drowdude
First Post
Well, it's still not completely done... but here is what I have so far... some stuff is missing... like a full-accounting of all his divine-abilities... but most of the stuff is there...
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The Leviathan
"Great Lord Savior of the Seas",
Demigod
Symbol: A single water drop, often colored a pearlescent blue.
Home Plane: The prime-material (shark-world).
Alignment: Neutral Good.
Portfoilo: Guardianship, Protection, Safe-Journeys, Cetaceans (esp. whales).
Worshippers: Cetaceans, & non-evil aquatic creatures of all kinds.
Cleric Alignments: Any non-evil.
Domains: Good, Healing, Ocean, Protection, Undersea, & Water.
Favored Weapon: ???
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Psionic Legendary Paragon 1/2 Water Elemental Cachalot Whale,
Cleric 42 / Hierophant 5
Colossal +, Native Outsider (Aquatic); Divine Rank 5
Hit Dice: 72d8+2088+42d8+1218+5d8+145+1428 (5831 hp)
Initiative: +15 (Dex)
Speed: Swim 180 ft.
AC: 81 (-8 Sz, +15 Dex, +19 Natural, +12 Insight, +12 Luck, +5 Divine, +16 Deflection) - flat-footed: 66; Touch: 62
Attacks: Bite +147 melee, tail slap +142 melee
Damage: Bite 8d6+78, tail slap 4d6+42
Face/Reach: 40 ft. x 80 ft. / 20 ft.
Special Attacks: Improved Grab, Swallow Whole, Capsize, Spell-Like Abilities
Special Qualities: Blindsight, Darkvision 60, Low-Light Vision, Immune to Disease, Immune to water-based effects, Universal Energy Resistance 30, DR 20/+6 (40/+4),
SR 89, Fast Healing 20
Saves: Fort +109, Reflex +95, Will +86
Abilities: Str 101, Dex 40, Con 68, Int 30, Wis 50, Cha 42
Skills: Animal Empathy [Aquatic only] +101, Intuit Direction +105, Listen +109, Peform (Whalesong) +101, Spot +109, Swim +142; Gather Information +63, Hide +62, Intimidate +63 (or +92 if using Str), Knowledge (Geograpghy) +57, (History) +57, (Nature) +57, (Local) +57, (Undersea Races) +57, Lucid Dreaming +67, Move Silently +62, Sense Motive +67, Speak Language x16 (32 pnts.)
Skills [Cleric]: Concentration +88, Craft (Sculpt Astral Construct) +70, Diplomacy +76, Heal +80, Knowledge (Arcanna) +70, (Religion) +70, (the Planes) +45, (the Elemental Plane of Water) +40, Scry +70, Spellcraft +80, & Wilderness Lore +80.
Feats (18+2): Improved Bull Rush, Improved Critical (Bite), Iron Will, Power Attack, & Power Lunge.
Epic Feats: Epic Iron Will, Penetrate Damage Reduction, & Energy Resistance x13
Feats (16+7+2): Divine Might, Empower Spell, Energy Admixture (Sonic), Energy Substitution (Sonic), Enlarge Spell, Eschew Materials, Greater Spell Penetration, Quicken Spell, Sculpt Spell, Spell Penetration, & Still Spell.
Epic Feats: Automatic Quicken Spell x3, Automatic Still Spell x4, Enhance Spell, Epic Skill Focus (Spellcraft), Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, & Multispell x2.
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Climate/Terrain: Any Aquatic (Shark-World).
Organization: Solitary.
Challenge Rating: 79+
Treasure:
Alignment: Neutral Good.
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Blindsight (Ex): The Leviathan can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to locate objects and creatures within 120 feet. A silence spell negates this and forces it to rely on it's vision, which is approximately twice as good as a humans. In addition, to it's blindsight the Leviathan possesses darkvision out to a range of 60 feet and low-light vision.
Spell-Like Abilities (Su): The Leviathan uses the following spells as a 134th level sorcerer. The save DCs are 26 + the spell's level.
1/day: Obscuring Mist, Fog Cloud, Waterbreathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm (Water only), & Plane Shift; 3/day: Greater Dispelling, Haste, & See Invisibility.
Psionic Powers (Su): At will - Astral Construct 9, Dream Travel, Ectoplasmic Armor, Emulate Power, Foresight, Greater Emulation, Greater Energy Conversion, Improved Anchored Navigation, Improved Clairtangency, Improved Fly, Mind Blank, Stabilize Construct, & True Telekinesis.
Manifester Level: 134; Attack/Defense Modes: All/All.
Capsize (Ex): When attacking a mass of surface vessels, the Leviathan creates a powerful wave by swimming deep, rushing to the surface, and leaping halfway out of the water. The resulting wave can possibly cause every ship within 500 feet to sink. Ships under 30 feet long are capsized 95% of the time. The wave has a 50% chance of capsizing a vessel 31-90 feet long and a 20% chance of capsizing those over 90 feet long.
Improved Grab (Ex): To use this ability the Leviathan must hit with a bite attack. If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): The Leviathan can try to swallow a grabbed opponent of Gargantuan size or smaller by making a successful grapple check. Upon being swallowed the victim immediately takes bite damage as he is forced into the whale's stomach. The Leviathan's stomach contains air pockets in which a victim might survive until he escapes or it digested (30% chance of locating such an area each round). The stomach acid is diluted by sea-water and inflicts only 1d4+1 points of damage per round of immersion. A swallowed creature may cut it's way out by doing 100 or more points of damage to the stomach (AC 32). Once a swallowed creature exits, muscular action closes the hole; another swallowed creature must cut it's own way out.
The Leviathan's stomach can hold up to 2 Gargantuan, 3 Huge, 4 Large, 8 Medium, , 16 Small, 32 Tiny, 64 Diminutive, or 128 Fine or smaller opponents.
Skills (Ex): +10 competence bonus to all skills; +4 racial bonus to Listen & Spot while blindsight is active.
Divine Immunities: Immune to the following... Transmutation, Energy/Ability/Level Drain, Mind-Affecting Effects, Energy Immunity (Cold, Electricty, + Acid), Poison, Stunning, Sleep, Paralysis, Death Effects, & Disentegration.
Divine Salient Abilities (6): Divine Spellcasting, Divine Water Mastery, Extra Domain (Good), Extra Domain (Healing), Extra Domain (Undersea), & Power of Nature.
Divine Spell-like Abilities: The Leviathan uses these abilities at will, as a 14th level caster, except for Good & Healing spells, which he uses as a 15th level caster. The save DCs are 31 + the spells's level... [Good] Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, & Summon Monster IX (Good only); [Healing] CLW, CMW, CSW, CCW, Healing Circle, Heal, Regenerate, Mass Heal, & True Resurrection; [Ocean] Endure Elements, Sound Burst, Water Breathing, Freedom of Movement, Wall of Ice, Otiluke's Freezing Sphere, Waterspout, Maelstrom, & Elemental Swarm (Water only); [Protection] Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Spell Resistance, Anitmagic Field, Repulsion, Mind Blank, & Prismatic Sphere; [Undersea] Buoyancy, Ink Cloud, Air Breathing, Aquatic Form, Sphere of Air, Sink, Acid Fog (Aquatic), Whirlpool, Elemental Swarm (Water); [Water] Obscuring Mist, Fog Cloud, Water Breathing, Control Weather, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, & Elemental Swarm (Water only).
Domain Powers: Cast Good & Healing spells at +1 caster level; Water Breathing for 400 minutes per day; generate a Protective Ward (+20) 5/day; Turn or destroy fire creatures OR rebuke or command water creatures 19/day.
Cleric Spells per day: 6 / 10 / 10 / 10 / 10 / 9 / 8 / 8 / 8 / 7 / 4 / 4 / 4 / 3 / 3 / 3 / 3 / 2 / 2 / 2 / 2
Caster Level: 40th (41st level if Good or Healing); Save DCs = 32 + the spell's level; Spell Power: +48
Epic Spells per day: 5 ... Epic Spells Known: Epic Counterspell, Let Go of Me, Raise Island, Ruin, & Superb Dispelling.
Hierophant Abilities: Divine Reach, Spell Power +2, Gift of the Divine, Metamagic Feat x2
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The Leviathan
"Great Lord Savior of the Seas",
Demigod
Symbol: A single water drop, often colored a pearlescent blue.
Home Plane: The prime-material (shark-world).
Alignment: Neutral Good.
Portfoilo: Guardianship, Protection, Safe-Journeys, Cetaceans (esp. whales).
Worshippers: Cetaceans, & non-evil aquatic creatures of all kinds.
Cleric Alignments: Any non-evil.
Domains: Good, Healing, Ocean, Protection, Undersea, & Water.
Favored Weapon: ???
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Psionic Legendary Paragon 1/2 Water Elemental Cachalot Whale,
Cleric 42 / Hierophant 5
Colossal +, Native Outsider (Aquatic); Divine Rank 5
Hit Dice: 72d8+2088+42d8+1218+5d8+145+1428 (5831 hp)
Initiative: +15 (Dex)
Speed: Swim 180 ft.
AC: 81 (-8 Sz, +15 Dex, +19 Natural, +12 Insight, +12 Luck, +5 Divine, +16 Deflection) - flat-footed: 66; Touch: 62
Attacks: Bite +147 melee, tail slap +142 melee
Damage: Bite 8d6+78, tail slap 4d6+42
Face/Reach: 40 ft. x 80 ft. / 20 ft.
Special Attacks: Improved Grab, Swallow Whole, Capsize, Spell-Like Abilities
Special Qualities: Blindsight, Darkvision 60, Low-Light Vision, Immune to Disease, Immune to water-based effects, Universal Energy Resistance 30, DR 20/+6 (40/+4),
SR 89, Fast Healing 20
Saves: Fort +109, Reflex +95, Will +86
Abilities: Str 101, Dex 40, Con 68, Int 30, Wis 50, Cha 42
Skills: Animal Empathy [Aquatic only] +101, Intuit Direction +105, Listen +109, Peform (Whalesong) +101, Spot +109, Swim +142; Gather Information +63, Hide +62, Intimidate +63 (or +92 if using Str), Knowledge (Geograpghy) +57, (History) +57, (Nature) +57, (Local) +57, (Undersea Races) +57, Lucid Dreaming +67, Move Silently +62, Sense Motive +67, Speak Language x16 (32 pnts.)
Skills [Cleric]: Concentration +88, Craft (Sculpt Astral Construct) +70, Diplomacy +76, Heal +80, Knowledge (Arcanna) +70, (Religion) +70, (the Planes) +45, (the Elemental Plane of Water) +40, Scry +70, Spellcraft +80, & Wilderness Lore +80.
Feats (18+2): Improved Bull Rush, Improved Critical (Bite), Iron Will, Power Attack, & Power Lunge.
Epic Feats: Epic Iron Will, Penetrate Damage Reduction, & Energy Resistance x13
Feats (16+7+2): Divine Might, Empower Spell, Energy Admixture (Sonic), Energy Substitution (Sonic), Enlarge Spell, Eschew Materials, Greater Spell Penetration, Quicken Spell, Sculpt Spell, Spell Penetration, & Still Spell.
Epic Feats: Automatic Quicken Spell x3, Automatic Still Spell x4, Enhance Spell, Epic Skill Focus (Spellcraft), Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, & Multispell x2.
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Climate/Terrain: Any Aquatic (Shark-World).
Organization: Solitary.
Challenge Rating: 79+
Treasure:
Alignment: Neutral Good.
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Blindsight (Ex): The Leviathan can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to locate objects and creatures within 120 feet. A silence spell negates this and forces it to rely on it's vision, which is approximately twice as good as a humans. In addition, to it's blindsight the Leviathan possesses darkvision out to a range of 60 feet and low-light vision.
Spell-Like Abilities (Su): The Leviathan uses the following spells as a 134th level sorcerer. The save DCs are 26 + the spell's level.
1/day: Obscuring Mist, Fog Cloud, Waterbreathing, Control Water, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm (Water only), & Plane Shift; 3/day: Greater Dispelling, Haste, & See Invisibility.
Psionic Powers (Su): At will - Astral Construct 9, Dream Travel, Ectoplasmic Armor, Emulate Power, Foresight, Greater Emulation, Greater Energy Conversion, Improved Anchored Navigation, Improved Clairtangency, Improved Fly, Mind Blank, Stabilize Construct, & True Telekinesis.
Manifester Level: 134; Attack/Defense Modes: All/All.
Capsize (Ex): When attacking a mass of surface vessels, the Leviathan creates a powerful wave by swimming deep, rushing to the surface, and leaping halfway out of the water. The resulting wave can possibly cause every ship within 500 feet to sink. Ships under 30 feet long are capsized 95% of the time. The wave has a 50% chance of capsizing a vessel 31-90 feet long and a 20% chance of capsizing those over 90 feet long.
Improved Grab (Ex): To use this ability the Leviathan must hit with a bite attack. If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): The Leviathan can try to swallow a grabbed opponent of Gargantuan size or smaller by making a successful grapple check. Upon being swallowed the victim immediately takes bite damage as he is forced into the whale's stomach. The Leviathan's stomach contains air pockets in which a victim might survive until he escapes or it digested (30% chance of locating such an area each round). The stomach acid is diluted by sea-water and inflicts only 1d4+1 points of damage per round of immersion. A swallowed creature may cut it's way out by doing 100 or more points of damage to the stomach (AC 32). Once a swallowed creature exits, muscular action closes the hole; another swallowed creature must cut it's own way out.
The Leviathan's stomach can hold up to 2 Gargantuan, 3 Huge, 4 Large, 8 Medium, , 16 Small, 32 Tiny, 64 Diminutive, or 128 Fine or smaller opponents.
Skills (Ex): +10 competence bonus to all skills; +4 racial bonus to Listen & Spot while blindsight is active.
Divine Immunities: Immune to the following... Transmutation, Energy/Ability/Level Drain, Mind-Affecting Effects, Energy Immunity (Cold, Electricty, + Acid), Poison, Stunning, Sleep, Paralysis, Death Effects, & Disentegration.
Divine Salient Abilities (6): Divine Spellcasting, Divine Water Mastery, Extra Domain (Good), Extra Domain (Healing), Extra Domain (Undersea), & Power of Nature.
Divine Spell-like Abilities: The Leviathan uses these abilities at will, as a 14th level caster, except for Good & Healing spells, which he uses as a 15th level caster. The save DCs are 31 + the spells's level... [Good] Protection from Evil, Aid, Magic Circle Against Evil, Holy Smite, Dispel Evil, Blade Barrier, Holy Word, Holy Aura, & Summon Monster IX (Good only); [Healing] CLW, CMW, CSW, CCW, Healing Circle, Heal, Regenerate, Mass Heal, & True Resurrection; [Ocean] Endure Elements, Sound Burst, Water Breathing, Freedom of Movement, Wall of Ice, Otiluke's Freezing Sphere, Waterspout, Maelstrom, & Elemental Swarm (Water only); [Protection] Sanctuary, Shield Other, Protection from Elements, Spell Immunity, Spell Resistance, Anitmagic Field, Repulsion, Mind Blank, & Prismatic Sphere; [Undersea] Buoyancy, Ink Cloud, Air Breathing, Aquatic Form, Sphere of Air, Sink, Acid Fog (Aquatic), Whirlpool, Elemental Swarm (Water); [Water] Obscuring Mist, Fog Cloud, Water Breathing, Control Weather, Ice Storm, Cone of Cold, Acid Fog, Horrid Wilting, & Elemental Swarm (Water only).
Domain Powers: Cast Good & Healing spells at +1 caster level; Water Breathing for 400 minutes per day; generate a Protective Ward (+20) 5/day; Turn or destroy fire creatures OR rebuke or command water creatures 19/day.
Cleric Spells per day: 6 / 10 / 10 / 10 / 10 / 9 / 8 / 8 / 8 / 7 / 4 / 4 / 4 / 3 / 3 / 3 / 3 / 2 / 2 / 2 / 2
Caster Level: 40th (41st level if Good or Healing); Save DCs = 32 + the spell's level; Spell Power: +48
Epic Spells per day: 5 ... Epic Spells Known: Epic Counterspell, Let Go of Me, Raise Island, Ruin, & Superb Dispelling.
Hierophant Abilities: Divine Reach, Spell Power +2, Gift of the Divine, Metamagic Feat x2
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