine Realm

Abrogate: Any opponent within Baalzoth’s Divine Aura (105,600 ft.) has their most powerful ability negated

Abilities

Adjuration: Baalzoth may summon 640 Hit Dice of allies per day, none of whom may be greater than CR 224. He typically uses this ability to summon 3 Great Wyrm Void Dragons

Alter Reality: As a Swift Action, Baalzoth may duplicate the effect of any spell of level 149th or lower, or any Epic Spell of DC 721 or lower. All of Baalzoth’s spells have no cap, use d100 dice, and deal Permanent Damage. (Thus a Fireball cast by Baalzoth would deal 320d100 Permanent Damage). These spells have a DC of 536+Spell Level.

Apocrypha: Baalzoth receives a +50 bonus on checks to oppose Divination spells

Apostasy: Baalzoth is unaffected by Alignment-based Effects

Cosmic Consciousness: Baalzoth perceives the entirety of the dimension in which he currently exists

Cosmic Firmament: Baalzoth is always treated as being within his Divine Realm

Devastation Pulse: As a Standard Action, Baalzoth may emit a paroxysm of annihilation, dealing 640d100 Permanent Damage to all opponents within his Divine Aura (105,600 ft.), healing himself for a like amount of damage.

Divine Nullification: Any opponent within Baalzoth’s Divine Aura (105,600 ft.) loses access to all their Divine Abilities

Eschaton Roar: As a Full-Round Action once per day, Baalzoth may sound the clarion of Creation’s destruction. This is identical to an Implosion effect (DC 696) and affects all creature within Baalzoth’s Divine Aura (105,600 ft.). The effect repeats for 64 rounds. A Wish spell halts the repeating for 1 round per Caster Level.

Evil Eye: Any foe within Baalzoth’s Divine Aura automatically uses the worst possible die roll

Heavy Eradication: Baalzoth ignores immunity to critical hits

Interdimensional: Baalzoth has a 75% chance of ignoring any effect. This stacks with his Incorporeal traits for a total 87.5% miss chance

Multi-Dimensional: Baalzoth can manifest in up to three separate incarnations simultaneously. Each of these manifestations function as a separate duplicate of Baalzoth.

Nullification: Any opponent within Baalzoth’s Divine Aura (105,600 ft.) has all of their feats negated

Omega Breath: 8,000 ft. Cone or 25,000 ft. Line, 80 Hit Dice Annihilation, Reflex (DC 696) for ½. Baalzoth may breathe each and every round.

Slipstream: Baalzoth cannot be undermined by time travel and is immune to Temporal effects

Spell Amplification: Any spell which fails to penetrate Baalzoth’s Spell Resistance is reflected back upon the caster, modified by 140 levels of Metamagic

Telluric Effect: Each time Baalzoth uses the same effect in subsequent rounds, the effect is doubled

Transfinite: Baalzoth adds his most powerful opponent’s Divine Bonus to his own Divine Bonus

Transcorporeal: Baalzoth cannot be harmed by weapons

Transmortality: Baalzoth cannot be permanently destroyed by any means. If destroyed, he instantly rejuvenates

Time Dilation: Baalzoth can act twice in any given round

Ultimate Power Attack: Baalzoth trades 1 points of Attack Bonus for 8 Points of Damage. He automatically Power Attacks for his full Base Attack Bonus (-320) thanks to Ultimate Weapon Focus, gaining a +2,560 bonus to damage

Ultimate Weapon Focus: Baalzoth never misses on attack rolls

Unholy Messiah: No Evil creature of less than Divine Rank 64 can attack Baalzoth
 
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Belzamus

First Post
Light. It overwhelms all else, searing in its devastating majesty, serene in depthless love. Light, enabled by Time, glorified by Truth, rises from the floor of the abyss and hurls back the cosmic night. It engulfs all things, healing the righteous, burning the wicked, dispelling all the veils of treachery and unwisdom. And the Light is Eriahim, his ever-blazing soul, as the world his flesh undying. From Eriahim springs the Highest Light, and from the Highest Light does Eriahim arise, for they are one. He stands before you, terrible in splendor, his armor of golden crystals dazzling your eyes, his sword of glass agleam with the Sovereign Fire. ERIAHIM stands before you, the Light constrained into being, ready for war.


The Cynosure of Eriahim

The Crystal Knight, the Highest Light, the Font of All Life,
the Argent Fount, the Perfected, the Fane Sublime,
Light of the Highest Heaven, Eldest in Lordship,
the Spark of Creation

Stage 1 Demiurge
Medium Outsider (Extraplanar, Good, Lawful)

Hit Dice: 320d1000 +71,360 (x16) (6,261,710 hp)
Initiative: +213 (+149 Dexterity +64 Divine), Always Acts First
Speed: Superluminal

Armor Class: 1,035 (+256 Armor +199 Deflection +149 Dexterity +149 Dodge +64 Divine +64 Luck +80 Natural +64 Sacred)
Touch: 709 Flat-Footed: 717

Space/Reach: 5 ft./Infinite
Base Attack/Grapple: +320/+839

Attack: Sword of the Eternal Guardian (64 Attacks) +1,315 Melee Touch 3,840d10 +33,762 11-20/x6

Special Abilities: Alter Reality, Divine Aura (105,600 ft.), Double Healing Portfolio, Double Sun Portfolio, Smite Evil

Special Qualities: DR Infinite/4N, Divine Bonus (+64), Fast Healing 15,000, Immortality, Immunity to Natural and Supernatural Effects, Integrated Class Features (Paladin 160), Resist Fire 5,000, SR 394, Spell Reflection

Saves: Fort +1,065 Ref +991 Will +951
Abilities: Str 303 Dex 308 Con 456 Int 198 Wis 228 Cha 408

Skills: Omnicompetent and Maven, all skills= 387 + Relevant Ability Modifier

Metamagic: Automatic Metamagic Capacity (140), Dire Spell, Dolorous Spell, Devastating Spell, Empower Spell, Heighten Spell, Masterful Spell, Maximize Spell, Metamagic Freedom, Prodigious Spell, Quicken Spell, Resonating Spell, Surpassing Spell, Telluric Spell, Theurgic Spell, Ultima Spell, Unreal Spell

Divine Abilities: Adjuration, Apport, Divine Immensity (4), Heavenly Body, Heavenly Mind, Heavenly Soul, Heavenly Spirit, Perfect Initiative, Quantum Effect, Sacred Body, Sacred Soul, Sacred Spirit, Uncanny Dodge, Uncanny Weapon Specialization, Unknowing Body, Unknowing Mind, Unknowing Soul, Unknowing Spirit

Cosmic Abilities: Cogency, Cosmic Consciousness, Cosmic Firmament, Cosmic String, Holy Messiah, Perfect Smiting, Slipstream, Somniferous, Uncanny Smiting, Unearthly Power Attack

Transcendental Abilities: Interdimensional, Transcorporeal, Transpersonal, Ultimate Weapon Specialization

Alignment: Lawful Good
Environment: The Argent Pinnacle of Creation
Cr: 529
ECL: 789
Possessions: Sword of the Eternal Guardian, Crystal Plate of Eternity, Transcendental Axiom

The Sword of the Eternal Guardian

This crystalline blade is the first weapon ever forged, and will be the last to ever be wielded. Within it is contained the primal essence of the great cosmic surge which began Existence. It is a reliquary of tremendous sidereal potency.

The Sword of the Eternal Guardian is a +114 Unerring Neutronium Greatsword. In Eriahim’s hands, it is considered +228.

• It has a Critical Threat of 11-20/x6
• It requires only a Touch Attack to hit
• The Sword’s base damage is multiplied by its Critical Multiplier
• The wielder may attack any opponent he can perceive regardless of distance

The Crystal Plate of Eternity

This awesome suit of argent armor, wrought of indestructible golden glass, forever wards the pious spirit of the Highest Light. It is a suit of +160 Orichalcum Full Plate with no Maximum Dexterity Bonus. It provides the wearer with following benefits:

• The wearer is immune to all forms the attacks and abilities of every opponent they face unless they have taken an offensive action against a specific opponent in the current encounter, in which case they are no longer immune to attacks from that opponent.
• Any damage dealt to the wearer is dealt to the attacker as well.
• The wearer may only be hurt on every 4th attack, otherwise treat as if they had infinite Damage Reduction.
• The wearer may take the damage of any ally within their Divine Aura.
• All allies within the wearer’s Divine Aura use the wearer’s Saving Throws in place of their own.

The Transcendental Axiom

Within this coruscating antediluvian tome is contained the Law of All Times, the fundamental statute which governs Creation and the unyielding principle around which Existence revolves. Though a physical object, the Axiom is intrinsically bound to Eriahim and he constantly receives the following benefits:

• Supremacy: Eriahim adds his most powerful opponent’s Divine Rank to his own
• Inner Eye: All of Eriahim’s dice rolls are maximized
• Time Dilation: Eriahim receives two rounds of actions within any given round
• Eighth Sense: Eriahim can perceive one minute into the future and can replay a number of minutes per day equal to his Divine Rank (64)
• Authority: Anyone within Eriahim’s Divine Aura (105,600 ft.) is Ruled as if by a Rod of Rulership unless they possess an Intelligence score of 74 or greater
• Enlarge Aura: The radius of Eriahim’s Divine Aura is doubled.

Double Healing Portfolio

Spell-Like Abilities: 2/Round Healing Domain CL 384, DC 430+Spell Level

Faster Healing: Eriahim gains Fast Healing 15,000

Greater Scion of Healing: Eriahim’s Healing spells are automatically Double Empowered

Blessed Servants: Eriahim’s Summoned Creatures receive Fast Healing 128

Perfect Embodiment of Healing: Eriahim can heal Vile and Permanent damage as if it were regular damage




Iatric Effect: Heals living, damages Undead, deals double damage to sunlight-vulnerable creatures
  • Beam 24,800 Positive Energy, 13,200 ft. Ray, No Save
  • Blast 12,400 Positive Energy, (Ref Dc 620 for ½) 13,200 ft. Range, 825 ft. area burst
  • Blood 6,200 Positive Energy when struck, (Ref Dc 644 to avoid)
  • Breath 24,800 Positive Energy, 1d4 round recharge, (Ref Dc 644 for ½) 825 ft. Cone or 3,300 ft line
  • Hand Melee Touch 37,200 Positive Energy, No Save
  • Immolation Death Throes, 37,200 Positive Energy, (Ref Dc 644 for ½) 105,600 ft. Burst
  • Storm 6,200 Positive Energy, (Ref Dc 620 for ½) 105,600 ft. Emanation
  • Strike +6,200 Positive Energy to all Melee Attacks
  • Wrath 12,400 Positive Energy, (Will Dc 620 to avoid), 825 ft. Cone

  • Superior Healing: Eriahim’s Fast Healing and Regeneration are tripled
Spirited Away: Once per day, whenever Eriahim’s manifestation is slain outside of his Godly Realm, he is instantly teleported to the Sublime Fane of Caritha before the killing blow strikes
Pariah of Destruction: Evocation spells and effects do not function in Eriahim’s Divine Realm

Attuned to Healing: Eriahim benefits from any Healing spell cast within his Divine Aura (105,600 ft.)

Legendary Constitution: Eriahim’s Constitution is doubled

Deny Healing: Eriahim can deny Healing spells anywhere in the universe

Double Sun Portfolio

Spell-Like Abilities: Eriahim may use any Sun-Domain Spell-Like-Ability as a Swift Action twice per round

Light Immunity: Eriahim is immune to all Light-based effects

Greater Scion of the Sun: Eriahim gains a +128 Competence Bonus to Armor Class and all rolls in areas of sunlight

Perfect Summoning (Light): Any Light-based creature summoned by Eriahim arrives with 200% Hit Dice

Light-Bringer: Eriahim ignores Turn Resistance and destroys any Undead he would normally Turn

Shining Soul: Eriahim gains Regeneration 15,000 when bathed in sunlight

Shining Messiah: Light-based creatures of less than Divine Rank 64 cannot harm Eriahim

Sun King: Eriahim automatically Dominates any Light-based creature in his Divine Aura (105,600 ft.)

Cosmic Radiation: Eriahim uses d20s for all uses of Positive Energy

Abilities

Adjuration: Eriahim may call 640 Hit Dice of allies per day, none of whom may be greater than CR 224. He typically uses this ability to summon 4 Seraphim.

Apport: Eriahim can summon his equipment to his person from any distance

Alter Reality: As a Swift Action, Eriahim may duplicate the effects of any spell up to 149th level, or any Epic Spell of DC 586 or lower. All of Eriahim’s spells have no cap, use d20s for all dice, and deal pure Divine Damage. (Thus a Fireball cast by Eriahim would deal 384d20 Divine Damage). These spells have a DC of 465+Spell Level.

Cosmic Consciousness: Eriahim perceives the entirety of the dimension he currently inhabits

Cosmic Firmament: Eriahim is always treated as being within his Divine Realm

Cosmic String: Eriahim cannot be permanently destroyed except by a being of Divine Rank 64 or higher, otherwise he instantly rejuvenates

Holy Messiah: No Good creature of less than Divine Rank 64 can attack Eriahim

Interdimensional: Eriahim has a 75% chance of ignoring any effect

Quantum Effect: Eriahim’s effect abilities are subject to chance, as follows:

1. Effect damages Eriahim
2-3. No Effect occurs
4-6. Effect functions at half strength
7-14. Effect functions normally
15-17. Effect functions at double strength
18-19. Effect functions at triple strength
20. Effect functions at quadruple strength

Slipstream: Eriahim cannot be undermined by time travel and is immune to Temporal effects

Smite Evil: Every attack Eriahim makes is a Smite attack. Eriahim’s Smite ability affects foes of any alignment. When making a Smite attack, Eriahim gains a +199 to hit and a +3,200 to damage. (This damage is multiplied by Unearthly Weapon Specialization to +19,200.)

Transcorporeal: Eriahim can only be harmed by one weapon in the universe (Cataclysm)

Transpersonal: Any effect that affects Eriahim also affects any foes within his Divine Aura

Unearthly Power Attack: Eriahim trades 1 point of Attack Bonus for 6 points of Damage. He may subtract a maximum of -320 to hit for +1,920 to damage. (This is multiplied by Unearthly Weapon Specialization to +11,520 damage). As Eriahim’s Sword is Unerring, he always Power Attacks for the maximum amount.
 




Belzamus

First Post
Do you not have Ascension or the Bestiary?

Three Weapon Fighting lets you juggle a third weapon and attack with it, though I picture him just propelling all three at faster than light speed with his mind, honestly.

They do 10d1000 because his base damage (1d1000) is multiplied by his critical multiplier (x10) thanks to Unearthly Weapon Specialization.

They're not made out of anything in particular; Perfect Weapon Specialization (or maybe Superior, I can't remember) makes any weapon he wields automatically deal damage appropriate for his strength.

1d1000 is actually a LOT lower than a 600 strength would net him, but he's more than powerful enough as is and it's a nice round number.

That clear things up? All of that info can be found in Ascension.
 


Belzamus

First Post
I apologize as well, for assuming most of those were obvious.

When I first started using Ascension, I'd list every ability they got and define it, just so I could keep track of what they all do.

Now, after dozens upon dozens of statblocks, I only define the combat-relevant or use-activated abilities and leave the passive abilities undefined.
 

Epic Threats

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