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Obly99

Adventurer
Fimbulvetr
Originally found her (Fimbulvetr (3.5e Spell) - Dungeons and Dragons Wiki)
Evocation [Cold]

Level: Druid 9, Sorcerer/Wizard 9, Witch 9

Components: V, S, M (offering linked to winter worth 300.000 gp)

Casting time: 1 week

Range: 1 mile/level

Area: 1 mile/2 level.-radius spread

Duration: 1 day/level (D)

Saving Throw: Reflex negates (see text).

Spell Resistance: Yes

With a blast of the coldest air imaginable, you force all creatures and objects within the area of effect to make a Reflex save every minute they pass within the area or becomes encased in a block of solid ice covering the space that creature or object occupies. They are helpless, and cannot breathe. This block has 3 hit points per caster level, and an AC of 5 + the target's size modifier. Melee attacks against it automatically succeed, and fire deals full damage to it. Once the block has been reduced to 0 hit points, the target's is freed from the ice, but based on how long he has spent in the ice there is a possibility that he may have suffocated or starved to death. Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires true resurrection, miracle, or wish.

Creatures inside the area take 3 points of cold damage per caster level every round and are slowed for 1 round per caster level.

Creatures with immunity to [Cold] do not take damage and are not slowed by this spell, but may still be trapped on a failed Reflex save.

Under temperate conditions, this ice lasts 1 month per caster level. In tropical environments it only last half as long. In cold environments where ice and snow persist without melting, it might last indefinitely.
 

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Obly99

Adventurer
Orbital Laser
Originally found her (Orbital Laser (3.5e Spell) - Dungeons and Dragons Wiki)
Evocation [Light]

Level: Sorcerer/Wizard 9

Components: V, S, F (a spyglass worth 100 gp)

Casting time: 1 full-round action

Range: long (400 ft. + 100 ft./level)

Area: One creature or object and up to 60 ft. radius around the target

Duration: Instantaneous

Saving Throw: Reflex Partial (see text).

Spell Resistance: Yes

This spell fires a beam of light down from the sky, vaporizing a target and its surroundings on impact with a fantastic amount of light. The target takes 2d6 points of damage/level (maximum 40d6) and is permanently blinded, with a Reflex save for half damage and no blinding, instead being dazzled for 1 round/level. An area as small as a 10 ft. radius or as large as a 60 ft. radius (caster's choice) is also struck, creatures taking half the damage of the target and blinded for 1 round/level. A successful save halves that damage (again) and negates the blindness completely. Creatures killed and objects destroyed by this spell turn to ash. This spell counts as disintegrate for the purpose of interacting with spells and effects. Against unattended non-magical objects the light bores though and turns everything to ash, destroying a 5 ft deep layer per caster level. For example, a 20th level casting can bore a 100 ft deep hole up to 60 ft in radius. Objects do not apply hardness against the damage of this spell. The shape is effectively a cylinder of infinite height, emanating somewhere in space. As such, the spell is best used in clear open skies. If there are obstructions, such as a roof, it burns through provided it can pierce deep enough; otherwise, it is stopped early. The beam does not disperses after it reaches its target and continue burrowing downward. The flash from this attack can be seen for miles. An undead creature caught within the area takes 4d6 points of damage (maximum 80d6), per caster level, or half damage if the save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Orbital Laser dispels any darkness spells of lower than 9th level within its area.
 

Obly99

Adventurer
Singularity
Originally found her (Singularity (3.5e Spell) - Dungeons and Dragons Wiki)
Evocation [Force]

Level: Sorcerer/Wizard 9

Components: V, S

Casting time: 1 round

Range: medium (100 ft. + 10 ft./level)

Area: 20-ft.-radius event horizon, plus intense attraction up to 10 feet/caster level from the center

Duration: 1 round/2 level (D)

Saving Throw: Fortitude and Reflex partial; (see text)

Spell Resistance: Yes

This spell collapses gravity inward to create a point singularity in the location you designate. Within the spell's event horizon, intense gravity and force tears everything apart, drawing inward upon a core of absolute blackness in the center of the field from which no matter or energy can escape. Radiating out from that ball of black void is an intense attraction radius that pulls in everything in the area.

Event Horizon
Any creature within the 20-ft.-radius event horizon of the singularity is subjected to the effects of a disintegrate spell (with no attack roll and at caster level equal to that of singularity) every round, taking 5d6 points of damage on a successful saving throw. Creatures sucked into the event horizon can no longer escape by any form of Euclidean motion; only teleportation effects and effects that bypass ordinary 3-dimensional movement allow a trapped creature to escape the event horizon, but even those are limited to a maximum distance of 10 feet per caster level. Creatures can escape the event horizon of the spell with normal movement only during the round in which the spell is being cast, before the singularity fully forms. The inside of a singularity's event horizon disrupts dimensional lock or dimensional anchor effects.

Creatures caught in the singularity's event horizon can act normally, but must succeed on a Concentration check (DC 30 + spell level) to cast a spell. Within the affected area, gravity effectively increases by a factor 10, making it nigh impossible to move. Creatures in the affected area have all their movement speeds quartered. Hustling in the area requires a Strength score of 25, and Running requirees a Strength score of 35. Affected creatures must make a DC 15 Strength check to avoid falling prone at the start of each turn, which is taken with a penalty of half their armor check penalty.




In the area, creatures take a -6 penalty to attack, physical skill and ability checks, and damage rolls. The range increments of all ranged weapons are reduced to 10% of their normal values. If rounding to the next increment of 5 feet reduces the range increment to 0, the weapon in question cannot be thrown or fired at all.

Item weights are increased tenfold. Flying creatures must make a DC 25 Strength check to maintain flight, and falling deals 10 points of damage per 10 feet to a maximum of 200. Even spells that lower your personal gravity like feather fall can only reduce effective gravity while falling back to normal, resulting in 1d6 points of falling damage per 10 feet.

If a weapon or shield becomes so heavy that its weight exceeds your maximum light load, it becomes unwieldable. The event horizon breaks all line of effect from inside to outside.

When a creature is reduced to 0 hit points or less by the singularity's effect, its body is ripped apart and drawn into the singularity's negative space, forever lost.

At the end of the spell's duration, the singularity collapses inwards and disappears, leaving any matter it has failed to annihilate behind. However, if a singularity touches either a sphere of annihilation or a rod of cancellation, the two negate each other, causing the singularity to violently detonate. The detonation of a singularity results in a massive explosion that inflicts its disintegrate effect in a 60-foot-radius (Fortitude for 5d6 damage).

A dispel magic has no effect while a mage's disjunction spell automatically end the singularity but should a gate spell be cast in the area of a singularity spell, there is a 50% chance (01–50 on d%) that the spell collapses it, a 35% chance (51–85) that the spell does nothing, and a 15% chance (86–100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane with no save.

Attraction Radius
Any creature outside of the event horizon, but within 10 feet per caster level from the singularity's centre point, will find themselves attracted towards it by a nigh-irresistible force that draws them 100 feet closer to the event horizon every round. This involuntary movement happens at the start of an attracted creature's turn. A creature can defend against the attraction effect using the following three methods:

Vantage: A creature possessing a firm footing on the ground or a movement speed that allows them to maneuver through the medium in which the spell is cast is considered to have 'vantage'. A creature with vantage may prevent itself from being moved by the singularity for the round by making a Reflex save at the start of its turn. Either way, a creature with vantage may move up to their relevant movement speed away from the singularity's center as a full-round action.

Tether: Creatures may use rope, chains, spells or effects to try and securely tether or hold themselves fast to solid ground or architecture; creatures so tethered may make, even if they have not vantage, the Reflex save for not being pulled toward the singularity with a +5 circumstance bonus.

Hold Fast: A creature without vantage may attempt to hold fast onto something to prevent being pulled in. In this case, the singularity combats the Strength check of the creature holding fast with an opposed check of 1d20 + half the singularity's caster level. Size bonuses do not apply to this check, as the increased effect of gravity on a larger body counteracts the added physical strength from size. Holding fast is a standard action, though it may be done as a move action instead at a -4 penalty to the Strength check.
 

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Obly99

Adventurer
Meteor
Originally found her (Meteor (3.5e Spell) - Dungeons and Dragons Wiki)
Conjuration (creation)

Spellcraft DC: 103

Components: V, S, F (a rod fashioned from a meteor rock worth 100,000 gp. After it is used to attracts a meteor, it return to your hand like for the returning property)

Casting time: 1 round

Range: Long (400 ft. + 40 ft./level); (see text)

Area 480-ft.-radius spread; (see text)

Duration: 5 rounds and Instantaneous; (see text)

Saving Throw: None and Reflex half; (see text)

Spell Resistance: No

To Develop: 927,000 gp; 19 days; Seed: conjure (DC 21). Factor: ignore spell resistance (+8 DC), increase the material created (+90 DC), reduced effect with distance (-4 DC), 5 rounds for escape (-10 DC), require costose focus (-4 DC), every round Reflex of fall prone (+2 DC).




To cast this spell, you need to be under the open air. Stretching out your arm, you focus a massive lance-like burst of gravitation into outer space. Any cloud cover overhead is immediately blown away, creating a circle of clear sky. The gravity lance finally terminates beyond the planet's atmosphere, where it attracts and pulls down a meteor with a diameter of roughly 50 feet. Once you finish casting the spell, a noticeable tremor can be felt out to 500 foot radius centered on the chosen point of impact for 5 rounds, as an omen of what's to come. The tremor forces everyone in the area that touches the ground to make every round a DC 15 Reflex save or Acrobatics check or fall prone. Over the course of the following 5 rounds, the meteor descends to a designated point of impact within Long range (400 ft. + 40 ft./caster level), where at the end of the 5th round it smashes into the ground, creating a massive wave of fiery destruction that leaves almost nothing behind. Once the meteor starts its descent, it is an extraordinary effect, as the spell merely pulled it down to earth.

Meteor Effects
Distance from Ground Zero1Effect
0-30 ft.Subject gets hit directly with 10,000 metric tons of rock moving at an inordinate speed and dies. Any creature with at least 3 divine ranks, or that is somehow big and/or strong enough to lift 10,000 metric tons as a light load can defend itself sufficiently to avoid outright destruction, but still takes 10 points of simultaneous fire and bludgeoning damage per caster level, no save. All structures, objects and creatures up to 30 feet below ground are totally obliterated, though creatures may make a Reflex save to take damage as mentioned prior instead of instantly die. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to both forms of damage.
31-60 ft.Subject takes 10 points of simultaneous fire and bludgeoning damage per caster level, with a Reflex save for half. All structures, objects and creatures up to 20 feet below ground take half damage, and creatures may save to reduce it to ¼ the damage. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to both forms of damage.
61-120 ft.Subject takes 1d10 points of simultaneous fire and bludgeoning damage per caster level, with a Reflex save for half. All structures, objects and creatures up to 10 feet below ground take half damage, and creatures may save to reduce it to ¼ the damage. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to both forms of damage.
121-240 ft.Subject takes 1d6 points of simultaneous fire and bludgeoning damage per caster level, with a Reflex save for half. All structures, objects and creatures up to 5 feet below ground take half damage, and creatures may save to reduce it to ¼ the damage. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to both forms of damage.
241-480 ft.Subject takes 1d6 points of simultaneous fire and bludgeoning damage per 2 caster levels, with a Reflex save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to both forms of damage.

1. Any effect that creates a barrier, like wall of force, is destroyed on contact with the meteor's detonation and lessens the effects suffered by any creatures it protects by one stage, as described above. Furthermore, any barrier sufficient to create total cover from the blast likewise lessens the effects by one stage, provided the barrier is strong enough to withstand more than half of the damage. Any barrier strong enough to take all the damage grants total cover from the blast to any creature adjacent to it (on the side facing away from ground zero).

After all this, the entire area of the blast (out to the total 480 feet, as described above) is covered in a cloud of smoke for 1 round per caster level. This is identical to a fog cloud spell except it is an extraordinary effect.
 

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Obly99

Adventurer
Karmic Annihilation
Originally found her (Karmic Annihilation (3.5e Spell) - Dungeons and Dragons Wiki)
Spellcraft DC: 370

Components: V, S, F (a fishing rod)

Casting time: 1 round

Range: Close (25 ft. + 5 ft./2 levels)

Target: One creature

Duration: Instantaneous

Saving Throw: Will negates (see text).

Spell Resistance: Yes

To Develop: 3,330,000 gp; 67 days; Seed: banish (DC 27), slay (DC 25). Factor: no HD limit (+100 DC), remove the creature from existance (+60 DC), not only extraplanar (+100), any type of creature (+100), gains a second save for allow creatures to remember it (-10), creature within a closed list can try to stop the caster (-30 DC).

You point at a target creature within range, fingertip imbued with an irresistible power. Every being, living or dead, loses their karmic connection to the target, expunging all knowledge of the target's existence from their memory. The target itself seemingly vanishes from reality. To all onlookers, a target successfully removed by karmic annihilation appears to instantly vanish without a trace, but what truly happens is that as soon as the spell becomes active, the target makes an immediate Will save. If the target fails the save, time stops for every creature and object except for you (the caster) and the target. All color drains from the world as a rift then opens in the air or ceiling above the target from which a fishing hook emerges that hooks the target while around him appear the threads of karma that bind him to other people. The threads are cut one by one by an invisible force and when the last one is cut, the target is drags it out of reality, effectively deleting it. At this point, time resumes. All this is purely descriptive and the effective duration of this mutual time stop effect is less than a blink of an eye. If the target fail the initial save for resist the severing, it can make a second Will save (with the same DC) for allow creatures with 21 or more HD a Will save (with the same DC) to retain their knowledge and memories of the target. You, as the caster of the spell will always retain all your memories of the target. A creature cancelled in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the target name can never be spoken or written down again (with the exception of creatures that remember him). All written mentions of his name become nothing more than a blank space. Creatures close (like lovers and friends) to the targeted creature only have a feeling that something is missing in their life but they don't know what. Only creatures that remember the target creature can attempt to retrieve it but doing so is an achievement subject to GM discretion, but should involve a great quest, artifacts, mythic power and the direct intervention of multiple deities. If a character knows personally the target meet one of the following conditions:

  • more divine ranks of the caster of karmic annihilation (only if the caster has no perfection bonus this condition can be fulfilled)
  • more divine ranks of the perfection bonus of the caster of karmic annihilation
  • more perfection bonus of the divine ranks of the caster of karmic annihilation
  • more perfection bonus of the perfection bonus of the caster of karmic annihilation (only if the caster has no divine ranks this condition can be fulfilled)
  • more than 5 times the caster level of karmic annihilation as HD
he can always make the saving throw to remember the target, even if the target has failed the second saving throw. If the creature succeeds on its saving throw to remember (only creatures that can obtain the saving throw from the above list can perform the following action), it can chose to target the karmic annihilation caster with an immediate action with one attack, spell, spell-like ability, effect, or special attack (despite the usual time for use the effect, as long as it is less than a full-round action activate it, like a dispel magic or finger of death spell) as if it were in front of him (the caster, despite he cannot see or perceive them, is not considered flat-footed against them). If the chosen action succeeds in making the spell fail (as in the case of the attack option, if it succeeds in hitting the caster and it fails the concentration check) the effect of karmic annihilation is immediately canceled and the creature is saved.
 
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Obly99

Adventurer
Greater Call the Undead Army

School necromancy (evil)
Level cleric /oracle 9, sorcerer/wizard 9
Casting Time eight hours
Components V, S, M (skull of a powerful undead creature and onyx gemstone worth at least 50,000 gp)
Range 1⁄2 mile radius per level
Duration 1 hour/ level (D)
Saving Throw none; Spell Resistance no
A dark, necromantic ritual calls forth the buried dead, emptying entire graveyards and turning the corpses into
shambling soldiers in your undead army. You cause all corpses in the area to rise up as skeletons under you command; this spell affects corpses buried underground as well, up to a depth of 10 ft, though such undead take 1d4 minutes to claw their way to the surface. These skeletons may be made into burning or bleeding skeletons at the time of casting by reducing the spell’s duration to 10 minutes/level. These undead do not count against you HD limit for the amount of undead you control. These undead must be commanded as a group and cannot be split up to perform multiple tasks. If you are slain, these undead immediately crumble to dust.
 

Beefermatic

Adventurer
Orbital Laser
Originally found her (Orbital Laser (3.5e Spell) - Dungeons and Dragons Wiki)
Evocation [Light]

Level: Sorcerer/Wizard 9

Components: V, S, F (a spyglass worth 100 gp)

Casting time: 1 full-round action

Range: long (400 ft. + 100 ft./level)

Area: One creature or object and up to 60 ft. radius around the target

Duration: Instantaneous

Saving Throw: Reflex Partial (see text).

Spell Resistance: Yes

This spell fires a beam of light down from the sky, vaporizing a target and its surroundings on impact with a fantastic amount of light. The target takes 2d6 points of damage/level (maximum 40d6) and is permanently blinded, with a Reflex save for half damage and no blinding, instead being dazzled for 1 round/level. An area as small as a 10 ft. radius or as large as a 60 ft. radius (caster's choice) is also struck, creatures taking half the damage of the target and blinded for 1 round/level. A successful save halves that damage (again) and negates the blindness completely. Creatures killed and objects destroyed by this spell turn to ash. This spell counts as disintegrate for the purpose of interacting with spells and effects. Against unattended non-magical objects the light bores though and turns everything to ash, destroying a 5 ft deep layer per caster level. For example, a 20th level casting can bore a 100 ft deep hole up to 60 ft in radius. Objects do not apply hardness against the damage of this spell. The shape is effectively a cylinder of infinite height, emanating somewhere in space. As such, the spell is best used in clear open skies. If there are obstructions, such as a roof, it burns through provided it can pierce deep enough; otherwise, it is stopped early. The beam does not disperses after it reaches its target and continue burrowing downward. The flash from this attack can be seen for miles. An undead creature caught within the area takes 4d6 points of damage (maximum 80d6), per caster level, or half damage if the save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Orbital Laser dispels any darkness spells of lower than 9th level within its area.
Orbital laser is fuxking awesome!
 

Obly99

Adventurer
Tokyo Ghoul Race

Personality
Ghouls are able to blend themselves in extremely easily with humans. The main difference is how a Ghoul is able to handle their hunger when it comes. Some Ghouls act out in an uncontrolled blood frenzy, akin to starving wild creatures, attacking the first Human they see. They attack without rest until either they are dead or their prey is dead, then feast in their corpse. Other Ghouls act in a more quiet manner, preferring to stalk and ambush lone prey. Some, mainly Ghouls who have moral issues about killing, take it upon themselves to wait until conflict kills, and feast upon corpses of those slain by battle, or if can, suicide victims to avoid taking a life.

Physical Description
Ghouls look completely identical to Humans in every way. The only difference comes form a Ghoul's eyes. When chosen to reveal them, when angered, or during combat, a Ghoul's irises turn blood red, and the sclera turn black. As well, when pressed into more dire situations that require more power, thin black and red crack-like veins start to appear near their eyes.

A Ghoul's anatomy is also very different from that of a Human. Ghouls cannot eat anything but Human flesh, or flesh of another Ghoul, and my only drink water, and coffee. The reason for coffee is unknown, even for Ghouls. If a Ghoul is to eat/drink anything but Human/Ghoul flesh, their body reacts extremely violently to the food/drink, forcing them to vomit it up. Younger Ghouls have yet to learn to mask the intense and utter horrible taste anything but flesh gives, while older Ghouls can easily mask it and can swallow it without others knowing. But no matter the age, if food is swallowed, Ghouls must regurgitate the food/drink before digesting fully takes place or experience a crippling weakness that lasts anywhere from hours to days after eating.

Ghouls gain the required nutrients from Human/Ghoul flesh. It also provides the needed supplements to allow their greatest weapon: The Kagune. Kagune is an organ found only in Ghouls, that is used in conjunction with another Ghoul-only organ called the Kakuhou. The Kakuhou is a sack-like organ that stores RC Cells, types of cells found in Humans and Ghouls. From there, the Kakuhou releases these stored RC Cells throughout the bloodstream of a Ghoul to be used as a weapon, either by allowing a Ghoul's nails to become sharp enough to be used as claws, or via the Kagune, which comes in four different types, and determine how the Ghoul fights in combat, and also their own body's factors. A Kagune can be found in one of four places: On the shoulders of a Ghoul; under the shoulder blades of a Ghoul; on the small of a Ghoul's back; or along their coccyx/tailbone. Kagune itself is a blood red liquid (DM's call to make them different colors in order to help determine who is doing what if multiple Ghouls are in combat) and tends to act like water in fluidity, but can suddenly harden to be as strong as bone or teeth, and retain flexibility as great as any fibers in the human body.

Relations
Ghouls are very capable of hiding their cannibalism from other races with ease. However, due to their need of Human flesh, Ghouls and Humans, once Ghouls have made themselves present, have very violent and bloody conflicts. Other races that find Ghouls tend to react in violence. The main difference is that non-Human races that are killed by Ghouls are left to rot.

Alignment
Most Ghouls tend to be driven to the Chaotic and Evil sides of the alignment chart, but all manners of Ghouls do exist.

Lands
Ghouls can be found living in any region where there are Humans.

Religion
Ghouls don't tend to worship any form of deity. But, if they are born in a society that is religious, Ghouls will worship to maintain their cover.

Language
Ghouls speak Common. The Ghoul society has no language of their own, but gives some words double meanings in order to hide what they actually mean from other races.

Names
Ghoul names can be as varied as Humans.

Tokyo Ghoul Racial Traits (15 RP total with the heritage)

Ability Score Modifiers:
-2 Cha, plus other base on the heritage (see below): Tokyo Ghouls are extremely resistant physically but can hardly relate to people.

Type: Tokyo Ghouls are Humanoid with the (aberrant, human) subtype. (2 RP)

Aberrant: Tokyo Ghouls, although they are humanoid, counts as an aberration and a humanoid (human) for any effect related to race, including feat prerequisites, bane weapon, favored enemy, effect and spells. Tokyo Ghouls also have darkvision 30 ft. (0 RP)

Size: Tokyo Ghouls are Medium creatures and thus receive no bonuses or penalties due to their size. (0 RP)

Base Speed: Tokyo Ghouls have a base speed of 40 feet. (1 RP)

Limited Scent: Tokyo Ghouls have the scent ability, but it works only for detect creatures with the human subtype. (1 RP)

Natural Attack: Tokyo Ghouls have a primary natural bite attack that deals 1d6 base damage plus Strength modifier. The bite is a secondary attack if the Tokyo Ghoul is wielding manufactured weapons. (3 RP)

Kagune: Tokyo Ghouls have a Kagune basen on their heritage. Activate a Kagune is a move action and deactivate is a standard action (they do not provoke attack of opportunity) unless otherwise specified in the description of the specific kagune.

Extreme Resistance: A Tokyo Ghoul's body is extremely durable. The Tokyo Ghoul gains DR equal to ½ his Hit Dice /magic (minimum 1) while using the Kagune, and while it is inactive, the DR drops down to 1 regardless of level, due to the natural resistance the Tokyo Ghoul's skin gives. Also, due to the natural toughness of the Tokyo Ghoul's skin, very small non-magic weaponry and points, such as Caltrops, Needles, syringes, and certain weapons do not deal damage to the Tokyo Ghoul and break instantly upon impact. (5 RP)

Extreme Recovery: While the Tokyo Ghoul's skin is tough, killing them is even tougher. Ghouls regains hp every 2 hours as though they rested for 8 hours. When a Tokyo Ghoul heals 20 HP using Extreme Recovery, they lose 1 day's worth of food. Due to this, a Tokyo Ghoul can regenerate limbs. Requiring a varied amount of time based on the damage (DM's call, though must be in days), the Tokyo Ghoul loses the amount of time required as days of food (If a Ghoul takes three days to regrow an arm, he loses 6 days worth of food). Small body parts, like teeth, fingers or toes, are small enough that they can regrow within minutes, and do not take extra food to heal. If a Kagune is damaged, or cut off, the Tokyo Ghoul may regrow them the same way he regrows his limbs (1 minute = 1 day). This can be done within minutes, but costs the same in food as if they have lost a limb. A Tokyo Ghoul cannot regrow their head, nor reattach it once it has been cut off. (5 RP)

Extreme Hunger: Tokyo Ghouls may only drink plain water and coffee, and may only eat the flush of Humans (DM's call on this in order to keep players alive easier) and Tokyo Ghouls. If they eat anything else, they must make a DC 15 Fort save, or be forced to spit the food/drink out of their mouth. If they succeed, and someone else believes they aren't eating, Tokyo Ghouls can make a DC 20 Bluff check to 'eat the food', but only if they succeed the previous Fort save. After eating/drinking, a Tokyo Ghoul has six to eight hours to make another DC 15 Fort check to vomit up the food/drink. If he cannot, a Tokyo Ghoul starts to feel immense pain and weakness: the Tokyo Ghoul is sickend for 6 hours if he eat less than 2 pound of food, or nauseated for 1 day if he eat more. However, Tokyo Ghouls can still drink and benefict from potions without problem. A Tokyo Ghoul cannot benefict from create food and water/heroes feast spells or the sustenance from a ring of sustenance (they still only need 2 hours of sleep with the ring). (-4 RP)

Extreme Feeding: When Ghouls eat, the Human eaten provides them with enough nourishment to sustain them and their Kagune and Kakuhou organs for 20+1d20 days, provided they are not engaging in combat that is dangerous enough to force the use of the Kagune. For every minute of use of the Kagune, they lose 1 day's worth of food. Overeating provides no penalties to the Ghoul, but does not 'stack up' on how much time a Ghoul can shrug off between eating, it only 'resets' his hunger. Once a Ghoul starts making Fort saves for hunger, his sense of logic starts to fail. They take a cumulative -1 to Will saves per day they do not eat after starving, and when they see a valid 'feast', they must make a DC 10 Will Save to not attack them. They also takes -1 to Fort saves in order to fight hunger, and a cumulative -2 per day he is starving. Also, during the time of starving, their Extreme Resistane and Extreme Recovery abilities fail and cannot be used, and their Kagune takes penalties equal to half their Hit die (minimum 1) on all rolls involving them. Also, when a Ghoul takes damage from hunger, they take double the normal damage. (-4 RP)

Languages: Tokyo Ghoul start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages. (Aklo, Aquan, Dwarven, Elven, Giant, Gnome, Sylvan) (0 RP)

Kagune Types: Below are the four types of Kagune, and the one picked is the one your heritage is.

-Bikaku Kagune (6 RP):
A Bikaku Ghoul gains +2 to two physical ability scores of his choice. Bikaku Ghouls are known as the 'trump card', possessing no weakness, but no strengths. They usually rely on strategy and tactics to reach vectory.

Kagune and Kakuhou: On a Bikaku, it is located on their coccyx/tailbone. It takes the form of a long, usually flat tail with a sharp point at the end. While active, the Kagune grants the Bikaku Ghoul a +2 Natural Armor bonus due to it's versatile use and length and a primary slam natural attack that deal 1d6 base damage. Activate a Bikaku Kagune is a swift action and deactivate it is a move action.


-Koukaku Kagune (6 RP):
A Koukaku Ghoul gains +2 Strength and +2 Constitution, and -2 Dexterity. A Koukaku Ghoul is made for pure defense and the power to back it up. However, the Kagune weighs down on their frame, causing a massive reduction in their speed.

Kagune and Kakuhou: On a Koukaku, it is located beneath the shoulder blades, and takes the form of tentacles that could be as thick as tree trunks, sometimes ending in points. While active, the Kagune grants the Koukaku Ghoul +6 Natural Armor bonus, but drops their speed down to half of their base land speed and give a -4 armor penalty to skill checks that stack with any armor penalty already present, and a primary Slam natural attack that deals 1d6 base damage. Activate a Koukaku Kagune is a full-round action and deactivate it is a standard action. Activate a Koukaku Kagune provoke attack of opportunity. While a Koukaku Kagune is active, one of the arms of the Koukaku Ghoul (chosen at character creation) is wrapped in the Kagune and cannot be used for fine manipulation or hold an item.


-Rinkaku Ghoul (6 RP):
A Rinkaku Ghoul gains +2 Strength, +2 Dexterity, and -2 Constitution. A Rinkaku Ghoul is made for pure power, and has some agility to back it up, but they possess brittle Kagune.

Kagune and Kakuhou: On a Rinkaku Ghoul, it is located on the small of their backs, and takes the appearance of tails, or spider-like legs that can be used for mobility. While active, the Kagune grants the Rinkaku Ghoul +2 Natural Armor bonus, +4 bonus to CMD against Trip, Bull rushe, and other movement based combat maneuvers and 2 primary tentacle natural attacks that deal 1d4 base damage.


-Ukaku Ghoul (6 RP):
A Ukaku Ghoul gains +2 Dexterity, +2 Constitution, and a -2 Strength. A Ukaku Ghoul is made for speed, and rapid strikes, but their Kagune puts strain on the Ghoul's physical form.

Kagune and Kakuhou: On an Ukaku Ghoul, it is located on their shoulders and take the forms of misty, bloody wings that can harden to be used for stabs and slashes. While active, the Kagune grants the Ukaku Ghoul a +2 to Natural Armor bonus, vestigial wings (see below), and 2 primary spikes ranged natural attacks that deal 1d3 base damage plus Dexterity modifier (see below).

Spikes (Ex)
With a flapping of its wings, a Ukaku Ghoul can loose a volley of two spikes as a standard action (make an attack roll for each spike). This attack has a range of 30 feet with no range increment.

Vestigial Wings (Ex)
When an Ukaku Ghoul fall, he can slow his descent by making a DC 15 Fly check to fall safely without taking falling damage, albeit at a rate of 20 feet a round. When falling safely, an Ukaku Ghoul can make another DC 15 Fly check to glide, moving 5 feet laterally every round. Fly is always a class skill for an Ukaku Ghoul.

Racial Feats

Half-Kakuja

Prerequisites:
Tokyo Ghoul race, character level 5th, plus special (see below)

Beneficts: Select 3 of the following beneficts:
  • Increase your natural armor while using the Kagune by +2​
  • The natural weapon/s of your Kagune increase the damage by one size​
  • Your racial damage reduction add cold iron or silver to the condition to be meet to be overcomed​
  • Gain the Powerful Build ability while using the Kagune​
  • Gain swim speed 30 ft. while using the Kagune​
  • Gain a climb speed 30 ft. while using the Kagune​
  • Your slam natural weapon gains the grab ability (Bikaku Ghoul only)​
  • Your slam natural weapon gains the push ability: push (slam, 10 feet plus 5 for every 5 you overcome the foe CMD) (Koukaku Ghoul only)​
  • Your tentacle natural weapons gains the grab ability (Rinkaku Ghoul only)​
  • Gain fly speed 15 ft. (clumsy) while using the Kagune (Ukaku Ghoul only)​
Special: For select this feat the first time, you must have totally consumed the Kakuhou of other Tokyo Ghoul worth a number of HD double compared to the moment you take this feat (if you select this feat at 5th level you must consume the Kakuhou of a number of other Tokyo Ghoul worth 10 HD, like two Tokyo Ghoul of 4 HD and one with 2 HD).

Special: This feat can be take multiple times, every time you gain this feat after the first you gain two beneficts not already selected. If you select Half-Kakuja after selecting other feats of the tree (Full kakuja, SSS Ghoul Treat and One Eye King), the new gained beneficts automatically evolve to the new version.

Pass for Human
Prerequisites:
Tokyo Ghoul race

Beneficts: You add you HD (minimum +4) as a bonus on the Fortitude save and Bluff check required under the Extreme Hunger racial trait.

Full Kakuja
Prerequisites:
Tokyo Ghoul race, character level 10th, Half-Kakuja plus special (see below)

Beneficts: The beneficts you gains with the Half-Kakuja evolves, they replace and do not stack with the beneficts of Half-Kakuja, unless specified (they are in the same order for semplicity):
  • Increase your natural armor while using the Kagune by +4​
  • The natural weapon/s of your Kagune increase the damage by two sizes​
  • Your racial damage reduction add one of your alignment component to be overcomed (stack) (if you are TN, chose one)​
  • Gain the Giant simple template while using the Kagune (stack)​
  • Gain swim speed 50 ft. and the hold breath ability while using the Kagune​
  • Gain a climb speed 50 ft. while using the Kagune​
  • Your slam natural weapon gains the constrict ability (same damage of the slam) (stack) (Bikaku Ghoul only)​
  • You gain Fortification (50%) while using the Kagune (stack) (Koukaku Ghoul only)​
  • Your tentacle natural weapons gains the constrict ability (same damage of the tentacle) (stack) (Rinkaku Ghoul only)​
  • Gain fly speed 40 ft. (average) while using the Kagune (Ukaku Ghoul only)​
Special: For select this feat, you must have totally consumed the Kakuhou of other Tokyo Ghoul worth a number of HD triple compared to the moment you take this feat (if you select this feat at 10th level you must consume the Kakuhou of a number of other Tokyo Ghoul worth 30 HD, like five Tokyo Ghoul of 4 HD and two with 5 HD).

SSS Ghoul Treat
Prerequisites:
Tokyo Ghoul race, character level 15th, Full Kakuja

Beneficts: The beneficts you gains with the Full Kakuja evolves, they replace and do not stack with the beneficts of Full Kakuja, unless specified (they are in the same order for semplicity):

  • Increase your natural armor while using the Kagune by +6​
  • The natural weapon/s of your Kagune increase the damage by three sizes​
  • Your racial damage reduction add epic to the conditions to be overcomed (stack)​
  • Gain a second time the Giant simple template while using the Kagune (stack)​
  • Gain swim speed 80 ft. and the ability to breath underwater while using the Kagune​
  • Gain a climb speed 80 ft. while using the Kagune​
  • Your tail break the bones, and your constrict attack now deals 1d4 Dexterity damage plus the normal damage. A Fortitude save DC 10 + ½ Bikaku Ghoul’s HD + Bikaku Ghoul’s Str modifier half the ability damage but not the physical damage. (stack) (Bikaku Ghoul only)​
  • Your slam natural weapon gains the stun ability of the Ankylosaurus when you hit a creature after a charge (stack) (Koukaku Ghoul only)​
  • Your tentacle natural weapons gains the rend ability (2 tentacles; same damage of the tentacle + 1-1/2 Str) (stack) (Rinkaku Ghoul only)​
  • Gain fly speed 60 ft. (good) while using the Kagune (Ukaku Ghoul only)​

One Eye King
Prerequisites:
Tokyo Ghoul race, character level 20th, SSS Ghoul Treat

Beneficts: You gain all the following beneficts, they replace and do not stack with the beneficts of SSS Ghoul Treat, unless specified (they are in the same order for semplicity):
  • Increase your natural armor while using the Kagune by +12​
  • The natural weapon/s of your Kagune increase the damage by four sizes​
  • Your racial damage reduction change to equal to your HD/–​
  • +5 bonus hit points per HD​
  • +5 racial bonus to Initiative, skill checks, attack and damage rolls​
  • +30-foot bonus to your speed​
  • Immunity to charm, compulsion, death, disease, mind-affecting and poison effects​
  • +10 bonus to your CMD​
  • Fast healing equal to your HD, but unlike the normal fast healing, this can also regenerate parts of the body as regeneration (monster ability, not the spell)​
  • Your slam attack ignore freedom of movement or similar abilities that prevent grab (stack) (Bikaku Ghoul only)​
  • You gain immunity to critical hit and precision damage while using the Kagune (stack and replace Fortification) (Koukaku Ghoul only)​
  • Your tentacles break the bones, and your constrict attack now deals 1d4 Dexterity damage plus the normal damage. A Fortitude save DC 10 + ½ Rinkaku Ghoul’s HD + Rinkaku Ghoul’s Str modifier half the ability damage but not the physical damage. (stack) (Rinkaku Ghoul only)​
  • Gain fly speed 120 ft. (perfect) while using the Kagune (Ukaku Ghoul only) (already calculated the +30-foot bonus)​
Special: After selecting this feat, only one of your eyes turn the iris blood red and the sclera black while revealed.
 

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i do want to ask though, why is there such a large level gap between a akalich and a Phasmalich so large? A 2360 level difference seems far too large since at level 2400 by just feats alone they could acquire a 3 trans abilities + some left over one of which could be used to acquire the template.
 

Obly99

Adventurer
i do want to ask though, why is there such a large level gap between a akalich and a Phasmalich so large? A 2360 level difference seems far too large since at level 2400 by just feats alone they could acquire a 3 trans abilities + some left over one of which could be used to acquire the template.
Damn edit from the Cell, It lagged and I wrote 2400 instead of 240
 

i see good job on the templates anyway. the phasmalich idea is very interesting, i might modify the template a bit to make it a tougher foe for some of my pcs. good job
 

Obly99

Adventurer
Today I will bring something of my setting. As I wrote previously, I am the Supreme Being of my setting, consequently my Aspects are with a power level that I honestly consider quite useless to post considering they are on the same level as Apepsnake's Sankarshana (Just Things I've Made). Their fragments are a separate matter. More powerful than Beefermatic's Aspects but still in a lower power level compared to a Supernal, I think it's interesting to post one of them.
Shade of Lisk
"You did it, you found it. You can't believe that old Ganky the dragon was telling the truth. The daughter of the Supreme Being. She is hidden in this fake universe lost in the most remote and forgotten margins of the Pleroma. This universe is not even true, its Time Lord is sleeping and generating it like a dream. You sense another Eternals, a Sundered, but he's trapped by the dream so he's irrelevant too. As soon as you enter you realize that the circus is not over: all the Sidereals with a few exceptions are trapped in the fabric of the reality, leaving out only simple gods and mortals. Ridiculous. You, a great Time Lord, who must hide from creatures less than ants in your eyes. But better not risk it, you perceive powerful creatures in the Time Lord's court and you know that if they attacked you en masse the energy generated would attract attention and you do not want to contend your prey with other Eternals. You secretly approach a gigantic tree in the middle of whose roots you feel the energy of the daughter. Your mind briefly touches that of a divinity in this universe, driving it mad instantly. "Yggdrasil" is the name of the tree, a sleeping First One, useless too. You land at the foot of the tree, in front of you is a simple hidden wooden door with a skull engraved on it with crystals embedded in it and a top hat on its head. Ridiculous. You reach out and touch the door while channeling your Expression of Power. Instantly a blinding light is released but it is not as you thought it would go: the door is not made of wood but of Kuvatchim, impossible to break by someone like you. Everything goes wrong: the tree lights up entirely with a golden fire, with the light rising to the sky. An angelic choir begins to sing, vibrating the same universe:
"Arise, my fragment
Protect the one I love
Even if I have now fallen
I know who I'm fighting for.
Arise, Holy Protector
Arise, Holy Warrior
Protect my beloved child!
I'm so sorry my baby
I am no longer worthy to be by your side
But even so, I can't resist
I will leave my will here, at the Tree.
Arise, Holy Protector
Arise, Holy Warrior
Hurry up, my daughter needs you
Hurry up, protect her because I can't do it anymore. "
As the whole universe trembles, the light coagulates before you to shape a creature. It looks like a Nekomimi, a hybrid child between a human and a Nekomata, but made entirely of light and with two skeletal wings on his back. He wears a full armor engraved with symbols of skulls and death, on his left arm, tied with a cord, he holds a spiral of silver metal. His right arm is skeletal with gems embedded in the exposed bones and with it he holds a completely black scythe, the only hint of color in the light apart from the metal spiral. His cold, empty gaze lowers on you and you sense a foreboding of death as he swings his scythe.


Male Nekomimi [Nekomimi (Cat) – d20PFSRD] Amidah Hyperborean X 500 (see Polymath, usually Death Mage [Death Mage – d20PFSRD])

Beyond Alignment (TN effectively) medium Poly-Existential humanoid (akasha, augmented, chaotic, elemental, good, kemonomimi)

Init +∞/2.641 (Always First); Senses all possible sense, cosmic consciousness (universe); Perception +∞/3.148

Aura divine (DC ∞/2.923, universe), emperor presence (universe ft., DC ∞/3.173, less than 500 HD, 5.000 damage)

DEFENSE

cannot be hit AC ∞, touch ∞, flat-footed ∞ or 9.181, touch 6.992, flat-footed 8.894 (+100 anarchic, +100 axiomatic, +400 circumstance, +100 competence, +5.395 deflection, +143 Dex, +144 dodge, +200 insight, +100 luck, +2.189 natural, +100 perfection, +100 profane, +100 sacred)

hp ∞/52.800.000.000 (500d10.000+72.500 plus 207.500) x10.000 fast healing 100; regeneration 1.000.000.000 (damage from the Omega)

Fort +∞/2.895 (cannot fail), Ref +∞/2.894, Will +∞/2.895

Defensive Abilities adaptation, antimagic resistance, boon of the universe, chaotic messiah, cold reflection, cosmic string, eternal freedom, fortune’s favored, good messiah, immortality, indissoluble, omnilock, supreme being fragment, true death messiah, universal acclimation; DR 1.000.000/–; Immune cold, disease, electricity, fire, petrification, poison, unwilling polymorph, elemental traits, undead immunities; Resistance cold 10, fire 10, Multiversal Hazards; PR/SR 3.008, any spell which fails to penetrate Lisk spell resistance is reflected back upon the caster

Weakness omega vulnerability

OFFENSE

Speed Superluminarx240; Starflight (1d3 minutes)

Melee Melean 102 attacks +∞/3.378 touch (∞/256.000d1.000+511 x16 x16; 4.096.008.176 without crit, 65.536.130.816 with crit) x2 every rounds (double already the first round for 204) x3 actions with Transtemporal; Everdread and Supreme Dark Nexus are not calculated in this

Special Attacks alter reality, evil eye (universe), mythic power (100/day, surge +108d6), omnific might, smite immortal 100/day (bonus to attack: 500 + DR; extra damage [eventually permanent]: if 48 DR or less 10.000*divine rank; if 49+ 500.000*divine rank; insight bonus equal to double DR)

Spell-Like Abilities (CL 2.998th, concentration +∞/5.911) +1 caster level for necromancy; DC (if any) +∞/1.725 + spell level

At will—animate dead, cause fear, create undead, death knell, death ward, destruction, greater create undead, slay living, wail of the banshee

STATISTICS

Str ∞ (295), Dex ∞ (297), Con ∞ (301), Int ∞ (297), Wis ∞ (301), Cha ∞ (840)

Base Atk +500; CMB +∞ (3.140); CMD ∞ (7.634)

Feats Any feat x286

Skills All skills ∞/3.001 + ability modifier; Racial Bonus +2 Climb, +4 Handle Animal made to interact with cats and cat-like beast, +2 Perception

Languages All possible languages; Truespeech, telepathy (universe)

SQ aspect of death, boon of the universe, call weaponry, cat affinity, fortuity, inner eye, maven, omnicompetent, terminus, virtual size category +19

Divine Abilities

• Adjuration (Su): Summon up to 1.000 hit die of creatures per day (no single creature can have CR higher than 350)

• Carapace (Ex): Natural Armor bonus equal to your hit die

• Dimensional Ancestry (Azata) (Ex): You gain Azata traits

• Distant Gaze (Su): Gaze attack, Will (DC ∞/3.173) or plane shift in any place of the multiverse

• Eternal Freedom (Su): You are immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. You are also treated as if under the effects of a freedom of movement spell

• Moderate Eradication (Ex): 50% chance of dealing a critical hit to an opponent immune to critical hits

• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent

• Nescient (Ex): You ignore feat prerequisites

• Perfect Initiative (Ex): Always first

• Perfect Weapon Focus (scythe) (Ex): Always use maximum BaB for iterative attacks

• Quantum Effect (Su): Effects are augmented or reduced

• Quickness (Su): A constant effect of haste

• SaviourB (Su): You share the pain of allies to ease their suffering

• Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Superior Critical (scythe) (Ex): Critical threat quadruple

• Superior Critical Multiplier (scythe) (Ex): Critical multiplier increased

• Superior Smiting (Su): Smite damage x4

• Uncanny Dodge (Ex): Dex as dodge bonus to AC

Cosmic Abilities

• Abrogate (Su): You negate an enemies single greatest ability

• Apostasy (Su): You are beyond alignment

• Cogency (Su): All attacks are smite

• Cosmic Serpent (Su): Change alignment with a touch

• Divine Nescience (Ex): You ignore prerequisites of any divine ability

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

• Heavy Eradication (Ex): 100% chance of dealing a critical hit to an opponent immune to critical hits

• Hyperostosis (Ex): Natural armor bonus equal to double your hit die

• Legendary Charisma (Ex): Charisma score doubled

• Miraculous SaviourB (Su): Your would die for your allies

• Perfect Smiting (Su): Smite damage x10

• Perfect Critical (scythe): Critical threat quintupled

• Perfect Critical Multiplier (scythe): Critical multiplier increased

• SlipstreamB (Su): You are unaffected by temporal disturbances

• Time Dilatation (Ex): You can take twice as many actions during the round than usual

• Unearthly Effect (Su): Your effect power ranges are equal to your Divine Aura. Line, Gaze and Ray attacks have a range equal to your line of sight

• Unearthly Reach (Su): Your reach equals your divine Aura

• Unearthly Weapon Focus (scythe) (Ex): Only touch attack for scythe attack

• Unearthly Weapon Specialization (scythe) (Ex): Base damage multiplied for the critical multiplier

Transcendental Abilities

• Amaranthine (Ex): Natural Armor bonus equal to 4x your hit die and DR is /–

• Dead Zone (Ex): Divine aura is a dead magic zone

• Edifying Presence (Su): Change alignment of all creatures inside your divine aura

• Equilibrium (Ex): All abilities scores equal to the higher

• Greater Dominance (Su): Foes with less than ½ your HD automatically fail all saves against you

• Perfect Defense (Ex): Cannot be hit

• Polymath (Ex): Your class levels can be changed at will

• Sophism (Su): Make a Will to negate an effect

• Transattack Period (Ex): Your attacks double each round

• Transiliente Fortitude (Ex): You can never fail a Fortitude saving throw

• Transtemporal (Su): Travel in time

• Ultimate Weapon Focus (scythe) (Ex): You never miss

• Ultimate Weapon Specialization (scythe) (Ex): You gain one attack for every 5 points of base attack bonus

Omnific Abilities

• Infinite Charisma (Ex)B: Charisma score raised to infinite

• Omnific Divine Effect (Su)B: d1.000 for damage

• Omnific Prana Effect (Su)B: d1.000 for damage


Double True Death Portfolio Traits

Domain Power: You cast necromancy spells at +1 caster level.

Yin and Yang (Ex): You cure with both positive and negative energy.

Sterility (Ex): You cannot produce offspring, even magically.

Undeadlike (Ex): You gain all the undead immunities and add Charisma to hit points (plus any other modifier, like constitution for living and size for construct).

• Necromantic Immunity (Ex): You are immune to necromantic attacks and spells.

• True Cold Resistance (Ex): You reflect cold attack.

• True Greater Scion of Death (Ex): +200 competence bonus on attack rolls, damage rolls and armor class against living and unliving.

• True Perfect Summoning (living and unliving): Living and Undead created/summoned within your divine aura have 400% more HD.

• True Perfect Embodiment of Death (Su): Immunities ineffective against your necromantic effects and all enemies take a -200 penalty against your necromantic effects and must make two save and take the worst result.

• True Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks (As Negative Energy [Effect] but 1d6 negative level x 6 HD).

• True Negative Energy Absorption (Ex): You are healed (20 hp/1 negative energy damage or negative level) by negative energy attacks and the excessive cure become temporary hit points.

• True Death Messiah (Su): Living and undead of 200 or lesser divine rank cannot harm you.

• True Lord of Death (Su): Dominate any living and undead of 200 or lesser divine rank within your divine aura/realm.

• Great Breath (Ex): You can create life.

• Redivivus (Su): Revive your opponen’ts greatest enemy to fight for you.

• Word of Creation: Ath'Vae'Uio (Su): Control all life and death within your Divine Aura. It can bring dead people back to life (even from effects that normally erase from existence), it can instantly kill any living thing, destroy the undead and bring life or take it away to any corner of the area. A Will save (DC 10 + ½ HD + Cha) negate this (DC ∞/3.173).

Double Deicide Portfolio Traits

Domain Power: You may use Smite Immortal*.

• Pernicious Ascendency (Su): You are healed by Divine Damage.

• Greater Scion of Godslaughter (Ex): You gain your two most powerful opponent’s in your Divine Aura Divine Bonus to Armor Class, Attacks, Damage, Saves, and Checks.

• Profane Ritual (Ex): All summoned allies cannot be Banished.

• Execration Ritual (Ex): All summoned allies maximize all die rolls if there is an Immortal within your Divine Aura.

• Antidivinity (Su): All Divine Damage you do is treated as Antidivine Damage, which deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers).

• Vile Divinity (Su): All Antidivine Damage you do is considered Permanent Damage.

• Uncanny Divine Mastery (x2 HD) (Su): Assault your enemies with divine based attacks.

• Fundament of Sacrilege (Ex): You gain Regeneration equal to the total Divine Bonus of all foes in your Divine Aura.

• Font of Perdition (Ex): All Immortals within your Divine Aura take damage equal to the combined total of the Divine Bonus of all Immortals within your Divine Aura (including your own) every round.

• Nemesis (Su): You treat all Immortals as the Favored Enemy of a ranger equal to your HD, multiplying the bonus tenfold (+2020).

• Divine Nullification (Su): All Immortals within your Divine Aura lose access to their Divine Abilities.

• Diabolism (Su): Divine Magic (and magic of Immortals) does not function in your Divine Aura.

• Devourer (Su): Immortals you slay are permanently destroyed as if slain in their Divine Realm.

• Omega (Su): All Immortals within your Divine Aura with divine rank lower than yours lose their Divine template (but still count as Immortal with their Divine Rank for your ability).

*Smite Immortal (Su)

A number of time per day equal to his divine rank, a deicide can infuse his strikes with anathematic energies. As a swift action, the deicide chooses one target within sight to smite. If this target is an Immortal, the deicide gains a bonus to his Attack Rolls equal to his HD plus his opponent's Divine Rank**, deals extra damage or permanent damage (deicide choice) on his Damage Rolls equal to double his HD x his opponent's Divine Rank against the Immortal and attacks automatically bypass any DR the Immortal might possess. In addition, while smite immortal is in effect, the deicide gains an insight bonus equal to double his opponent's Divine Rank to his AC and saving throw against attacks and ability made by the target of the smite. If the deicide targets a creature that was not an Immortals, the smite is wasted with no effect. The smite immortal effect remains until the target of the smite is dead or the next time the deicide rests and regains his use of this ability. This ability count as smite for prerequisite of feat and ability (like the Perfect Smite Cosmic Ability). If the Immortal has at least 49 divine rank, the base smite immortal damage (before apply superior and perfect smiting) increase to his HD x his opponent's Divine Rank x 100.

** for calculate the divine rank of Immortal without divine rank like Cogent or Cometary Dragon, use his equivalent bonus to AC (ex: a Cogent a rank 16, while an Old Cometary Dragon a rank 44).


Uncanny Divine Mastery (Evil Eye and Quantum already calculated) (x2 HD)

Beam (Ray) 1.000d1.000 (4.000.000); universe

Blast 500d1.000 (2.000.000); universe ft./2.525 ft. Standard action Ref ∞/1.735/half

Blood 250d1.000 (1.000.000); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 1.000d1.000 (4.000.000); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 1.500d1.000 (6.000.000); Melee Touch

Immolation 1.500d1.000 (6.000.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 250d1.000 (1.000.000); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 250d1.000 (1.000.000); Melee (bonus) Free -

Wrath (Gaze) 500d1.000 (2.000.000); all creature within universe Will ∞/1.735/negate


True Uncanny Negative Energy Mastery (Evil Eye and Quantum already calculated) (x2 HD)

Beam (Ray) 166d6 (3.984); universe

Blast 83d6 (1.992); universe ft./2.525 ft. Standard action Ref ∞/1.735/half

Blood 41d6 (984); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 166d6 (3.984); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 250d6 (6.000); Melee Touch

Immolation 250d6 (6.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 41d6 (984); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 41d6 (984); Melee (bonus) Free -

Wrath (Gaze) 83d6 (1.992); all creature within universe Will ∞/1.735/negate


Uncanny Prana Mastery (Evil Eye and Quantum already calculated)

Beam (Ray) 500d1.000 (2.000.000); universe

Blast 250d1.000 (1.000.000); universe ft./1.275 ft. Standard action Ref ∞/1.735/half

Blood 125d1.000 (500.000); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 500d1.000 (2.000.000); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 750d1.000 (3.000.000); Melee Touch

Immolation 750d1.000 (3.000.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 125d1.000 (500.000); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 125d1.000 (500.000); Melee (bonus) Free -

Wrath (Gaze) 250d1.000 (1.000.000); all creature within universe Will ∞/1.735/negate


Alter Reality (Su)
Once per round as a free action Lisk can duplicate any spell of xth-level or less (9+any automatic metamagic capacity of that round). This ability can also duplicate any epic spells of DC ∞ (3.164) or less. Other use of this ability are GM’s discretion.

Aspect of Death
The True Lisk, Aspect of Chaos, Death, Freedom, Good, Redemption, and Sorrow of the Supreme Being who stays in his rooms in Akasha without ever leaving, playing melancholy music in front of the monolith on which all the names of his companions are written to whom he has not even been able to say goodbye. This fragment has a fraction of the necromantic power of the True Aspect over Death. This give him the Double True Death Portfolio.

Boon of the Universe (Ex)
Automatically all 'Soul, Mind, Body, Spirit' abilities (Agile (Dex, circumstance), Amaranthine (Cos, circumstance), Beautiful (Cha, circumstance), Chaotic (Cha, anarchic), Cunning (Int, circumstance), Heavenly (Cha, luck), Intellectual (Int, competence), Lawful (Wis, axiomatic), Profane (Wis, profane), Sacred (Wis, sacred), Strong (Str, insight), Unknowing (Wis, insight)), and also has his respective ability modifier added as an additional layer of deflection bonus to armor class. All 'Soul, Mind, Body, Spirit' abilities bonus stack even if normally not (like Unknowing and Strong, both give an insight bonus). Their characteristics bonus also apply to checks, caster level, SR and initiative. Lisk gain x6 the usual amount of divine slot, like if he give up 5 artifacts slots.

Call Weaponry (Su)
Lisk can call his weapon Melean to his hands at will as a free action from any distance (even across universe boundaries). If the weapons is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Emperor Presence (Ex)
The amidah radiate an aura of pure presence (Radius: 400 ft. + 40 ft./Hit Dice). All creatures with less than half the amidah HD must make a Will save DC 10 + ½ amidah HD + amidah Charisma modifier or fall unconscious for the overwhelming presence of the amidah for 8 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the amidah HD + amidah Charisma modifier. Once a creature make with success his save, he is immune to the Emperor Presence of that amidah for a number of rounds equal to his HD + his Charisma modifier. This ability ignore the immunity to fear or mind-affecting effects of creatures with less HD of the amidah. Against unattended abject in the area (like the squares of the floor) Emperor Presence deal 10 damage x HD of the amidah every round which apply only half of the hardness. The amidah can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

Immortality (Ex)
As a simple shard created to protect his daughter, if this shard is killed, the True Lisk can create a new avatar immediately. The new Lisk typically reappear where he was killed, and he usually does not seek revenge against those who slew his previous form. Unless they do not proceed in trying to harm his daughter.

Indissoluble (Ex)
As a fragment of the Supreme Being, Lisk is immune to Abrogate, Nullification, Divine Nullification, Cosmic Nullification, Transcendental Nullification, Omnific Nullification, Dominance, Greater Dominance, and Superior Dominance and he and his object cannot be selected with Learned [X] Immunity. Evil Eye cannot control the result of the roll of Lisk, but can stop him from take the best result.

Mythic (Ex)
Lisk has Mythic Power (100/day, surge +108d6) and counts as a 100-rank Mythic creature. Lisk can use any of his spell, spell-like abilities, and alter reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Omnific Might (Ex)
Lisk deals d1.000's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Omnilock (Ex)
As a fragment of the Supreme Being, Lisk cannot loose Divine Ranks or Quintessence, nor can he be Erased from existence, nor have any HD destroyed or drained, nor does any effect that deletes a percentage of his HP effect him. Things written on the sheet of Lisk cannot be copied or stolen (like from the Cozen, Cosmic Superimposition or Mime Ability).

Poly-Existential (Ex)
As a fragment of the Supreme Being, Lisk is a being that exists in multiple concepts and multiple timestreams all at once. He entirely controls his dimensions, and his opponent’s perceptions of him at all times, allowing him to simultaneously exist as both something micro-diminutive for purposes of detecting it and attacking it and also Xonna-Titanic for purposes of combat maneuvers, etc. He is treated as having an effectively infinite size bonus in AC, CMB, CMD and Attack all at the same time without penalty.

Omega Vulnerability (Ex)
As a fragment of the Supreme Being, Lisk is vulnerable to the Omega. The Omega automatically ignore Poly-Existential, Indissoluble, DR, and PR/SR of Lisk. The Omega is immune to the Evil Eye of Lisk.

Supreme Being Fragment (Ex)
Lisk uses d10.000s for base hit dice, and gains a x1.000 health multiplier. He does not gain normal feats but instead an equivalent amount of Any feat Divine Ability. All Auras have reach equal to the range of cosmic consciousness.

Universal Acclimation (Ex)
Lisk is always considered to be on his home plane, regardless of what Universe or Multiverse he finds himself upon. He never gains the extraplanar subtype. Lisk is immune to all form of natural Hazards (Dead Magic Zone included), with the exception of Multiversal Hazards against which is has only Resistance.

Melean
+238 everdancing, everdread, ghost touch, phase locking, supreme dark nexus, transformative, black hole matter greatsword (transfromed in a scythe with transformative)

Lisk can chose, when killing a creature with Melean to deal the killing blow to the essence in the Akashic Library of the creature as well. A creature killed by Melean has two possible result decided by Lisk:

  • A creature killed by Melean is totally annihilated in body, mind and soul and is cancelled by the pages of the Akashic Library. The creature cannot rejuvenate in any way (like the automatic resurrection of deities killed outside the Godly Realm, Cosmic String, or Transmortality) or resurrected in any way with the exception of the use of Master of Magic of a Great Wyrm Gankyil Dragon, the Breath of Cleansing Light of a Great Wyrm Wuji Dragon, or the Death Knell.
  • The soul of a creature killed by Melean is entrapped inside the blade and cannot rejuvenate in any way (like the automatic resurrection of deities killed outside the Godly Realm, Cosmic String, or Transmortality) or resurrected in any way until the soul is released (a free action for Lisk), the Death Knell is used, or the blade is destroyed (an almost impossible task except for the most powerful Supernals due to the nature of artifact made of black hole matter).
(originally found here: Death, CR 373)

Everdread: A weapon with this ability functions as a dread weapon against all creature types.

Overwhelming conjuration; CL 75th; Craft Epic Arms & Armor, summon monster IX; Price +25 bonus.


Supreme Dark Nexus: This weapon is a gateway to the Plane of Entropy, Byss. It deal an additional 1.000d1.000 permanent damage to any creature struck by one of their blows. Creatures normally vulnerable to negative energy (e.g. living creatures, deathless, etc.) suffer double this amount of damage.

Overwhelming conjuration, necromancy and universal; CL 1.100th; Craft Epic Arms & Armor, gate, wish; Price +200 bonus

Death Knell
This simple object of steel with the form of a spiraling comet has power over life and death. Lisk can activate the power of the Death Knell as a standard action with two possible use.
  • The first use channel deletery energy within an area of 1 light year centered of Lisk. This destroy all corporeal living and undead creatures in the range which fail a Will save DC 2000. A creature destroyed by this return with the Hunefer template (Master of the Flesh, Cosmic Ability version) under the control of Lisk.​
  • The second version call a spirit of a deceased creature from the grave. A creature can call any number of spirit, up to his HD. Lisk can instead call any number of spirits. This can recall the spirit from any place, even if the soul is entrapped or annihilated. This automatically restored the soul (if destroyed) or free it (if sealed). The spirits work as the base creature with the ghost template​
 

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Beefermatic

Adventurer
Today I will bring something of my setting. As I wrote previously, I am the Supreme Being of my setting, consequently my Aspects are with a power level that I honestly consider quite useless to post considering they are on the same level as Apepsnake's Sankarshana (Just Things I've Made). Their fragments are a separate matter. More powerful than Beefermatic's Aspects but still in a lower power level compared to a Supernal, I think it's interesting to post one of them.
Shade of Lisk
"You did it, you found it. You can't believe that old Ganky the dragon was telling the truth. The daughter of the Supreme Being. She is hidden in this fake universe lost in the most remote and forgotten margins of the Pleroma. This universe is not even true, its Time Lord is sleeping and generating it like a dream. You sense another Eternals, a Sundered, but he's trapped by the dream so he's irrelevant too. As soon as you enter you realize that the circus is not over: all the Sidereals with a few exceptions are trapped in the fabric of the reality, leaving out only simple gods and mortals. Ridiculous. You, a great Time Lord, who must hide from creatures less than ants in your eyes. But better not risk it, you perceive powerful creatures in the Time Lord's court and you know that if they attacked you en masse the energy generated would attract attention and you do not want to contend your prey with other Eternals. You secretly approach a gigantic tree in the middle of whose roots you feel the energy of the daughter. Your mind briefly touches that of a divinity in this universe, driving it mad instantly. "Yggdrasil" is the name of the tree, a sleeping First One, useless too. You land at the foot of the tree, in front of you is a simple hidden wooden door with a skull engraved on it with crystals embedded in it and a top hat on its head. Ridiculous. You reach out and touch the door while channeling your Expression of Power. Instantly a blinding light is released but it is not as you thought it would go: the door is not made of wood but of Kuvatchim, impossible to break by someone like you. Everything goes wrong: the tree lights up entirely with a golden fire, with the light rising to the sky. An angelic choir begins to sing, vibrating the same universe:
"Arise, my fragment
Protect the one I love
Even if I have now fallen
I know who I'm fighting for.
Arise, Holy Protector
Arise, Holy Warrior
Protect my beloved child!
I'm so sorry my baby
I am no longer worthy to be by your side
But even so, I can't resist
I will leave my will here, at the Tree.
Arise, Holy Protector
Arise, Holy Warrior
Hurry up, my daughter needs you
Hurry up, protect her because I can't do it anymore. "
As the whole universe trembles, the light coagulates before you to shape a creature. It looks like a Nekomimi, a hybrid child between a human and a Nekomata, but made entirely of light and with two skeletal wings on his back. He wears a full armor engraved with symbols of skulls and death, on his left arm, tied with a cord, he holds a spiral of silver metal. His right arm is skeletal with gems embedded in the exposed bones and with it he holds a completely black scythe, the only hint of color in the light apart from the metal spiral. His cold, empty gaze lowers on you and you sense a foreboding of death as he swings his scythe.


Male Nekomimi [Nekomimi (Cat) – d20PFSRD] Amidah Hyperborean X 500 (see Polymath, usually Death Mage [Death Mage – d20PFSRD])

Beyond Alignment (TN effectively) medium Poly-Existential humanoid (akasha, augmented, chaotic, elemental, good, kemonomimi)

Init +∞/2.641 (Always First); Senses all possible sense, cosmic consciousness (universe); Perception +∞/3.148

Aura divine (DC ∞/2.923, universe), emperor presence (universe ft., DC ∞/3.173, less than 500 HD, 5.000 damage)

DEFENSE

cannot be hit AC ∞, touch ∞, flat-footed ∞ or 9.181, touch 6.992, flat-footed 8.894 (+100 anarchic, +100 axiomatic, +400 circumstance, +100 competence, +5.395 deflection, +143 Dex, +144 dodge, +200 insight, +100 luck, +2.189 natural, +100 perfection, +100 profane, +100 sacred)

hp ∞/52.800.000.000 (500d10.000+72.500 plus 207.500) x10.000 fast healing 100; regeneration 1.000.000.000 (damage from the Omega)

Fort +∞/2.895 (cannot fail), Ref +∞/2.894, Will +∞/2.895

Defensive Abilities adaptation, antimagic resistance, boon of the universe, chaotic messiah, cold reflection, cosmic string, eternal freedom, fortune’s favored, good messiah, immortality, indissoluble, omnilock, supreme being fragment, true death messiah, universal acclimation; DR 1.000.000/–; Immune cold, disease, electricity, fire, petrification, poison, unwilling polymorph, elemental traits, undead immunities; Resistance cold 10, fire 10, Multiversal Hazards; PR/SR 3.008, any spell which fails to penetrate Lisk spell resistance is reflected back upon the caster

Weakness omega vulnerability

OFFENSE

Speed Superluminarx240; Starflight (1d3 minutes)

Melee Melean 102 attacks +∞/3.378 touch (∞/256.000d1.000+511 x16 x16; 4.096.008.176 without crit, 65.536.130.816 with crit) x2 every rounds (double already the first round for 204) x3 actions with Transtemporal; Everdread and Supreme Dark Nexus are not calculated in this

Special Attacks alter reality, evil eye (universe), mythic power (100/day, surge +108d6), omnific might, smite immortal 100/day (bonus to attack: 500 + DR; extra damage [eventually permanent]: if 48 DR or less 10.000*divine rank; if 49+ 500.000*divine rank; insight bonus equal to double DR)

Spell-Like Abilities (CL 2.998th, concentration +∞/5.911) +1 caster level for necromancy; DC (if any) +∞/1.725 + spell level

At will—animate dead, cause fear, create undead, death knell, death ward, destruction, greater create undead, slay living, wail of the banshee

STATISTICS

Str ∞ (295), Dex ∞ (297), Con ∞ (301), Int ∞ (297), Wis ∞ (301), Cha ∞ (840)

Base Atk +500; CMB +∞ (3.140); CMD ∞ (7.634)

Feats Any feat x286

Skills All skills ∞/3.001 + ability modifier; Racial Bonus +2 Climb, +4 Handle Animal made to interact with cats and cat-like beast, +2 Perception

Languages All possible languages; Truespeech, telepathy (universe)

SQ aspect of death, boon of the universe, call weaponry, cat affinity, fortuity, inner eye, maven, omnicompetent, terminus, virtual size category +19

Divine Abilities

• Adjuration (Su): Summon up to 1.000 hit die of creatures per day (no single creature can have CR higher than 350)

• Carapace (Ex): Natural Armor bonus equal to your hit die

• Dimensional Ancestry (Azata) (Ex): You gain Azata traits

• Distant Gaze (Su): Gaze attack, Will (DC ∞/3.173) or plane shift in any place of the multiverse

• Eternal Freedom (Su): You are immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. You are also treated as if under the effects of a freedom of movement spell

• Moderate Eradication (Ex): 50% chance of dealing a critical hit to an opponent immune to critical hits

• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent

• Nescient (Ex): You ignore feat prerequisites

• Perfect Initiative (Ex): Always first

• Perfect Weapon Focus (scythe) (Ex): Always use maximum BaB for iterative attacks

• Quantum Effect (Su): Effects are augmented or reduced

• Quickness (Su): A constant effect of haste

• SaviourB (Su): You share the pain of allies to ease their suffering

• Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Superior Critical (scythe) (Ex): Critical threat quadruple

• Superior Critical Multiplier (scythe) (Ex): Critical multiplier increased

• Superior Smiting (Su): Smite damage x4

• Uncanny Dodge (Ex): Dex as dodge bonus to AC

Cosmic Abilities

• Abrogate (Su): You negate an enemies single greatest ability

• Apostasy (Su): You are beyond alignment

• Cogency (Su): All attacks are smite

• Cosmic Serpent (Su): Change alignment with a touch

• Divine Nescience (Ex): You ignore prerequisites of any divine ability

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

• Heavy Eradication (Ex): 100% chance of dealing a critical hit to an opponent immune to critical hits

• Hyperostosis (Ex): Natural armor bonus equal to double your hit die

• Legendary Charisma (Ex): Charisma score doubled

• Miraculous SaviourB (Su): Your would die for your allies

• Perfect Smiting (Su): Smite damage x10

• Perfect Critical (scythe): Critical threat quintupled

• Perfect Critical Multiplier (scythe): Critical multiplier increased

• SlipstreamB (Su): You are unaffected by temporal disturbances

• Time Dilatation (Ex): You can take twice as many actions during the round than usual

• Unearthly Effect (Su): Your effect power ranges are equal to your Divine Aura. Line, Gaze and Ray attacks have a range equal to your line of sight

• Unearthly Reach (Su): Your reach equals your divine Aura

• Unearthly Weapon Focus (scythe) (Ex): Only touch attack for scythe attack

• Unearthly Weapon Specialization (scythe) (Ex): Base damage multiplied for the critical multiplier

Transcendental Abilities

• Amaranthine (Ex): Natural Armor bonus equal to 4x your hit die and DR is /–

• Dead Zone (Ex): Divine aura is a dead magic zone

• Edifying Presence (Su): Change alignment of all creatures inside your divine aura

• Equilibrium (Ex): All abilities scores equal to the higher

• Greater Dominance (Su): Foes with less than ½ your HD automatically fail all saves against you

• Perfect Defense (Ex): Cannot be hit

• Polymath (Ex): Your class levels can be changed at will

• Sophism (Su): Make a Will to negate an effect

• Transattack Period (Ex): Your attacks double each round

• Transiliente Fortitude (Ex): You can never fail a Fortitude saving throw

• Transtemporal (Su): Travel in time

• Ultimate Weapon Focus (scythe) (Ex): You never miss

• Ultimate Weapon Specialization (scythe) (Ex): You gain one attack for every 5 points of base attack bonus

Omnific Abilities

• Infinite Charisma (Ex)B: Charisma score raised to infinite

• Omnific Divine Effect (Su)B: d1.000 for damage

• Omnific Prana Effect (Su)B: d1.000 for damage


Double True Death Portfolio Traits

Domain Power: You cast necromancy spells at +1 caster level.

Yin and Yang (Ex): You cure with both positive and negative energy.

Sterility (Ex): You cannot produce offspring, even magically.

Undeadlike (Ex): You gain all the undead immunities and add Charisma to hit points (plus any other modifier, like constitution for living and size for construct).

• Necromantic Immunity (Ex): You are immune to necromantic attacks and spells.

• True Cold Resistance (Ex): You reflect cold attack.

• True Greater Scion of Death (Ex): +200 competence bonus on attack rolls, damage rolls and armor class against living and unliving.

• True Perfect Summoning (living and unliving): Living and Undead created/summoned within your divine aura have 400% more HD.

• True Perfect Embodiment of Death (Su): Immunities ineffective against your necromantic effects and all enemies take a -200 penalty against your necromantic effects and must make two save and take the worst result.

• True Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks (As Negative Energy [Effect] but 1d6 negative level x 6 HD).

• True Negative Energy Absorption (Ex): You are healed (20 hp/1 negative energy damage or negative level) by negative energy attacks and the excessive cure become temporary hit points.

• True Death Messiah (Su): Living and undead of 200 or lesser divine rank cannot harm you.

• True Lord of Death (Su): Dominate any living and undead of 200 or lesser divine rank within your divine aura/realm.

• Great Breath (Ex): You can create life.

• Redivivus (Su): Revive your opponen’ts greatest enemy to fight for you.

• Word of Creation: Ath'Vae'Uio (Su): Control all life and death within your Divine Aura. It can bring dead people back to life (even from effects that normally erase from existence), it can instantly kill any living thing, destroy the undead and bring life or take it away to any corner of the area. A Will save (DC 10 + ½ HD + Cha) negate this (DC ∞/3.173).

Double Deicide Portfolio Traits

Domain Power: You may use Smite Immortal*.

• Pernicious Ascendency (Su): You are healed by Divine Damage.

• Greater Scion of Godslaughter (Ex): You gain your two most powerful opponent’s in your Divine Aura Divine Bonus to Armor Class, Attacks, Damage, Saves, and Checks.

• Profane Ritual (Ex): All summoned allies cannot be Banished.

• Execration Ritual (Ex): All summoned allies maximize all die rolls if there is an Immortal within your Divine Aura.

• Antidivinity (Su): All Divine Damage you do is treated as Antidivine Damage, which deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers).

• Vile Divinity (Su): All Antidivine Damage you do is considered Permanent Damage.

• Uncanny Divine Mastery (x2 HD) (Su): Assault your enemies with divine based attacks.

• Fundament of Sacrilege (Ex): You gain Regeneration equal to the total Divine Bonus of all foes in your Divine Aura.

• Font of Perdition (Ex): All Immortals within your Divine Aura take damage equal to the combined total of the Divine Bonus of all Immortals within your Divine Aura (including your own) every round.

• Nemesis (Su): You treat all Immortals as the Favored Enemy of a ranger equal to your HD, multiplying the bonus tenfold (+2020).

• Divine Nullification (Su): All Immortals within your Divine Aura lose access to their Divine Abilities.

• Diabolism (Su): Divine Magic (and magic of Immortals) does not function in your Divine Aura.

• Devourer (Su): Immortals you slay are permanently destroyed as if slain in their Divine Realm.

• Omega (Su): All Immortals within your Divine Aura with divine rank lower than yours lose their Divine template (but still count as Immortal with their Divine Rank for your ability).

*Smite Immortal (Su)

A number of time per day equal to his divine rank, a deicide can infuse his strikes with anathematic energies. As a swift action, the deicide chooses one target within sight to smite. If this target is an Immortal, the deicide gains a bonus to his Attack Rolls equal to his HD plus his opponent's Divine Rank**, deals extra damage or permanent damage (deicide choice) on his Damage Rolls equal to double his HD x his opponent's Divine Rank against the Immortal and attacks automatically bypass any DR the Immortal might possess. In addition, while smite immortal is in effect, the deicide gains an insight bonus equal to double his opponent's Divine Rank to his AC and saving throw against attacks and ability made by the target of the smite. If the deicide targets a creature that was not an Immortals, the smite is wasted with no effect. The smite immortal effect remains until the target of the smite is dead or the next time the deicide rests and regains his use of this ability. This ability count as smite for prerequisite of feat and ability (like the Perfect Smite Cosmic Ability). If the Immortal has at least 49 divine rank, the base smite immortal damage (before apply superior and perfect smiting) increase to his HD x his opponent's Divine Rank x 100.

** for calculate the divine rank of Immortal without divine rank like Cogent or Cometary Dragon, use his equivalent bonus to AC (ex: a Cogent a rank 16, while an Old Cometary Dragon a rank 44).


Uncanny Divine Mastery (Evil Eye and Quantum already calculated) (x2 HD)

Beam (Ray) 1.000d1.000 (4.000.000); universe

Blast 500d1.000 (2.000.000); universe ft./2.525 ft. Standard action Ref ∞/1.735/half

Blood 250d1.000 (1.000.000); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 1.000d1.000 (4.000.000); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 1.500d1.000 (6.000.000); Melee Touch

Immolation 1.500d1.000 (6.000.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 250d1.000 (1.000.000); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 250d1.000 (1.000.000); Melee (bonus) Free -

Wrath (Gaze) 500d1.000 (2.000.000); all creature within universe Will ∞/1.735/negate


True Uncanny Negative Energy Mastery (Evil Eye and Quantum already calculated) (x2 HD)

Beam (Ray) 166d6 (3.984); universe

Blast 83d6 (1.992); universe ft./2.525 ft. Standard action Ref ∞/1.735/half

Blood 41d6 (984); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 166d6 (3.984); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 250d6 (6.000); Melee Touch

Immolation 250d6 (6.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 41d6 (984); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 41d6 (984); Melee (bonus) Free -

Wrath (Gaze) 83d6 (1.992); all creature within universe Will ∞/1.735/negate


Uncanny Prana Mastery (Evil Eye and Quantum already calculated)

Beam (Ray) 500d1.000 (2.000.000); universe

Blast 250d1.000 (1.000.000); universe ft./1.275 ft. Standard action Ref ∞/1.735/half

Blood 125d1.000 (500.000); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 500d1.000 (2.000.000); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 750d1.000 (3.000.000); Melee Touch

Immolation 750d1.000 (3.000.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 125d1.000 (500.000); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 125d1.000 (500.000); Melee (bonus) Free -

Wrath (Gaze) 250d1.000 (1.000.000); all creature within universe Will ∞/1.735/negate


Alter Reality (Su)
Once per round as a free action Lisk can duplicate any spell of xth-level or less (9+any automatic metamagic capacity of that round). This ability can also duplicate any epic spells of DC ∞ (3.164) or less. Other use of this ability are GM’s discretion.

Aspect of Death
The True Lisk, Aspect of Chaos, Death, Freedom, Good, Redemption, and Sorrow of the Supreme Being who stays in his rooms in Akasha without ever leaving, playing melancholy music in front of the monolith on which all the names of his companions are written to whom he has not even been able to say goodbye. This fragment has a fraction of the necromantic power of the True Aspect over Death. This give him the Double True Death Portfolio.

Boon of the Universe (Ex)
Automatically all 'Soul, Mind, Body, Spirit' abilities (Agile (Dex, circumstance), Amaranthine (Cos, circumstance), Beautiful (Cha, circumstance), Chaotic (Cha, anarchic), Cunning (Int, circumstance), Heavenly (Cha, luck), Intellectual (Int, competence), Lawful (Wis, axiomatic), Profane (Wis, profane), Sacred (Wis, sacred), Strong (Str, insight), Unknowing (Wis, insight)), and also has his respective ability modifier added as an additional layer of deflection bonus to armor class. All 'Soul, Mind, Body, Spirit' abilities bonus stack even if normally not (like Unknowing and Strong, both give an insight bonus). Their characteristics bonus also apply to checks, caster level, SR and initiative. Lisk gain x6 the usual amount of divine slot, like if he give up 5 artifacts slots.

Call Weaponry (Su)
Lisk can call his weapon Melean to his hands at will as a free action from any distance (even across universe boundaries). If the weapons is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Emperor Presence (Ex)
The amidah radiate an aura of pure presence (Radius: 400 ft. + 40 ft./Hit Dice). All creatures with less than half the amidah HD must make a Will save DC 10 + ½ amidah HD + amidah Charisma modifier or fall unconscious for the overwhelming presence of the amidah for 8 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the amidah HD + amidah Charisma modifier. Once a creature make with success his save, he is immune to the Emperor Presence of that amidah for a number of rounds equal to his HD + his Charisma modifier. This ability ignore the immunity to fear or mind-affecting effects of creatures with less HD of the amidah. Against unattended abject in the area (like the squares of the floor) Emperor Presence deal 10 damage x HD of the amidah every round which apply only half of the hardness. The amidah can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

Immortality (Ex)
As a simple shard created to protect his daughter, if this shard is killed, the True Lisk can create a new avatar immediately. The new Lisk typically reappear where he was killed, and he usually does not seek revenge against those who slew his previous form. Unless they do not proceed in trying to harm his daughter.

Indissoluble (Ex)
As a fragment of the Supreme Being, Lisk is immune to Abrogate, Nullification, Divine Nullification, Cosmic Nullification, Transcendental Nullification, Omnific Nullification, Dominance, Greater Dominance, and Superior Dominance and he and his object cannot be selected with Learned [X] Immunity. Evil Eye cannot control the result of the roll of Lisk, but can stop him from take the best result.

Mythic (Ex)
Lisk has Mythic Power (100/day, surge +108d6) and counts as a 100-rank Mythic creature. Lisk can use any of his spell, spell-like abilities, and alter reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Omnific Might (Ex)
Lisk deals d1.000's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Omnilock (Ex)
As a fragment of the Supreme Being, Lisk cannot loose Divine Ranks or Quintessence, nor can he be Erased from existence, nor have any HD destroyed or drained, nor does any effect that deletes a percentage of his HP effect him. Things written on the sheet of Lisk cannot be copied or stolen (like from the Cozen, Cosmic Superimposition or Mime Ability).

Poly-Existential (Ex)
As a fragment of the Supreme Being, Lisk is a being that exists in multiple concepts and multiple timestreams all at once. He entirely controls his dimensions, and his opponent’s perceptions of him at all times, allowing him to simultaneously exist as both something micro-diminutive for purposes of detecting it and attacking it and also Xonna-Titanic for purposes of combat maneuvers, etc. He is treated as having an effectively infinite size bonus in AC, CMB, CMD and Attack all at the same time without penalty.

Omega Vulnerability (Ex)
As a fragment of the Supreme Being, Lisk is vulnerable to the Omega. The Omega automatically ignore Poly-Existential, Indissoluble, DR, and PR/SR of Lisk. The Omega is immune to the Evil Eye of Lisk.

Supreme Being Fragment (Ex)
Lisk uses d10.000s for base hit dice, and gains a x1.000 health multiplier. He does not gain normal feats but instead an equivalent amount of Any feat Divine Ability. All Auras have reach equal to the range of cosmic consciousness.

Universal Acclimation (Ex)
Lisk is always considered to be on his home plane, regardless of what Universe or Multiverse he finds himself upon. He never gains the extraplanar subtype. Lisk is immune to all form of natural Hazards (Dead Magic Zone included), with the exception of Multiversal Hazards against which is has only Resistance.

Melean
+238 everdancing, everdread, ghost touch, phase locking, supreme dark nexus, transformative, black hole matter greatsword (transfromed in a scythe with transformative)

Lisk can chose, when killing a creature with Melean to deal the killing blow to the essence in the Akashic Library of the creature as well. A creature killed by Melean has two possible result decided by Lisk:

  • A creature killed by Melean is totally annihilated in body, mind and soul and is cancelled by the pages of the Akashic Library. The creature cannot rejuvenate in any way (like the automatic resurrection of deities killed outside the Godly Realm, Cosmic String, or Transmortality) or resurrected in any way with the exception of the use of Master of Magic of a Great Wyrm Gankyil Dragon, the Breath of Cleansing Light of a Great Wyrm Wuji Dragon, or the Death Knell.
  • The soul of a creature killed by Melean is entrapped inside the blade and cannot rejuvenate in any way (like the automatic resurrection of deities killed outside the Godly Realm, Cosmic String, or Transmortality) or resurrected in any way until the soul is released (a free action for Lisk), the Death Knell is used, or the blade is destroyed (an almost impossible task except for the most powerful Supernals due to the nature of artifact made of black hole matter).
(originally found here: Death, CR 373)

Everdread: A weapon with this ability functions as a dread weapon against all creature types.

Overwhelming conjuration; CL 75th; Craft Epic Arms & Armor, summon monster IX; Price +25 bonus.


Supreme Dark Nexus: This weapon is a gateway to the Plane of Entropy, Byss. It deal an additional 1.000d1.000 permanent damage to any creature struck by one of their blows. Creatures normally vulnerable to negative energy (e.g. living creatures, deathless, etc.) suffer double this amount of damage.

Overwhelming conjuration, necromancy and universal; CL 1.100th; Craft Epic Arms & Armor, gate, wish; Price +200 bonus

Death Knell
This simple object of steel with the form of a spiraling comet has power over life and death. Lisk can activate the power of the Death Knell as a standard action with two possible use.
  • The first use channel deletery energy within an area of 1 light year centered of Lisk. This destroy all corporeal living and undead creatures in the range which fail a Will save DC 2000. A creature destroyed by this return with the Hunefer template (Master of the Flesh, Cosmic Ability version) under the control of Lisk.​
  • The second version call a spirit of a deceased creature from the grave. A creature can call any number of spirit, up to his HD. Lisk can instead call any number of spirits. This can recall the spirit from any place, even if the soul is entrapped or annihilated. This automatically restored the soul (if destroyed) or free it (if sealed). The spirits work as the base creature with the ghost template​
Very nice! I really like this one. Well made.
 

Bootlebat

Explorer
Today I will bring something of my setting. As I wrote previously, I am the Supreme Being of my setting, consequently my Aspects are with a power level that I honestly consider quite useless to post considering they are on the same level as Apepsnake's Sankarshana (Just Things I've Made). Their fragments are a separate matter. More powerful than Beefermatic's Aspects but still in a lower power level compared to a Supernal, I think it's interesting to post one of them.
Shade of Lisk
"You did it, you found it. You can't believe that old Ganky the dragon was telling the truth. The daughter of the Supreme Being. She is hidden in this fake universe lost in the most remote and forgotten margins of the Pleroma. This universe is not even true, its Time Lord is sleeping and generating it like a dream. You sense another Eternals, a Sundered, but he's trapped by the dream so he's irrelevant too. As soon as you enter you realize that the circus is not over: all the Sidereals with a few exceptions are trapped in the fabric of the reality, leaving out only simple gods and mortals. Ridiculous. You, a great Time Lord, who must hide from creatures less than ants in your eyes. But better not risk it, you perceive powerful creatures in the Time Lord's court and you know that if they attacked you en masse the energy generated would attract attention and you do not want to contend your prey with other Eternals. You secretly approach a gigantic tree in the middle of whose roots you feel the energy of the daughter. Your mind briefly touches that of a divinity in this universe, driving it mad instantly. "Yggdrasil" is the name of the tree, a sleeping First One, useless too. You land at the foot of the tree, in front of you is a simple hidden wooden door with a skull engraved on it with crystals embedded in it and a top hat on its head. Ridiculous. You reach out and touch the door while channeling your Expression of Power. Instantly a blinding light is released but it is not as you thought it would go: the door is not made of wood but of Kuvatchim, impossible to break by someone like you. Everything goes wrong: the tree lights up entirely with a golden fire, with the light rising to the sky. An angelic choir begins to sing, vibrating the same universe:
"Arise, my fragment
Protect the one I love
Even if I have now fallen
I know who I'm fighting for.
Arise, Holy Protector
Arise, Holy Warrior
Protect my beloved child!
I'm so sorry my baby
I am no longer worthy to be by your side
But even so, I can't resist
I will leave my will here, at the Tree.
Arise, Holy Protector
Arise, Holy Warrior
Hurry up, my daughter needs you
Hurry up, protect her because I can't do it anymore. "
As the whole universe trembles, the light coagulates before you to shape a creature. It looks like a Nekomimi, a hybrid child between a human and a Nekomata, but made entirely of light and with two skeletal wings on his back. He wears a full armor engraved with symbols of skulls and death, on his left arm, tied with a cord, he holds a spiral of silver metal. His right arm is skeletal with gems embedded in the exposed bones and with it he holds a completely black scythe, the only hint of color in the light apart from the metal spiral. His cold, empty gaze lowers on you and you sense a foreboding of death as he swings his scythe.


Male Nekomimi [Nekomimi (Cat) – d20PFSRD] Amidah Hyperborean X 500 (see Polymath, usually Death Mage [Death Mage – d20PFSRD])

Beyond Alignment (TN effectively) medium Poly-Existential humanoid (akasha, augmented, chaotic, elemental, good, kemonomimi)

Init +∞/2.641 (Always First); Senses all possible sense, cosmic consciousness (universe); Perception +∞/3.148

Aura divine (DC ∞/2.923, universe), emperor presence (universe ft., DC ∞/3.173, less than 500 HD, 5.000 damage)

DEFENSE

cannot be hit AC ∞, touch ∞, flat-footed ∞ or 9.181, touch 6.992, flat-footed 8.894 (+100 anarchic, +100 axiomatic, +400 circumstance, +100 competence, +5.395 deflection, +143 Dex, +144 dodge, +200 insight, +100 luck, +2.189 natural, +100 perfection, +100 profane, +100 sacred)

hp ∞/52.800.000.000 (500d10.000+72.500 plus 207.500) x10.000 fast healing 100; regeneration 1.000.000.000 (damage from the Omega)

Fort +∞/2.895 (cannot fail), Ref +∞/2.894, Will +∞/2.895

Defensive Abilities adaptation, antimagic resistance, boon of the universe, chaotic messiah, cold reflection, cosmic string, eternal freedom, fortune’s favored, good messiah, immortality, indissoluble, omnilock, supreme being fragment, true death messiah, universal acclimation; DR 1.000.000/–; Immune cold, disease, electricity, fire, petrification, poison, unwilling polymorph, elemental traits, undead immunities; Resistance cold 10, fire 10, Multiversal Hazards; PR/SR 3.008, any spell which fails to penetrate Lisk spell resistance is reflected back upon the caster

Weakness omega vulnerability

OFFENSE

Speed Superluminarx240; Starflight (1d3 minutes)

Melee Melean 102 attacks +∞/3.378 touch (∞/256.000d1.000+511 x16 x16; 4.096.008.176 without crit, 65.536.130.816 with crit) x2 every rounds (double already the first round for 204) x3 actions with Transtemporal; Everdread and Supreme Dark Nexus are not calculated in this

Special Attacks alter reality, evil eye (universe), mythic power (100/day, surge +108d6), omnific might, smite immortal 100/day (bonus to attack: 500 + DR; extra damage [eventually permanent]: if 48 DR or less 10.000*divine rank; if 49+ 500.000*divine rank; insight bonus equal to double DR)

Spell-Like Abilities (CL 2.998th, concentration +∞/5.911) +1 caster level for necromancy; DC (if any) +∞/1.725 + spell level

At will—animate dead, cause fear, create undead, death knell, death ward, destruction, greater create undead, slay living, wail of the banshee

STATISTICS

Str ∞ (295), Dex ∞ (297), Con ∞ (301), Int ∞ (297), Wis ∞ (301), Cha ∞ (840)

Base Atk +500; CMB +∞ (3.140); CMD ∞ (7.634)

Feats Any feat x286

Skills All skills ∞/3.001 + ability modifier; Racial Bonus +2 Climb, +4 Handle Animal made to interact with cats and cat-like beast, +2 Perception

Languages All possible languages; Truespeech, telepathy (universe)

SQ aspect of death, boon of the universe, call weaponry, cat affinity, fortuity, inner eye, maven, omnicompetent, terminus, virtual size category +19

Divine Abilities

• Adjuration (Su): Summon up to 1.000 hit die of creatures per day (no single creature can have CR higher than 350)

• Carapace (Ex): Natural Armor bonus equal to your hit die

• Dimensional Ancestry (Azata) (Ex): You gain Azata traits

• Distant Gaze (Su): Gaze attack, Will (DC ∞/3.173) or plane shift in any place of the multiverse

• Eternal Freedom (Su): You are immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. You are also treated as if under the effects of a freedom of movement spell

• Moderate Eradication (Ex): 50% chance of dealing a critical hit to an opponent immune to critical hits

• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent

• Nescient (Ex): You ignore feat prerequisites

• Perfect Initiative (Ex): Always first

• Perfect Weapon Focus (scythe) (Ex): Always use maximum BaB for iterative attacks

• Quantum Effect (Su): Effects are augmented or reduced

• Quickness (Su): A constant effect of haste

• SaviourB (Su): You share the pain of allies to ease their suffering

• Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Superior Critical (scythe) (Ex): Critical threat quadruple

• Superior Critical Multiplier (scythe) (Ex): Critical multiplier increased

• Superior Smiting (Su): Smite damage x4

• Uncanny Dodge (Ex): Dex as dodge bonus to AC

Cosmic Abilities

• Abrogate (Su): You negate an enemies single greatest ability

• Apostasy (Su): You are beyond alignment

• Cogency (Su): All attacks are smite

• Cosmic Serpent (Su): Change alignment with a touch

• Divine Nescience (Ex): You ignore prerequisites of any divine ability

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

• Heavy Eradication (Ex): 100% chance of dealing a critical hit to an opponent immune to critical hits

• Hyperostosis (Ex): Natural armor bonus equal to double your hit die

• Legendary Charisma (Ex): Charisma score doubled

• Miraculous SaviourB (Su): Your would die for your allies

• Perfect Smiting (Su): Smite damage x10

• Perfect Critical (scythe): Critical threat quintupled

• Perfect Critical Multiplier (scythe): Critical multiplier increased

• SlipstreamB (Su): You are unaffected by temporal disturbances

• Time Dilatation (Ex): You can take twice as many actions during the round than usual

• Unearthly Effect (Su): Your effect power ranges are equal to your Divine Aura. Line, Gaze and Ray attacks have a range equal to your line of sight

• Unearthly Reach (Su): Your reach equals your divine Aura

• Unearthly Weapon Focus (scythe) (Ex): Only touch attack for scythe attack

• Unearthly Weapon Specialization (scythe) (Ex): Base damage multiplied for the critical multiplier

Transcendental Abilities

• Amaranthine (Ex): Natural Armor bonus equal to 4x your hit die and DR is /–

• Dead Zone (Ex): Divine aura is a dead magic zone

• Edifying Presence (Su): Change alignment of all creatures inside your divine aura

• Equilibrium (Ex): All abilities scores equal to the higher

• Greater Dominance (Su): Foes with less than ½ your HD automatically fail all saves against you

• Perfect Defense (Ex): Cannot be hit

• Polymath (Ex): Your class levels can be changed at will

• Sophism (Su): Make a Will to negate an effect

• Transattack Period (Ex): Your attacks double each round

• Transiliente Fortitude (Ex): You can never fail a Fortitude saving throw

• Transtemporal (Su): Travel in time

• Ultimate Weapon Focus (scythe) (Ex): You never miss

• Ultimate Weapon Specialization (scythe) (Ex): You gain one attack for every 5 points of base attack bonus

Omnific Abilities

• Infinite Charisma (Ex)B: Charisma score raised to infinite

• Omnific Divine Effect (Su)B: d1.000 for damage

• Omnific Prana Effect (Su)B: d1.000 for damage


Double True Death Portfolio Traits

Domain Power: You cast necromancy spells at +1 caster level.

Yin and Yang (Ex): You cure with both positive and negative energy.

Sterility (Ex): You cannot produce offspring, even magically.

Undeadlike (Ex): You gain all the undead immunities and add Charisma to hit points (plus any other modifier, like constitution for living and size for construct).

• Necromantic Immunity (Ex): You are immune to necromantic attacks and spells.

• True Cold Resistance (Ex): You reflect cold attack.

• True Greater Scion of Death (Ex): +200 competence bonus on attack rolls, damage rolls and armor class against living and unliving.

• True Perfect Summoning (living and unliving): Living and Undead created/summoned within your divine aura have 400% more HD.

• True Perfect Embodiment of Death (Su): Immunities ineffective against your necromantic effects and all enemies take a -200 penalty against your necromantic effects and must make two save and take the worst result.

• True Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks (As Negative Energy [Effect] but 1d6 negative level x 6 HD).

• True Negative Energy Absorption (Ex): You are healed (20 hp/1 negative energy damage or negative level) by negative energy attacks and the excessive cure become temporary hit points.

• True Death Messiah (Su): Living and undead of 200 or lesser divine rank cannot harm you.

• True Lord of Death (Su): Dominate any living and undead of 200 or lesser divine rank within your divine aura/realm.

• Great Breath (Ex): You can create life.

• Redivivus (Su): Revive your opponen’ts greatest enemy to fight for you.

• Word of Creation: Ath'Vae'Uio (Su): Control all life and death within your Divine Aura. It can bring dead people back to life (even from effects that normally erase from existence), it can instantly kill any living thing, destroy the undead and bring life or take it away to any corner of the area. A Will save (DC 10 + ½ HD + Cha) negate this (DC ∞/3.173).

Double Deicide Portfolio Traits

Domain Power: You may use Smite Immortal*.

• Pernicious Ascendency (Su): You are healed by Divine Damage.

• Greater Scion of Godslaughter (Ex): You gain your two most powerful opponent’s in your Divine Aura Divine Bonus to Armor Class, Attacks, Damage, Saves, and Checks.

• Profane Ritual (Ex): All summoned allies cannot be Banished.

• Execration Ritual (Ex): All summoned allies maximize all die rolls if there is an Immortal within your Divine Aura.

• Antidivinity (Su): All Divine Damage you do is treated as Antidivine Damage, which deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers).

• Vile Divinity (Su): All Antidivine Damage you do is considered Permanent Damage.

• Uncanny Divine Mastery (x2 HD) (Su): Assault your enemies with divine based attacks.

• Fundament of Sacrilege (Ex): You gain Regeneration equal to the total Divine Bonus of all foes in your Divine Aura.

• Font of Perdition (Ex): All Immortals within your Divine Aura take damage equal to the combined total of the Divine Bonus of all Immortals within your Divine Aura (including your own) every round.

• Nemesis (Su): You treat all Immortals as the Favored Enemy of a ranger equal to your HD, multiplying the bonus tenfold (+2020).

• Divine Nullification (Su): All Immortals within your Divine Aura lose access to their Divine Abilities.

• Diabolism (Su): Divine Magic (and magic of Immortals) does not function in your Divine Aura.

• Devourer (Su): Immortals you slay are permanently destroyed as if slain in their Divine Realm.

• Omega (Su): All Immortals within your Divine Aura with divine rank lower than yours lose their Divine template (but still count as Immortal with their Divine Rank for your ability).

*Smite Immortal (Su)

A number of time per day equal to his divine rank, a deicide can infuse his strikes with anathematic energies. As a swift action, the deicide chooses one target within sight to smite. If this target is an Immortal, the deicide gains a bonus to his Attack Rolls equal to his HD plus his opponent's Divine Rank**, deals extra damage or permanent damage (deicide choice) on his Damage Rolls equal to double his HD x his opponent's Divine Rank against the Immortal and attacks automatically bypass any DR the Immortal might possess. In addition, while smite immortal is in effect, the deicide gains an insight bonus equal to double his opponent's Divine Rank to his AC and saving throw against attacks and ability made by the target of the smite. If the deicide targets a creature that was not an Immortals, the smite is wasted with no effect. The smite immortal effect remains until the target of the smite is dead or the next time the deicide rests and regains his use of this ability. This ability count as smite for prerequisite of feat and ability (like the Perfect Smite Cosmic Ability). If the Immortal has at least 49 divine rank, the base smite immortal damage (before apply superior and perfect smiting) increase to his HD x his opponent's Divine Rank x 100.

** for calculate the divine rank of Immortal without divine rank like Cogent or Cometary Dragon, use his equivalent bonus to AC (ex: a Cogent a rank 16, while an Old Cometary Dragon a rank 44).


Uncanny Divine Mastery (Evil Eye and Quantum already calculated) (x2 HD)

Beam (Ray) 1.000d1.000 (4.000.000); universe

Blast 500d1.000 (2.000.000); universe ft./2.525 ft. Standard action Ref ∞/1.735/half

Blood 250d1.000 (1.000.000); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 1.000d1.000 (4.000.000); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 1.500d1.000 (6.000.000); Melee Touch

Immolation 1.500d1.000 (6.000.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 250d1.000 (1.000.000); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 250d1.000 (1.000.000); Melee (bonus) Free -

Wrath (Gaze) 500d1.000 (2.000.000); all creature within universe Will ∞/1.735/negate


True Uncanny Negative Energy Mastery (Evil Eye and Quantum already calculated) (x2 HD)

Beam (Ray) 166d6 (3.984); universe

Blast 83d6 (1.992); universe ft./2.525 ft. Standard action Ref ∞/1.735/half

Blood 41d6 (984); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 166d6 (3.984); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 250d6 (6.000); Melee Touch

Immolation 250d6 (6.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 41d6 (984); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 41d6 (984); Melee (bonus) Free -

Wrath (Gaze) 83d6 (1.992); all creature within universe Will ∞/1.735/negate


Uncanny Prana Mastery (Evil Eye and Quantum already calculated)

Beam (Ray) 500d1.000 (2.000.000); universe

Blast 250d1.000 (1.000.000); universe ft./1.275 ft. Standard action Ref ∞/1.735/half

Blood 125d1.000 (500.000); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 500d1.000 (2.000.000); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 750d1.000 (3.000.000); Melee Touch

Immolation 750d1.000 (3.000.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 125d1.000 (500.000); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 125d1.000 (500.000); Melee (bonus) Free -

Wrath (Gaze) 250d1.000 (1.000.000); all creature within universe Will ∞/1.735/negate


Alter Reality (Su)
Once per round as a free action Lisk can duplicate any spell of xth-level or less (9+any automatic metamagic capacity of that round). This ability can also duplicate any epic spells of DC ∞ (3.164) or less. Other use of this ability are GM’s discretion.

Aspect of Death
The True Lisk, Aspect of Chaos, Death, Freedom, Good, Redemption, and Sorrow of the Supreme Being who stays in his rooms in Akasha without ever leaving, playing melancholy music in front of the monolith on which all the names of his companions are written to whom he has not even been able to say goodbye. This fragment has a fraction of the necromantic power of the True Aspect over Death. This give him the Double True Death Portfolio.

Boon of the Universe (Ex)
Automatically all 'Soul, Mind, Body, Spirit' abilities (Agile (Dex, circumstance), Amaranthine (Cos, circumstance), Beautiful (Cha, circumstance), Chaotic (Cha, anarchic), Cunning (Int, circumstance), Heavenly (Cha, luck), Intellectual (Int, competence), Lawful (Wis, axiomatic), Profane (Wis, profane), Sacred (Wis, sacred), Strong (Str, insight), Unknowing (Wis, insight)), and also has his respective ability modifier added as an additional layer of deflection bonus to armor class. All 'Soul, Mind, Body, Spirit' abilities bonus stack even if normally not (like Unknowing and Strong, both give an insight bonus). Their characteristics bonus also apply to checks, caster level, SR and initiative. Lisk gain x6 the usual amount of divine slot, like if he give up 5 artifacts slots.

Call Weaponry (Su)
Lisk can call his weapon Melean to his hands at will as a free action from any distance (even across universe boundaries). If the weapons is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Emperor Presence (Ex)
The amidah radiate an aura of pure presence (Radius: 400 ft. + 40 ft./Hit Dice). All creatures with less than half the amidah HD must make a Will save DC 10 + ½ amidah HD + amidah Charisma modifier or fall unconscious for the overwhelming presence of the amidah for 8 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the amidah HD + amidah Charisma modifier. Once a creature make with success his save, he is immune to the Emperor Presence of that amidah for a number of rounds equal to his HD + his Charisma modifier. This ability ignore the immunity to fear or mind-affecting effects of creatures with less HD of the amidah. Against unattended abject in the area (like the squares of the floor) Emperor Presence deal 10 damage x HD of the amidah every round which apply only half of the hardness. The amidah can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

Immortality (Ex)
As a simple shard created to protect his daughter, if this shard is killed, the True Lisk can create a new avatar immediately. The new Lisk typically reappear where he was killed, and he usually does not seek revenge against those who slew his previous form. Unless they do not proceed in trying to harm his daughter.

Indissoluble (Ex)
As a fragment of the Supreme Being, Lisk is immune to Abrogate, Nullification, Divine Nullification, Cosmic Nullification, Transcendental Nullification, Omnific Nullification, Dominance, Greater Dominance, and Superior Dominance and he and his object cannot be selected with Learned [X] Immunity. Evil Eye cannot control the result of the roll of Lisk, but can stop him from take the best result.

Mythic (Ex)
Lisk has Mythic Power (100/day, surge +108d6) and counts as a 100-rank Mythic creature. Lisk can use any of his spell, spell-like abilities, and alter reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Omnific Might (Ex)
Lisk deals d1.000's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Omnilock (Ex)
As a fragment of the Supreme Being, Lisk cannot loose Divine Ranks or Quintessence, nor can he be Erased from existence, nor have any HD destroyed or drained, nor does any effect that deletes a percentage of his HP effect him. Things written on the sheet of Lisk cannot be copied or stolen (like from the Cozen, Cosmic Superimposition or Mime Ability).

Poly-Existential (Ex)
As a fragment of the Supreme Being, Lisk is a being that exists in multiple concepts and multiple timestreams all at once. He entirely controls his dimensions, and his opponent’s perceptions of him at all times, allowing him to simultaneously exist as both something micro-diminutive for purposes of detecting it and attacking it and also Xonna-Titanic for purposes of combat maneuvers, etc. He is treated as having an effectively infinite size bonus in AC, CMB, CMD and Attack all at the same time without penalty.

Omega Vulnerability (Ex)
As a fragment of the Supreme Being, Lisk is vulnerable to the Omega. The Omega automatically ignore Poly-Existential, Indissoluble, DR, and PR/SR of Lisk. The Omega is immune to the Evil Eye of Lisk.

Supreme Being Fragment (Ex)
Lisk uses d10.000s for base hit dice, and gains a x1.000 health multiplier. He does not gain normal feats but instead an equivalent amount of Any feat Divine Ability. All Auras have reach equal to the range of cosmic consciousness.

Universal Acclimation (Ex)
Lisk is always considered to be on his home plane, regardless of what Universe or Multiverse he finds himself upon. He never gains the extraplanar subtype. Lisk is immune to all form of natural Hazards (Dead Magic Zone included), with the exception of Multiversal Hazards against which is has only Resistance.

Melean
+238 everdancing, everdread, ghost touch, phase locking, supreme dark nexus, transformative, black hole matter greatsword (transfromed in a scythe with transformative)

Lisk can chose, when killing a creature with Melean to deal the killing blow to the essence in the Akashic Library of the creature as well. A creature killed by Melean has two possible result decided by Lisk:

  • A creature killed by Melean is totally annihilated in body, mind and soul and is cancelled by the pages of the Akashic Library. The creature cannot rejuvenate in any way (like the automatic resurrection of deities killed outside the Godly Realm, Cosmic String, or Transmortality) or resurrected in any way with the exception of the use of Master of Magic of a Great Wyrm Gankyil Dragon, the Breath of Cleansing Light of a Great Wyrm Wuji Dragon, or the Death Knell.
  • The soul of a creature killed by Melean is entrapped inside the blade and cannot rejuvenate in any way (like the automatic resurrection of deities killed outside the Godly Realm, Cosmic String, or Transmortality) or resurrected in any way until the soul is released (a free action for Lisk), the Death Knell is used, or the blade is destroyed (an almost impossible task except for the most powerful Supernals due to the nature of artifact made of black hole matter).
(originally found here: Death, CR 373)

Everdread: A weapon with this ability functions as a dread weapon against all creature types.

Overwhelming conjuration; CL 75th; Craft Epic Arms & Armor, summon monster IX; Price +25 bonus.


Supreme Dark Nexus: This weapon is a gateway to the Plane of Entropy, Byss. It deal an additional 1.000d1.000 permanent damage to any creature struck by one of their blows. Creatures normally vulnerable to negative energy (e.g. living creatures, deathless, etc.) suffer double this amount of damage.

Overwhelming conjuration, necromancy and universal; CL 1.100th; Craft Epic Arms & Armor, gate, wish; Price +200 bonus

Death Knell
This simple object of steel with the form of a spiraling comet has power over life and death. Lisk can activate the power of the Death Knell as a standard action with two possible use.
  • The first use channel deletery energy within an area of 1 light year centered of Lisk. This destroy all corporeal living and undead creatures in the range which fail a Will save DC 2000. A creature destroyed by this return with the Hunefer template (Master of the Flesh, Cosmic Ability version) under the control of Lisk.​
  • The second version call a spirit of a deceased creature from the grave. A creature can call any number of spirit, up to his HD. Lisk can instead call any number of spirits. This can recall the spirit from any place, even if the soul is entrapped or annihilated. This automatically restored the soul (if destroyed) or free it (if sealed). The spirits work as the base creature with the ghost template​
I like it a lot. 2 things I'm confused about:
1. Why is she a Hyperborean instead of a real god if she's a fragment of the Supreme Being?
2. Is she really supposed to only have 500 hd? It seems odd that a Supernal would have less hd than a standard time lord.
 

Obly99

Adventurer
I like it a lot. 2 things I'm confused about:
1. Why is she a Hyperborean instead of a real god if she's a fragment of the Supreme Being?
2. Is she really supposed to only have 500 hd? It seems odd that a Supernal would have less hd than a standard time lord.
1) In my setting I favore mortale/Hyperborean above the deity (Things from my setting)
2) Because this is not a Supernal. This is a shade (500 HD) of a fragnent (20.000 HD, he is the Supernal) of one Aspect (too much HD). This is a little spark/illusioni/summon of the Will of the Aspect, even of he has Int, actually is mindless like a golem. It doesn't even really exist, it is generated by the magic of the seal when it has to protect the daughter and then it dissolves after she is no longer in danger.
 

Bootlebat

Explorer
1) In my setting I favore mortale/Hyperborean above the deity (Things from my setting)
2) Because this is not a Supernal. This is a shade (500 HD) of a fragnent (20.000 HD, he is the Supernal) of one Aspect (too much HD). This is a little spark/illusioni/summon of the Will of the Aspect, even of he has Int, actually is mindless like a golem. It doesn't even really exist, it is generated by the magic of the seal when it has to protect the daughter and then it dissolves after she is no longer in danger.
Oh cool. 2 more things: do you plan to make the fragment as well? Also, if even the Aspects have like a billion hd, am I correct in thinking the Supreme Being himself is beyond stats and basically omnipotent?
 

Obly99

Adventurer
Oh cool. 2 more things: do you plan to make the fragment as well? Also, if even the Aspects have like a billion hd, am I correct in thinking the Supreme Being himself is beyond stats and basically omnipotent?
1) Eventually in future, now i'm working on the Christmas work.
2) I'm the Game Master, the Supreme Being
 

Beefermatic

Adventurer
Today I will bring something of my setting. As I wrote previously, I am the Supreme Being of my setting, consequently my Aspects are with a power level that I honestly consider quite useless to post considering they are on the same level as Apepsnake's Sankarshana (Just Things I've Made). Their fragments are a separate matter. More powerful than Beefermatic's Aspects but still in a lower power level compared to a Supernal, I think it's interesting to post one of them.
Shade of Lisk
"You did it, you found it. You can't believe that old Ganky the dragon was telling the truth. The daughter of the Supreme Being. She is hidden in this fake universe lost in the most remote and forgotten margins of the Pleroma. This universe is not even true, its Time Lord is sleeping and generating it like a dream. You sense another Eternals, a Sundered, but he's trapped by the dream so he's irrelevant too. As soon as you enter you realize that the circus is not over: all the Sidereals with a few exceptions are trapped in the fabric of the reality, leaving out only simple gods and mortals. Ridiculous. You, a great Time Lord, who must hide from creatures less than ants in your eyes. But better not risk it, you perceive powerful creatures in the Time Lord's court and you know that if they attacked you en masse the energy generated would attract attention and you do not want to contend your prey with other Eternals. You secretly approach a gigantic tree in the middle of whose roots you feel the energy of the daughter. Your mind briefly touches that of a divinity in this universe, driving it mad instantly. "Yggdrasil" is the name of the tree, a sleeping First One, useless too. You land at the foot of the tree, in front of you is a simple hidden wooden door with a skull engraved on it with crystals embedded in it and a top hat on its head. Ridiculous. You reach out and touch the door while channeling your Expression of Power. Instantly a blinding light is released but it is not as you thought it would go: the door is not made of wood but of Kuvatchim, impossible to break by someone like you. Everything goes wrong: the tree lights up entirely with a golden fire, with the light rising to the sky. An angelic choir begins to sing, vibrating the same universe:
"Arise, my fragment
Protect the one I love
Even if I have now fallen
I know who I'm fighting for.
Arise, Holy Protector
Arise, Holy Warrior
Protect my beloved child!
I'm so sorry my baby
I am no longer worthy to be by your side
But even so, I can't resist
I will leave my will here, at the Tree.
Arise, Holy Protector
Arise, Holy Warrior
Hurry up, my daughter needs you
Hurry up, protect her because I can't do it anymore. "
As the whole universe trembles, the light coagulates before you to shape a creature. It looks like a Nekomimi, a hybrid child between a human and a Nekomata, but made entirely of light and with two skeletal wings on his back. He wears a full armor engraved with symbols of skulls and death, on his left arm, tied with a cord, he holds a spiral of silver metal. His right arm is skeletal with gems embedded in the exposed bones and with it he holds a completely black scythe, the only hint of color in the light apart from the metal spiral. His cold, empty gaze lowers on you and you sense a foreboding of death as he swings his scythe.


Male Nekomimi [Nekomimi (Cat) – d20PFSRD] Amidah Hyperborean X 500 (see Polymath, usually Death Mage [Death Mage – d20PFSRD])

Beyond Alignment (TN effectively) medium Poly-Existential humanoid (akasha, augmented, chaotic, elemental, good, kemonomimi)

Init +∞/2.641 (Always First); Senses all possible sense, cosmic consciousness (universe); Perception +∞/3.148

Aura divine (DC ∞/2.923, universe), emperor presence (universe ft., DC ∞/3.173, less than 500 HD, 5.000 damage)

DEFENSE

cannot be hit AC ∞, touch ∞, flat-footed ∞ or 9.181, touch 6.992, flat-footed 8.894 (+100 anarchic, +100 axiomatic, +400 circumstance, +100 competence, +5.395 deflection, +143 Dex, +144 dodge, +200 insight, +100 luck, +2.189 natural, +100 perfection, +100 profane, +100 sacred)

hp ∞/52.800.000.000 (500d10.000+72.500 plus 207.500) x10.000 fast healing 100; regeneration 1.000.000.000 (damage from the Omega)

Fort +∞/2.895 (cannot fail), Ref +∞/2.894, Will +∞/2.895

Defensive Abilities adaptation, antimagic resistance, boon of the universe, chaotic messiah, cold reflection, cosmic string, eternal freedom, fortune’s favored, good messiah, immortality, indissoluble, omnilock, supreme being fragment, true death messiah, universal acclimation; DR 1.000.000/–; Immune cold, disease, electricity, fire, petrification, poison, unwilling polymorph, elemental traits, undead immunities; Resistance cold 10, fire 10, Multiversal Hazards; PR/SR 3.008, any spell which fails to penetrate Lisk spell resistance is reflected back upon the caster

Weakness omega vulnerability

OFFENSE

Speed Superluminarx240; Starflight (1d3 minutes)

Melee Melean 102 attacks +∞/3.378 touch (∞/256.000d1.000+511 x16 x16; 4.096.008.176 without crit, 65.536.130.816 with crit) x2 every rounds (double already the first round for 204) x3 actions with Transtemporal; Everdread and Supreme Dark Nexus are not calculated in this

Special Attacks alter reality, evil eye (universe), mythic power (100/day, surge +108d6), omnific might, smite immortal 100/day (bonus to attack: 500 + DR; extra damage [eventually permanent]: if 48 DR or less 10.000*divine rank; if 49+ 500.000*divine rank; insight bonus equal to double DR)

Spell-Like Abilities (CL 2.998th, concentration +∞/5.911) +1 caster level for necromancy; DC (if any) +∞/1.725 + spell level

At will—animate dead, cause fear, create undead, death knell, death ward, destruction, greater create undead, slay living, wail of the banshee

STATISTICS

Str ∞ (295), Dex ∞ (297), Con ∞ (301), Int ∞ (297), Wis ∞ (301), Cha ∞ (840)

Base Atk +500; CMB +∞ (3.140); CMD ∞ (7.634)

Feats Any feat x286

Skills All skills ∞/3.001 + ability modifier; Racial Bonus +2 Climb, +4 Handle Animal made to interact with cats and cat-like beast, +2 Perception

Languages All possible languages; Truespeech, telepathy (universe)

SQ aspect of death, boon of the universe, call weaponry, cat affinity, fortuity, inner eye, maven, omnicompetent, terminus, virtual size category +19

Divine Abilities

• Adjuration (Su): Summon up to 1.000 hit die of creatures per day (no single creature can have CR higher than 350)

• Carapace (Ex): Natural Armor bonus equal to your hit die

• Dimensional Ancestry (Azata) (Ex): You gain Azata traits

• Distant Gaze (Su): Gaze attack, Will (DC ∞/3.173) or plane shift in any place of the multiverse

• Eternal Freedom (Su): You are immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. You are also treated as if under the effects of a freedom of movement spell

• Moderate Eradication (Ex): 50% chance of dealing a critical hit to an opponent immune to critical hits

• Mercurial (Ex): You gain a cumulative +1 attack per round (beginning after the first) provided you keep attacking the same opponent

• Nescient (Ex): You ignore feat prerequisites

• Perfect Initiative (Ex): Always first

• Perfect Weapon Focus (scythe) (Ex): Always use maximum BaB for iterative attacks

• Quantum Effect (Su): Effects are augmented or reduced

• Quickness (Su): A constant effect of haste

• SaviourB (Su): You share the pain of allies to ease their suffering

• Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Superior Critical (scythe) (Ex): Critical threat quadruple

• Superior Critical Multiplier (scythe) (Ex): Critical multiplier increased

• Superior Smiting (Su): Smite damage x4

• Uncanny Dodge (Ex): Dex as dodge bonus to AC

Cosmic Abilities

• Abrogate (Su): You negate an enemies single greatest ability

• Apostasy (Su): You are beyond alignment

• Cogency (Su): All attacks are smite

• Cosmic Serpent (Su): Change alignment with a touch

• Divine Nescience (Ex): You ignore prerequisites of any divine ability

• Dominance (Su): Foes with less than 1/3 your HD automatically fail all saves against you

• Heavy Eradication (Ex): 100% chance of dealing a critical hit to an opponent immune to critical hits

• Hyperostosis (Ex): Natural armor bonus equal to double your hit die

• Legendary Charisma (Ex): Charisma score doubled

• Miraculous SaviourB (Su): Your would die for your allies

• Perfect Smiting (Su): Smite damage x10

• Perfect Critical (scythe): Critical threat quintupled

• Perfect Critical Multiplier (scythe): Critical multiplier increased

• SlipstreamB (Su): You are unaffected by temporal disturbances

• Time Dilatation (Ex): You can take twice as many actions during the round than usual

• Unearthly Effect (Su): Your effect power ranges are equal to your Divine Aura. Line, Gaze and Ray attacks have a range equal to your line of sight

• Unearthly Reach (Su): Your reach equals your divine Aura

• Unearthly Weapon Focus (scythe) (Ex): Only touch attack for scythe attack

• Unearthly Weapon Specialization (scythe) (Ex): Base damage multiplied for the critical multiplier

Transcendental Abilities

• Amaranthine (Ex): Natural Armor bonus equal to 4x your hit die and DR is /–

• Dead Zone (Ex): Divine aura is a dead magic zone

• Edifying Presence (Su): Change alignment of all creatures inside your divine aura

• Equilibrium (Ex): All abilities scores equal to the higher

• Greater Dominance (Su): Foes with less than ½ your HD automatically fail all saves against you

• Perfect Defense (Ex): Cannot be hit

• Polymath (Ex): Your class levels can be changed at will

• Sophism (Su): Make a Will to negate an effect

• Transattack Period (Ex): Your attacks double each round

• Transiliente Fortitude (Ex): You can never fail a Fortitude saving throw

• Transtemporal (Su): Travel in time

• Ultimate Weapon Focus (scythe) (Ex): You never miss

• Ultimate Weapon Specialization (scythe) (Ex): You gain one attack for every 5 points of base attack bonus

Omnific Abilities

• Infinite Charisma (Ex)B: Charisma score raised to infinite

• Omnific Divine Effect (Su)B: d1.000 for damage

• Omnific Prana Effect (Su)B: d1.000 for damage


Double True Death Portfolio Traits

Domain Power: You cast necromancy spells at +1 caster level.

Yin and Yang (Ex): You cure with both positive and negative energy.

Sterility (Ex): You cannot produce offspring, even magically.

Undeadlike (Ex): You gain all the undead immunities and add Charisma to hit points (plus any other modifier, like constitution for living and size for construct).

• Necromantic Immunity (Ex): You are immune to necromantic attacks and spells.

• True Cold Resistance (Ex): You reflect cold attack.

• True Greater Scion of Death (Ex): +200 competence bonus on attack rolls, damage rolls and armor class against living and unliving.

• True Perfect Summoning (living and unliving): Living and Undead created/summoned within your divine aura have 400% more HD.

• True Perfect Embodiment of Death (Su): Immunities ineffective against your necromantic effects and all enemies take a -200 penalty against your necromantic effects and must make two save and take the worst result.

• True Uncanny Negative Energy Mastery (Su): Assault your enemies with negative energy based attacks (As Negative Energy [Effect] but 1d6 negative level x 6 HD).

• True Negative Energy Absorption (Ex): You are healed (20 hp/1 negative energy damage or negative level) by negative energy attacks and the excessive cure become temporary hit points.

• True Death Messiah (Su): Living and undead of 200 or lesser divine rank cannot harm you.

• True Lord of Death (Su): Dominate any living and undead of 200 or lesser divine rank within your divine aura/realm.

• Great Breath (Ex): You can create life.

• Redivivus (Su): Revive your opponen’ts greatest enemy to fight for you.

• Word of Creation: Ath'Vae'Uio (Su): Control all life and death within your Divine Aura. It can bring dead people back to life (even from effects that normally erase from existence), it can instantly kill any living thing, destroy the undead and bring life or take it away to any corner of the area. A Will save (DC 10 + ½ HD + Cha) negate this (DC ∞/3.173).

Double Deicide Portfolio Traits

Domain Power: You may use Smite Immortal*.

• Pernicious Ascendency (Su): You are healed by Divine Damage.

• Greater Scion of Godslaughter (Ex): You gain your two most powerful opponent’s in your Divine Aura Divine Bonus to Armor Class, Attacks, Damage, Saves, and Checks.

• Profane Ritual (Ex): All summoned allies cannot be Banished.

• Execration Ritual (Ex): All summoned allies maximize all die rolls if there is an Immortal within your Divine Aura.

• Antidivinity (Su): All Divine Damage you do is treated as Antidivine Damage, which deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers).

• Vile Divinity (Su): All Antidivine Damage you do is considered Permanent Damage.

• Uncanny Divine Mastery (x2 HD) (Su): Assault your enemies with divine based attacks.

• Fundament of Sacrilege (Ex): You gain Regeneration equal to the total Divine Bonus of all foes in your Divine Aura.

• Font of Perdition (Ex): All Immortals within your Divine Aura take damage equal to the combined total of the Divine Bonus of all Immortals within your Divine Aura (including your own) every round.

• Nemesis (Su): You treat all Immortals as the Favored Enemy of a ranger equal to your HD, multiplying the bonus tenfold (+2020).

• Divine Nullification (Su): All Immortals within your Divine Aura lose access to their Divine Abilities.

• Diabolism (Su): Divine Magic (and magic of Immortals) does not function in your Divine Aura.

• Devourer (Su): Immortals you slay are permanently destroyed as if slain in their Divine Realm.

• Omega (Su): All Immortals within your Divine Aura with divine rank lower than yours lose their Divine template (but still count as Immortal with their Divine Rank for your ability).

*Smite Immortal (Su)

A number of time per day equal to his divine rank, a deicide can infuse his strikes with anathematic energies. As a swift action, the deicide chooses one target within sight to smite. If this target is an Immortal, the deicide gains a bonus to his Attack Rolls equal to his HD plus his opponent's Divine Rank**, deals extra damage or permanent damage (deicide choice) on his Damage Rolls equal to double his HD x his opponent's Divine Rank against the Immortal and attacks automatically bypass any DR the Immortal might possess. In addition, while smite immortal is in effect, the deicide gains an insight bonus equal to double his opponent's Divine Rank to his AC and saving throw against attacks and ability made by the target of the smite. If the deicide targets a creature that was not an Immortals, the smite is wasted with no effect. The smite immortal effect remains until the target of the smite is dead or the next time the deicide rests and regains his use of this ability. This ability count as smite for prerequisite of feat and ability (like the Perfect Smite Cosmic Ability). If the Immortal has at least 49 divine rank, the base smite immortal damage (before apply superior and perfect smiting) increase to his HD x his opponent's Divine Rank x 100.

** for calculate the divine rank of Immortal without divine rank like Cogent or Cometary Dragon, use his equivalent bonus to AC (ex: a Cogent a rank 16, while an Old Cometary Dragon a rank 44).


Uncanny Divine Mastery (Evil Eye and Quantum already calculated) (x2 HD)

Beam (Ray) 1.000d1.000 (4.000.000); universe

Blast 500d1.000 (2.000.000); universe ft./2.525 ft. Standard action Ref ∞/1.735/half

Blood 250d1.000 (1.000.000); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 1.000d1.000 (4.000.000); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 1.500d1.000 (6.000.000); Melee Touch

Immolation 1.500d1.000 (6.000.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 250d1.000 (1.000.000); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 250d1.000 (1.000.000); Melee (bonus) Free -

Wrath (Gaze) 500d1.000 (2.000.000); all creature within universe Will ∞/1.735/negate


True Uncanny Negative Energy Mastery (Evil Eye and Quantum already calculated) (x2 HD)

Beam (Ray) 166d6 (3.984); universe

Blast 83d6 (1.992); universe ft./2.525 ft. Standard action Ref ∞/1.735/half

Blood 41d6 (984); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 166d6 (3.984); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 250d6 (6.000); Melee Touch

Immolation 250d6 (6.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 41d6 (984); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 41d6 (984); Melee (bonus) Free -

Wrath (Gaze) 83d6 (1.992); all creature within universe Will ∞/1.735/negate


Uncanny Prana Mastery (Evil Eye and Quantum already calculated)

Beam (Ray) 500d1.000 (2.000.000); universe

Blast 250d1.000 (1.000.000); universe ft./1.275 ft. Standard action Ref ∞/1.735/half

Blood 125d1.000 (500.000); Melee automatic ability Ref DC ∞/1.465/negate

Breath* 500d1.000 (2.000.000); universe ft. cone/line Standard Ref ∞/1.465/half

Hand 750d1.000 (3.000.000); Melee Touch

Immolation 750d1.000 (3.000.000); universe radius Free/Standard Ref ∞/1.465/half

Storm 125d1.000 (500.000); universe radius Standard/Free – Special Ref ∞/1.735/half

Strike 125d1.000 (500.000); Melee (bonus) Free -

Wrath (Gaze) 250d1.000 (1.000.000); all creature within universe Will ∞/1.735/negate


Alter Reality (Su)
Once per round as a free action Lisk can duplicate any spell of xth-level or less (9+any automatic metamagic capacity of that round). This ability can also duplicate any epic spells of DC ∞ (3.164) or less. Other use of this ability are GM’s discretion.

Aspect of Death
The True Lisk, Aspect of Chaos, Death, Freedom, Good, Redemption, and Sorrow of the Supreme Being who stays in his rooms in Akasha without ever leaving, playing melancholy music in front of the monolith on which all the names of his companions are written to whom he has not even been able to say goodbye. This fragment has a fraction of the necromantic power of the True Aspect over Death. This give him the Double True Death Portfolio.

Boon of the Universe (Ex)
Automatically all 'Soul, Mind, Body, Spirit' abilities (Agile (Dex, circumstance), Amaranthine (Cos, circumstance), Beautiful (Cha, circumstance), Chaotic (Cha, anarchic), Cunning (Int, circumstance), Heavenly (Cha, luck), Intellectual (Int, competence), Lawful (Wis, axiomatic), Profane (Wis, profane), Sacred (Wis, sacred), Strong (Str, insight), Unknowing (Wis, insight)), and also has his respective ability modifier added as an additional layer of deflection bonus to armor class. All 'Soul, Mind, Body, Spirit' abilities bonus stack even if normally not (like Unknowing and Strong, both give an insight bonus). Their characteristics bonus also apply to checks, caster level, SR and initiative. Lisk gain x6 the usual amount of divine slot, like if he give up 5 artifacts slots.

Call Weaponry (Su)
Lisk can call his weapon Melean to his hands at will as a free action from any distance (even across universe boundaries). If the weapons is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Emperor Presence (Ex)
The amidah radiate an aura of pure presence (Radius: 400 ft. + 40 ft./Hit Dice). All creatures with less than half the amidah HD must make a Will save DC 10 + ½ amidah HD + amidah Charisma modifier or fall unconscious for the overwhelming presence of the amidah for 8 hours. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). If a creature make his save is instead staggered for a number of rounds equal to the amidah HD + amidah Charisma modifier. Once a creature make with success his save, he is immune to the Emperor Presence of that amidah for a number of rounds equal to his HD + his Charisma modifier. This ability ignore the immunity to fear or mind-affecting effects of creatures with less HD of the amidah. Against unattended abject in the area (like the squares of the floor) Emperor Presence deal 10 damage x HD of the amidah every round which apply only half of the hardness. The amidah can exclude any number of creatures of objects from suffer the effects of this aura. This is a fear, mind-affecting effect.

Immortality (Ex)
As a simple shard created to protect his daughter, if this shard is killed, the True Lisk can create a new avatar immediately. The new Lisk typically reappear where he was killed, and he usually does not seek revenge against those who slew his previous form. Unless they do not proceed in trying to harm his daughter.

Indissoluble (Ex)
As a fragment of the Supreme Being, Lisk is immune to Abrogate, Nullification, Divine Nullification, Cosmic Nullification, Transcendental Nullification, Omnific Nullification, Dominance, Greater Dominance, and Superior Dominance and he and his object cannot be selected with Learned [X] Immunity. Evil Eye cannot control the result of the roll of Lisk, but can stop him from take the best result.

Mythic (Ex)
Lisk has Mythic Power (100/day, surge +108d6) and counts as a 100-rank Mythic creature. Lisk can use any of his spell, spell-like abilities, and alter reality effects as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.

Omnific Might (Ex)
Lisk deals d1.000's for base damage dice of all melee, ranged weapon, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than his HD.

Omnilock (Ex)
As a fragment of the Supreme Being, Lisk cannot loose Divine Ranks or Quintessence, nor can he be Erased from existence, nor have any HD destroyed or drained, nor does any effect that deletes a percentage of his HP effect him. Things written on the sheet of Lisk cannot be copied or stolen (like from the Cozen, Cosmic Superimposition or Mime Ability).

Poly-Existential (Ex)
As a fragment of the Supreme Being, Lisk is a being that exists in multiple concepts and multiple timestreams all at once. He entirely controls his dimensions, and his opponent’s perceptions of him at all times, allowing him to simultaneously exist as both something micro-diminutive for purposes of detecting it and attacking it and also Xonna-Titanic for purposes of combat maneuvers, etc. He is treated as having an effectively infinite size bonus in AC, CMB, CMD and Attack all at the same time without penalty.

Omega Vulnerability (Ex)
As a fragment of the Supreme Being, Lisk is vulnerable to the Omega. The Omega automatically ignore Poly-Existential, Indissoluble, DR, and PR/SR of Lisk. The Omega is immune to the Evil Eye of Lisk.

Supreme Being Fragment (Ex)
Lisk uses d10.000s for base hit dice, and gains a x1.000 health multiplier. He does not gain normal feats but instead an equivalent amount of Any feat Divine Ability. All Auras have reach equal to the range of cosmic consciousness.

Universal Acclimation (Ex)
Lisk is always considered to be on his home plane, regardless of what Universe or Multiverse he finds himself upon. He never gains the extraplanar subtype. Lisk is immune to all form of natural Hazards (Dead Magic Zone included), with the exception of Multiversal Hazards against which is has only Resistance.

Melean
+238 everdancing, everdread, ghost touch, phase locking, supreme dark nexus, transformative, black hole matter greatsword (transfromed in a scythe with transformative)

Lisk can chose, when killing a creature with Melean to deal the killing blow to the essence in the Akashic Library of the creature as well. A creature killed by Melean has two possible result decided by Lisk:

  • A creature killed by Melean is totally annihilated in body, mind and soul and is cancelled by the pages of the Akashic Library. The creature cannot rejuvenate in any way (like the automatic resurrection of deities killed outside the Godly Realm, Cosmic String, or Transmortality) or resurrected in any way with the exception of the use of Master of Magic of a Great Wyrm Gankyil Dragon, the Breath of Cleansing Light of a Great Wyrm Wuji Dragon, or the Death Knell.
  • The soul of a creature killed by Melean is entrapped inside the blade and cannot rejuvenate in any way (like the automatic resurrection of deities killed outside the Godly Realm, Cosmic String, or Transmortality) or resurrected in any way until the soul is released (a free action for Lisk), the Death Knell is used, or the blade is destroyed (an almost impossible task except for the most powerful Supernals due to the nature of artifact made of black hole matter).
(originally found here: Death, CR 373)

Everdread: A weapon with this ability functions as a dread weapon against all creature types.

Overwhelming conjuration; CL 75th; Craft Epic Arms & Armor, summon monster IX; Price +25 bonus.


Supreme Dark Nexus: This weapon is a gateway to the Plane of Entropy, Byss. It deal an additional 1.000d1.000 permanent damage to any creature struck by one of their blows. Creatures normally vulnerable to negative energy (e.g. living creatures, deathless, etc.) suffer double this amount of damage.

Overwhelming conjuration, necromancy and universal; CL 1.100th; Craft Epic Arms & Armor, gate, wish; Price +200 bonus

Death Knell
This simple object of steel with the form of a spiraling comet has power over life and death. Lisk can activate the power of the Death Knell as a standard action with two possible use.
  • The first use channel deletery energy within an area of 1 light year centered of Lisk. This destroy all corporeal living and undead creatures in the range which fail a Will save DC 2000. A creature destroyed by this return with the Hunefer template (Master of the Flesh, Cosmic Ability version) under the control of Lisk.​
  • The second version call a spirit of a deceased creature from the grave. A creature can call any number of spirit, up to his HD. Lisk can instead call any number of spirits. This can recall the spirit from any place, even if the soul is entrapped or annihilated. This automatically restored the soul (if destroyed) or free it (if sealed). The spirits work as the base creature with the ghost template​
Quick question, you say their figments are "more powerful" than my aspects, but tbh, I can't see how this thing would even beat Rei much less Maximus, so how do you figure? Am I not seeing something? Seems, to me, that Rei would one-shot this thing, not saying it's not powerful, just, I feel like I'm missing something here.
 

Obly99

Adventurer
Quick question, you say their figments are "more powerful" than my aspects, but tbh, I can't see how this thing would even beat Rei much less Maximus, so how do you figure? Am I not seeing something? Seems, to me, that Rei would one-shot this thing, not saying it's not powerful, just, I feel like I'm missing something here.
Because I didn't write well at the time because I was in a hurry. As I wrote in the Bootlebat reply
This is a shade (500 HD) of a fragnent (20.000 HD, he is the Supernal) of one Aspect (too much HD). This is a little spark/illusioni/summon of the Will of the Aspect, even of he has Int, actually is mindless like a golem. It doesn't even really exist, it is generated by the magic of the seal when it has to protect the daughter and then it dissolves after she is no longer in danger.
this is a shade of the fragment, the real fragment has 20,000 HD.
 

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